`caucasian_m` doesn't exist inside human.dmi, which made all default humans show
up as an error icon in Dream Maker. I added a basic human icon to that file.
🆑 coiax
tweak: The Shuffle Race wizard event no longer changes people's names.
/🆑
We've got Change Names and Change Faces for this, sometimes you just wanna stab
a button and make everyone DIFFERENT, but not DIFFERENT PEOPLE.
🆑 coiax
tweak: When laying the drapes for surgery, only the surgeon will know
which proceedure has been initiated.
/🆑
Why? Surgery requires trust, and additional trust will now be required, given
the "brain surgery" and "brainwashing" surgeries have very similar steps. Is
she installing a CNS rebooter, or performing a casual pacification surgery?
* Fix adjacent turf calculations for open turfs that block atmos.
Turfs weren't checking rather or not they themselves blocked atmos before looking for open turfs near them.
* How'd that get there?
Instead of using expensive getFlatIcon() calls, character previews are now shown using appearance clones in a second map window.
Its creating a secondary map and adding mut_appearances as screen objs on that map.
There are 1 set of dummy objects per client, it also only creates them while the preview window is open and garbage collects them when it's closed.
Because it creates the MA from the main preview dummy mob, the dummy mob's appearance remains a seperate object and they don't affect each other
cl
balance: blobs now receive a 50% cost refund on attacks that don't spread
balance: blobs receive a free chemical re-roll every 4 minutes
balance: reflector blobs are considerably tougher
fix: attempting to turn a damaged strong blob into a reflector blob now refunds points
fix: fixed an intregrity
/cl
I think Blob is a great midround antag. It provides a threat that forces the station to work together as a whole, adds excellent drama, and has a cool design. However, it's currently very weak. I think it needs both a buff of the core antag, and then some buffs/nerfs to bring all the different variants into line. This PR deals only with the former.
One thing blob is currently lacking in is kill power. To actually attack someone, or smash through a wall, takes a crippling amount of chemicals (usually 16-20). This means that if the blob fights back through spreading instead of factories it cripples itself. I believe attacking should be cheap to make blob a more dangerous enemy to fight, while not allowing it to reach critical mass more quickly while not in combat.
Re-rolls are very cool and make fighting blob more dynamic. They also help combat the current terrible balance between blob variants so RNG doesn't force you to watch yourself die to fire extinguishers. However, you have to pass up 80 chemicals to get one after your first. In fact, I believe any chemical cost makes re-rolling clunky to use - re-rolls work best as an attempt to throw off a crew that's beating you too easily, and sinking yourself into low points plays actively against that.
Reflector blobs are also rarely used. As they are now, you pay 15 points just to have a reflecting strong blob tile with 1/3rd health, and FOUR TIMES BRUTE DAMAGE. This means that the blob tile dies TWELVE TIMES quicker to brute than it did before! This buffs it to die a mere three times quicker to brute, and 1.5x quicker to burn.
🆑 coiax
fix: Abductors created by abductor mutation toxin will be able to talk
to themselves and to other abductors.
tweak: Abductor tongues now have distinct "channels". A person with an
abductor tongue will be able to attune another tongue to the same
channel as their own.
tweak: Speaking on the abductor channel will always use your mob's
"real name".
add: Abductor teams can now purchase additional superlingual matricies
from their abductor console.
/🆑
Essentially, non-antagonist abductors couldn't hear themselves or each
other because of special case handling when the tongue was present
inside someone with the abductor species, in order so mothership teams
could hear only their team.
Now: All abductor speech is only heard by people with the same
"mothership" var as the speech originator. People can attack_self() with
the tongues to attune them to their channel, in case mothership teams
want to buy additional tongues, attune them to their team, and put them
in their abductee victims. It also means that if you kill the Agent,
stick his tongue in your mouth, you'll be able to talk to the Scientist.
Mobs with abductor training (or observers) can identify which channel the tongue is
attuned to.
I also marked the items in the abductor shop that cost two credits.
- Normal shuttles that are not emagged will no longer throw things around.
People will still be knocked down.
- Emagged shuttles and poorly designed shuttles will also throw things
around on tables, as well as closets.
Shuttles were not mapped with the idea that their contents would be thrown
around violently every time they moved. This means that things like wheely
chairs, potted plants get chucked about the place. To get around this, the
"magnetic_catch" component was added, to partially bypass this effect in the
first place. But this component is only used in one place, in shuttle loading,
which means if a shuttle is custom built, suddenly and unexpectedly,
everything flies everywhere.
Instead, violent shuttle throwing should be limited to crappy shuttles,
(ie. asteroid with engines) and emagged shuttles. As such, I've removed
the magnetic component from tables and racks, to make shuttle throwing
more violent when it happens.
