add: Clown cars can now fit any mob (besides megafauna)
add: Repair your clown car with bananas
add: Emag the clowncar to unlock a button panel. Activate it to press a random button for a random effect!
balance: lowers health and cost of clown car
fix: removes a return in the clown car code that caused the wrong flags to be assigned
fix: you cant open the clowncar trunk from the inside anymore, you can still escape though.
fix: fixes broken to_chat in clown car
balance: Once the blood cult reaches 20% of the active player population, they will receive a notice that the cult is "rising" - and after a moderate delay the eyes of all existing and new cultists will be permanently red. Examining a cultist with uncovered eyes will confirm their supernatural appearance.
balance: Once the blood cult reaches 40% of the active player population they will receive a warning and after a moderate delay will glow red, permanently revealing the identity of existing and new blood cultists.
add: Any non-cultist can now strike a (filled) soulshard with a bible to purify it. Purified shades have a unique appearance and will be eager to get revenge on the cult. Bibles can be printed in the library.
balance: Juggernauts have 25% less HP and 35% less projectile reflection.
balance: Cult mirror shield is slightly easier to break, has less illusions, and has -33% throwing distance.
balance: The EMP blood spell has -1 light and heavy radius.
balance: The revive rune now requires 3 sacrifices per revive, it still starts with one "freebie" revive. Giving "souls" to AFK/Catatonic cultists remains free of charge.
balance: Twisted Construction now has a channel time with added noise/effects when used on doors. It also hurts you slightly more to use.
balance: You can now only hold 1 blood spell without an empowering rune and 4 with one.
del: The Bloody Bastard Sword is no longer available in Blood Cult. It's still spawnable with admin tools.
add: By injecting a light pink slime extract with water, you can create
a renaming potion, which allows a sentient being to change the name it
presents to the world.
* Letting circuits get items in assembly
This adds a proc so that certain circuits can have an item inserted once they are in the assembly. Also gets rid of the second list in the attack_self() proc and removes that pesky list.Find() proc by turning the first list into an associative list, which should make the proc more reliable and slightly more optimized.
* Letting circuits get items in assembly
Add a boolean var and an additem proc so that you can insert items inside some circuits after they are inside the assembly, while it is still open
* Fixed indentation error
Happens when I use copypaste for new code, sorry folks.
* fixed a little error due to false object path
* Fixed single-input assemblies
The choice variable detected the name of the association rather than the circuit associated to it in the list.
* Added a fix for batteries
There was this bug, where the battery would be transferred into the location of the assembly rather than its contents when putting it inside.
* fixed a little issue with analyzers
* Indentation error due to copy paste again
* fixing nonreactivity on input circuits
hey, it's not easy reworking a whole proc like this...
* further simplifications
* Adding new var
can_input_object_when_closed, which should make it possible for people to take items from an assembly.
* Adding the code to the corresponding new var
* small correction
forgot to make the var reference the circuit
* since most stuff just calls attackby(), why not let it relay directly?
* Whelp, since no one's reviewing, let's add onto this
* seeing if another travis check will still result in errors
* done it, Naksu!
thanks for giving this another chance!
* Fixes tentacles, also moves throw callback to fire after the throw is fully completed.
* I knew i forgot something here.
* Undoes the callback change since it's fixed in another PR.
* Bluh
Reasons for change:
Curators are already underplayed and not very useful outside of gimmicks.
At the moment, when you say "snake" near a Curator, you blind them. No seriously. If your an antag and your target is the curator, just scream "SNAKE" over and over. They will be permablinded and not be able to fight back.
This is especially cancerous when someone on the station is named "Snake". Better take that headset off and avoid radios or be blind forever!
I'm coming off a round as Curator and really tilted.
* -Fixed intelli potions requiring you to have Xeno toggled on in special preferences to be notified.
-Split xenos, intelli potions, and mind transfer potions into separate roles for a more precise role management.
* -Made sentience potions and mind transfer potion roles bannable from jobban panel.
-Gave Sentience potion role its own toggle in game preferences.
* Fixed bad reference
* Cleaned up role references
* Cleaned up a few defines
* Cleaned up more defines
add: Show your support for the fine arts with these new quirks:
add: Tagger: drawing graffiti takes half as many charges off your spraycan/crayon
add: Photographer: halves the cooldown after taking a picture
add: Musician: tune instruments to temporarily give your music beneficial effects such as clearing minor debuffs and improving mood.
These should be pretty straight forward, musician is especially interesting because you can share tuned instruments with other players, and think it has the potential for some interesting cooperation. For example, as a musician bartender you may decide to hand your tuned instrument to the mime so they can play music and have your customers not stumble around as much while also making them happier!
I don't think there's realistically any balance concerns. Most of the debuffs it clears can already be cleared by drinking tea, they're a pretty rare occurrence in a fight and are usually gone before you have the chance or need to do anything about them. At most helps you walk straight while you're drunk, really.
All these quirks make you start the shift with all the tools of the trade, to make them more worthwhile to take and make the player feel like their quirks are part of their character on a regular basis (ex. a player with the tagger quirk is more likely to make graffiti on a whim, a photographer will always have a camera to take pictures of interesting things etc. whereas they would otherwise have to round up supplies at roundstart every time)
Adds a magical locker staff.
It goes through people, capturing anyone being hit by it and putting them in a welded locker
The locker decays in about 5 minutes, to prevent the hallways flooding too much.
Escape time is only a minute.
Explosions are less effective on people inside
Why: It's a bulky wand, and great if you want people to just fuck off. You can either leave them or do something horrible to them.
The sprites are codersprites, except for the locker, please forgive me
honestly? i'm a little hurt nobody else did this when @XDTM made the great suggestion. There are a few problems with the tear in the fabric interaction, hoping a maintainer can help out
Skateboards are fun but without even considering the bumping hazards they're almost impossible to use on station just because of how unreasonably fast they are.
They're so fast, they couldn't be any faster. Literally! They have no move delay, making them as fast as a vehicle can possibly be.
But if you think you can handle it, you can simply adjust it back to sanic speed. Crashing penalties are unaffected.
I see no reason why they shouldn't fit in backpacks, maybe they used to be strong weapons a while ago but nowadays you can find stronger stuff just laying around that fit in backpacks just fine.
Plenty of items bigger than a skateboard that already fit in backpacks, too. (i.e. instruments)
* Overthrow gamemode, again!
* Fixes objectives even more, especially AI one, removes boss antag subtype
* Fixes and refactors objective code, especially AI
* Expands greeting msg, fixes AI getting storage implant, rewords objectives to make it clear that they're teamshared objectives
* Resets gamemode required players to production values
* Lowered the number of teams existing during highpop
* refactors code a bit, fixes special_report to not use roundstart list, renames converter
* Cannot convert mindshielded people anymore unless you remove the implant
* Changes the Nothing explanation_text of head objective to hint at autoupdating, updates greet()
* Fixes define compile error