Changelings can now take the Pheromone Receptors ability to hunt down other changelings.
Changelings' 'Absorb another ling' objectives have been astoundingly difficult for a while now because lings haven't historically had any good way to identify each other. By the time a ling gets called on the radio, every bored validhunter on the station is already dragging it to the cremator while beating it, making the old yoink'n'succ borderline suicidal. Short of some sucker announcing his name and position over lingchat (a mistake most people only make once), changelings assigned to absorb other lings are nearly always SOL.
With this in mind, I've created 'pheromone receptors', a new changeling power. By tracking the unique but normally undetectable scent of other changelings, a hunter can track fellow lings and find their general location. Similar to the target pinpointer that all IA agents get, receptors help to locate other changelings, with a few important caveats:
They have a maximum range of 25 tiles. They will not give any indication of changelings outside this radius.
They have a minimum range of 10 tiles. The pinpointer will not display a direction for closer targets.
The pinpointer does not show its current target. It may switch randomly between targets at similar distances.
The pinpointer slows down chemical regeneration while active, similar to the 'mimic voice' ability.
The power has to be purchased for 2 points.
This power is not intended as a replacement for player skill in identifying changelings; rather, it's a supplement. Hunting lings can easily identify lone and out-of-place people as their targets. This encourages hunted changelings to stay mobile and in public, where it will be more difficult to confirm their identity. Well-hidden changelings might in turn be able to detect someone who's looking for them; This allows them to either slip away or arrange a confrontation.
Hopefully, with a way to accomplish this objective that's not random-ass luck, changelings might be able to start greentexting regularly again.
*No they won't, team objectives still exist.
* Shrinks the internal cavity, allowing only singletanks, small, and smaller items to be implanted in the chest (heavily nerfs 'chestgun' circuits). Additionally, prevents circuits from grabbing or throwing in storage implants. As part of this change, grabbers can now hold items up to assembly size (shouldn't be problematic, since they cannot hold TTVs or two-handed weapons, and can no longer function inside of a storage implant).
* Un-nerfs cavity implants, while preventing medium circuits from functioning as storage implants or chestguns.
A later PR soon should add logging for throwers and examine text for implanted small weapon circuits.
* Fixes borg names.
* Makes it call the db only once.
* Default cyborg naming scheme.
* Makes cyborgs default to default name instead of random ai one.
* Fixed bucket hat bug
Stopped the user from pouring reagents into a bucket while worn as a hat. Does so by changing the bucket to not have a container type until its removed
* Should work
* Works better
* ExcessiveUseOfCobblestone is right, this better
* As per recommendation