* Traumas are copied when a person is cloned
🆑 coiax
add: When a person is cloned, any mental traumas are cloned as well.
/🆑
If the cloner is going to recreate your delicate personality, it's going
to have to recreate anything wrong with your brain as well. After all,
where does one greytider's legitimate fear of security end, and another
one's irrational fear begin?
Essentially, traumas could be easily gotten rid of by cloning, or death
would rob a person of a rare positive trauma. Now you're stuck with them
until you get rid of them.
* Suggested changes
* Removes cloning traumas
* No more cloning traumas
* reverts to bubblegum before kor's previous changes since it has been so widely disliked i'd rather work with a more liked version
changes how the charge function works but still has the same result, also decereases the delay between subsequent charges slightly
* bubblegum now has a greater base speed
the charging var now represents a target rather than a boolean
bubblegums speed is no longer based on his anger modifier
new attack, blood ball, replaces blood spray, bubblegum throws out balls of blood at the target which create blood in a 3x3 area around the landing zone and deal damage
the way charges work has been totally revamped, no longer uses any method of throwing to fix a couple things, this fixes bubblegum infinitely charging through space, and also makes bubblegum continuing to charge even after hitting living targets possible
uses moved function for checking for successful movement rather than checking if move() returned true or not
blood warping and diving now increases the speed of bubblegum like slaughter demons, blood warp is also unable to be procced while bubblegum is in this increased speed state
* bubblegums blood ball attack is now apart of the main attacking function
the blood ball attack now has a 25% chance to be used if bubblegum didn't blood warp
the blood ball attack now shoots more balls depending on the anger modifier of bubblegum
slight increase to charge windups
removes useless recovery time setting for charges
sets bubblegum move speed increase back to move_to_delay instead of speed
blood ball is now a projectile for easier movement smoothing and existing functionalities
adds a target for blood balls ending position
* removes blood ball attack, didn't really fit thematically with the melee boss idea and was kind of lame
increases bubblegum vision range for targets and aggro vision range for attacking enemies
gives bubblegum rapid melee which lets him check for melee hits every 0.25 seconds, melee attacks still have a cooldown of 20 deciseconds though so this just gives him higher priority checking for hits, aka prevents standing next to bubblegum for 19 deciseconds and not being hit in some cases (blood warp)
charge no longer moves mobs that are hit since it was visually confusing especially in rapid succession
* bubblegums base move speed has been increased
bubblegums enrage speed is now double his base move spee
bubblegum now checks for melee hits every 1/8 of a second
bubblegums enrage is now handled by a time var
adds new ground slam attack, blows back enemies caught in the blast and does decent damage with a small stun
fixes bug where move_to_delay changes didn't happen until the change was checked next, added a function to handle these changes so they apply instantaneously
bubblegum now has immunity to weaker explosions
bubblegum is now immune to projectiles in his enraged state
charge stun has been changed to a paralyze to make the trampling much clearer as the mob will fall to the floor
increases blood warp pool range and makes it only proc on pools further away
re-adds blood spray as an attack
* ground slam is now just a function of bubblegums movement while enraged
slaughterlings have been added back as a main attack
bubblegums charge's target is now 2 turf distance past its targeted player so slammage can be fully utilized
enraged charges are slower because of their aoe and bubblegum having to slam down but normal charges are now faster as a result
adds recovery time for charges
turns down the paralyze times since they were basically a death sentence with no way out
blood warping now has a proper cooldown based on the last enraged time
blood warping now has a built in delay after the warp so you don't instantly get meleed
blood enrage now has an actually variable to handle the enrage timer
blood spray now has a constant range of 25 tiles
blood spray moves slower again
* rapid melee now procs every 1/4 second instead of every 1/8
bubblegum now retreats from you when he is not manually moved towards you, which is charging at the moment
bubblegum now only does direct charge damage when he isn't enraged with the ground slamming around him
charge speed is much faster around the board and enraged charges are faster again
the recovery time from charges is 1 second instead of 2 seconds now
you no longer get shorty paralyzed from ground slams or being hit by the charge (since it pretty much meant you would never get your weapons or things in your hand back)
actually figures out how throwing speed works and increases it instead of decreasing it like movement delay
fixes a bug so now living mobs in the process of being thrown cannot be hit by ground slam anymore (so ground slam wont hit you 30 times before you get thrown away)
* adds "hallucination" bubblegums, come for one attack then disappear but act as normal bubblegums for that time period
replaces slaughterlings attack with hallucination charges
bubblegum now only takes explosion damage of light severity (so you're gonna have to chuck a lot more bombs to cheese him)
