Spacebikes, speeders, and monowheels now have storage compartments accessible by dragging it onto your sprite.
Spacebikes and speeders now drive a bit faster on non-space tiles.
Off-station antagonists will no longer keep the player's character's flavour text.
Antagonists will now be assigned random names before they pick their name.
Added an optional acting captain uniform briefcase to the captain's locker. It includes a jacket, a cap, an armband, and a captain radio.
Currently, the only way to show that you're acting captain is to change your ID or to steal the captain's clothes. I thought that was pretty silly, especially for something that's somewhat standard procedure during a chaotic antag round. So I sprited some gear that allows command members to say "Hey, you see this sprite? You should be listening to this guy."
Added a lowpop gamemode called 'Burglars', featuring a new type of antagonist, a mix between a heister and a traitor. Neutered for lowpop fun.
Added a mixed gamemode, 'Conflict', which is heisters and burglars.
Due to additions and changes to systems over time, particularly brainmed and changes to retaliate mobs, some unintended behaviors have crept up that weren't around for their current implementation. These tweaks to the balance will serve as a half-way measure, until I get the time to give them a lengthier overhaul again.
You can now pump a shotgun or work a rifle's bolt without wielding it, but it takes two seconds to do so.
Using the double-barreled shotgun in-hand now ejects its ammunition instead of changing the firing mode. Changing the firing mode has been put on alt click.
Pain message/status displaying has been unified into custom_pain. This might cause some weirdness with when people go unconscious or get paralysis from excessive pain.
Oxyloss has been fixed and so has the oxygen damage overlay, which is now back. I'm not sure of the actual impact this has on damage.
Also added a fullscreen BIG RED overlay when you have BIG PAIN.
The old code relies on lastarea being up to date. This doesn't really make sense, and can lead to edge cases; we should just be checking the turf the mob is on.
Added sharpened bear traps, a mechanical trap that ignores armour in the clamp action, to the Stealthy and Inconspicuous Weapons uplink.
Added closet teleporters to the Stealth and Camouflage Items uplink, a device that start linked and can be attached to closets to set-up a teleport network. Step inside and close the door to teleport.
Pushing a wall to try and find a secret entrance now takes a few seconds of touching and feeling.
This shit is just full of issues that keep popping up and frankly I can't be fucked to deal with them.
Note: I'll probably do the same thing again but very simplified later on. This iteration is a mistake in how much of a mess it is, unfortunately.
Mecha movement and equipment usage cooldowns have been decoupled. You can now move directly after using your equipment, which makes them MUCH less clunky to use.
Mecha hardpoint UI elements will now get tinted red during their cooldowns, which will turn back to normal once the equipment can be used again.
Mecha UI text have been overhauled to look much prettier.
The charge level for mechs is now displayed as a percentage value, and actually fits on the screen.
You can now draw from card decks and hands by clicking on them with an empty hand while it's in one of your hands.
Mousing over a card that's next to you, or face-side-up, will show a tooltip of what it is.
Drawing a card from a deck now draws a specific card. Dealing a card to someone will pick the first card of the deck, meaning that it has to be shuffled to be random.
This is probably the first out of many 'borg module changes.
(Where I make 'borgs less able to valid hunt + less agonizing to play, and more geared towards just providing general utility to the round. eyes)
For this PR I just standardized equipment to help borgos make it more clear where danger zones are, I did this by adding engineering tape so they can tape up airlocks with the recent (And I hope permanent) removal of bolting.
I also added extinguishers to the existing modules that were missing them.
I also added GPS's so Crew can more easily find them if they get disabled or lost for repairs, which is just attempt 1 to try to fix the long standing issue of perma-crit, no power 'borgs.
Removing my comments in the actual code in the future possibly but placing it here:
Engi tape: To enable 'borgs to telegraph danger visually.
Inflatable Dispenser: To enable 'borgs to protect Crew from danger in direct hazards.
Portable GPS unit: For being located while disabled and coordinating with life sensor consoles.
Fire Extinguisher: For navigating space and/or low grav, and just being useful.
Portable Flash: Non-lethal tool that prevents any 'borg from going lethal on Crew so long as it's an option according to laws.
Crowbar: Base crowbar that all 'borgs should have access to.
Re-added the inflatables (After removing them) but with a nerf. Now they store a max of 5 walls and 3 doors from 10 walls and 5 doors, and their delay on placing one down is much higher (15 to 30). The concerns brought to me about them being exploited to block in Antags/etc should be eliminated.