changes:
rscadd: "Chainswords now have an improved animation."
rscadd: "Chainswords and energy blades can no longer get embedded in people."
rscadd: "Chainswords and energy blades can now be used as surgical tools to amputate limbs. Chainswords are messy. Energy blades will cut clean and cauterize the wound"
tweak: "Surgery messages about amputating bodyparts are now very noticeable"
tweak: "Cauterising wounds with a welding tool is much more reliable. Cauterising with a cigarette is no longer effective."
bugfix: "Fixed chainsword held sprite not updating when toggled"
AOOC is now added to players upon reconnecting, if they are an antag.
Technically a lazy fix, because the verb should maybe be a mob verb instead, and thus be added automatically. But hey, it works.
Hypnotise buffed to last slightly longer, and to silence the target, to make it worth the blood cost and activation time
Scaling and datum adjusted to make more vamps in rounds (1 vamp per 50 players is unreal)
Frenzy gets removed at a faster rate while draining blood
Fixed a bug where thralls got vampire powers
Added debug logs for antag spawning, to be pushed live for debug purposes.
Nominating for worst code 2016
Adds in custom objectives for the antag competition
Adds in a verb for players to assign their character's allegiences and to later edit them
Adds in a verb for players to request objectives relating to the contest
Adds in the logging of contest results
Modifies the objective system to facilitate objectives that require regular checking (such as the brigging one, which was not functional up until now)
bugfix: "Fixed a major issue where alien species with cybernetic limbs on spawn would always be the species default colour."
bugfix: "Fixed preview images of nonhumans with cybernetic limbs being tinted the body colour."
changes:
bugfix: "Animals climbing onto people will now show a different, correct message, instead of the scooped one"
bugfix: "Fixed an issue where a held animal could be duplicated"
bugfix: "Fixed animals bugging out when placed in crates or unworn containers"
Also removes some unnecessary scooping code from a few animals, which already exists in the parent class
Alright, I will keep the bay system, since it seems to work better, and now exosuit sprites will go in custom objects. Also, fixing a missing item, and zubari spawning with two fancy jakckets, in the new config, which should replace the actual one:
Adding a new var: allowed_magazines.
Pretty much it defines what magazines you can load into a gun, it will stop people from loading submachine guns into pistols and etc. Also, fixing the Deckard revolver.
An extension based on live testing yesterday.
Reduced the volume of mouse squeaks a bit, fixed Ian's automated feeding, and addded a couple new food related features to him
I made his scan delay drop when food is around, but scale up to a slower-than normal value if left alone, and added checking for held food. As well as tweaking some food-related vars on corgis
Removes the spam prevention procs from all background procs, and ensures that they're only placed on procs that the user can initiate.
This will remove the chance of having spam prevention trigger from automated emotes.
Fixes#613
changes:
rscadd: "Respawn timers are now tracked individually for playing as animals (mice), small synthetics (drones and pAIs) and crew (everything else). This means you can now play as a mouse or drone while waiting to respawn as a full crewmember.".
tweak: "You can now spawn as a drone immediately upon joining as an observer, without having to wait ten minutes. There is still a cooldown between respawning as a drone if you just died as one."
tweak: "Slightly improved the error messages if you try to respawn when you've not waited long enough."
In addition, unlisted changes:
The admin verb 'Allow player to respawn' now sets all three respawn timers
Respawn times are now centralised in setup #defines, for easier editing in future
Nonliving mobs will no longer attempt to ghost when deleted. A comment in mob.dm explains this change
This was done with three design goals in mind:
1. Making 'interesting' events more common, especially those that have a decent chance to affect the dynamic of a round, as well as making annoying/boring things a bit less common.
2. Giving people stuff to do when a department is overstaffed. All the combat things are more weighted towards security staff, and destructive things more weighted towards engineering. Many other events have had staff requirements removed or reduced
3. Evening out event selections, preventing certain things (like blobs and comms blackout) from being too common, and other things (like spiders, drones and meteors) from being so rare. Severe events especially should have a much more varied selection.
A PR for mice
Adds a resting animation, several new audio files, verbs to use them, and a variety of audio changes.
Also fixes a bug where speech_chance was set to zero while sleeping, but not set back when the mouse wakes up
Resolves#597
rscadd: "Non-wizards using wizard items may experience fun stuff."
tweak: "Mental focus damage level's have returned to old-code, to better compete with Mutate."
bugfix: "Mental focus staff has had its area of effect mode returned."