bubblegum no longer plays his normal footstep sound while enraged, so you can actually hear the ground slam sounds
fixes a bug where charge could be attempted without a target
increases the volume on ground slams sound effect
removes the delay before moving on blood warping since bubblegum naturally moves away anyways and won't instant melee you anymore
* renames hallucination charge adding an around to the end in anticipation of more similar attack types
changes bubblegums initialize making only one spawnable to only work for its exact type
bubblegums charge now has a delay var for the windup on the charge
increases the delay of hallcuination charge's wind up
decreases the distance of the hallucinations so you can actually see them when there's more directions
* removes bubblegums retreating movement
increases probability of hallucination attacks
hallucinations can now move through bubblegum
bubblegum now starts moving right after charges end
fixes hallucination charge bugs where not all hallucinations had equal charge priority and would sometimes end up in different locations
turns off hallucination AI since it does nothing
hallucinations can no longer blood attack
* re-adds retreat distance and minimum distance to bubblegum.dm
bubblegums retreat distance and minimum distance are removed while he is enraged
charging is now just a boolean representation
changes attack probabilities again
fixes bug where bubblegums could spawn despite the fact that only one should be able to be spawned
cancels movetotarget function when charging
ground slam is now async fixing a bug where all of an enraged bubblegums actions would be delayed
after a charge bubblegum now starts movement toward his target instantly
bubblegum no longer has to have his time passed for the enrage end proc to work (i don't know why i did this check)
bubblegum counts as charging while doing the hallucination charge initially fixing some movement bugs
bubblegums charge is now fully handled outside of the other hallucinations charges fixing some issues
hallucinations no longer have a life proc that does anything
fixes a bad copy paste issue (my bad) where instead of hallucinations blood attacks being overrided and cancelled bubblegums base blood attack was overrided
* accounting for movement speed changes in the future by very slightly increasing the movement delay
* increases movement delays of bubblegum in anticipation of the movement speed decrease
bubblegum's ranged throws from his ground slam now go less far
bubblegums wait time for his hallucination attacks is now increased on the increased amount of directions he's coming from
* Fixes the notes text to be accurate
The default movetodelay has been set to before the speed change because it really made the base form of the boss underwhelming
The enraged movement delay has been increased to 3.75 to be exactly half of 7.5 like it was before, the only real problem with the movement was enrage being too fast so this should be fine
Removes snowflake check attempt to make bubblegum move faster after charges that didn't work and instead made him move even slower
* decreases damage of all attacks to make them consecutively punishing but not insta crit damage comboed into nothingness in half a second
removes ground slam from bubblegums enraged state since it just made it hard to balance and i couldn't get rid of the throw stun
adds vars for hallucination charges and charges that allow different delays and charge types
adds a six circled hallcination charge attack thats delay decreases as bubblegum takes damage
adds a triple charge that gets faster each time
adds a double hallcuination charge that doesnt include bubblegum himself that procs multiple times stacking up
removes blood spray attack, bubblegum now leaves blood wherever he moves, his hallucinations leave blood trails as well
increases delay slightly on bloodsmack attack
bubblegum no longer blood grabs unless the person is unconcious
hallucination charges now use random angles
* changes probability of second phase attacks based on anger modifier
* Choice beacon explosion changes
🆑 coiax
del: Choice beacons (such as the one the curator, chaplain and people
with the Musican trait have access to) will no longer have pods that
have minor explosive effects.
add: Emagging a choice beacon will cause the pod to be supplied by the
Syndicate, providing the same items, but with a highly explosive
landing.
/🆑
Choice beacons are supposed to be just methods of spawning in a choice
of items, rather than weapons. I've seen traitors use the choice beacon
as a free way of instantly detonating a syndicate bomb they just
deployed, which is cute, but is probably just too powerful for a free
item.
The mild fire/knockback explosion from a choice beacon currently is
enough to set people on fire, burn up items, and throw items around in
your workplace. The focus should be on the items you get, not on the
destructive effects of their delivery.
* Removes emagging
🆑 coiax
admin: When the nuclear authentication disk remains stationary
for too long, the chances of a Lone Operative increase. Admins are
now notified when the chances go up.
/🆑
Surprises are bad, and it saves having to check the datum constantly.
🆑 coiax
admin: Admins now have access to a "wand of safety", a supercharged teleportation
wand that moves people to a safe turf, like a swarmer teleport without the cuffing.
/🆑
I also changed the description of the debug healing wands, and added
a debug safety, and debug death wands. Debug wands also charge
every (other?) tick.
I specifically coded this because I would have liked to have something like it
for the Winter Ball, in clearing people who were trying to break into the Brig.