Added the blob to the check antagonists, displaying how many blobs are left to win and being able to show the player panel for the blob.
Gave overminds mind datums which will initialize to give the overmind a blob special role.
Re-worded the BE ALIEN candidate so that it is more abstract and could mean becoming a blob.
Added another message for when the infected crew is about to burst into a blob.
EMPs will now hurt the blob.
Fixed blob spores blocking the blob from expanding.
Nodes will also slowly recharge their health.
Gave a little bit of health to normal blobs so that lasers don't one shot them anymore, barely.
* Fixed multiple bugs with the cameras and the malf powers. All malf powers should be in working order now.
* Added a new power that creates an automatic cyborg machine that will allow the AI's minions to put living humans through it to build a cyborg army. This power will cost all their malf points and will stop them from being able to shunt, to balance it.
Syndicate bombs are now structures rather than items. This means they cannot be hidden in lockers and disposals anymore. They also can no longer be used as grenades by crafty traitors.
They now audibly beep as their timer counts down, which is a visible display that can be seen when examined.
-Added logging for admins editing objectives
-Added logging for admins adding new antagonists
-Changed the antag role assignment buttons to something more appropriate for the game modes. Will now tell you if someone is loyal (implanted).
-Added a isloyal() proc to check if a mob is loyalty implanted.
-Made the headrev message more noticeable
The minibomb is based on grenade code with a blast radius of 1,2,4 and is found in syndieminibomb.dm. This is the same power as the default tank transfer bombs spawned on the syndicate shuttle.
It features new sprites by teh_wolf and existing inhands (the default grenade) and is a tiny item.
As a result of introducing an explosive grenade, grenade priming are now logged.
Its crystal cost has tentatively been set at 3.
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The Syndicate Bomb is all new code contained in explosives.dm with additional wires code at syndicatebomb.dm. It does not make use of any tank transfer valve or grenade code.
The bomb has a blast radius of 2,5,11. This is the same power as the tank transfer bombs in the syndicate shuttle if they are boosted with oxygen.
It features new sprites by teh_wolf and existing inhands (currently using “electronic”) and is a bulky item.
The bomb is set by touching it in your hand or touching it on the ground if it has been wrenched down, allowing first to set a timer (min 10 seconds) and then giving an option to start the countdown. When the bomb is activated it states so to everyone within sight of it, giving a time to detonation in the process.
The bomb can optionally be wrenched to solid ground to foil would be spacers. When the bomb is set to countdown the bolts lock in, and cannot be removed by wrench alone.
The bomb includes a robust wires system for pulse pounding defusal attempts. Once a bomb starts ticking using the wires is the only way to stop it (it is not immune to del of course, but is unacidable).
The wires are as follows:
*Boom: Will detonate the bomb if cut/pulsed while the bomb is live, but will defuse the bomb on cut when it's not timing. Mending this wire is the only way to make a defused bomb potent again.
*Unbolt: If the bomb has been locked to the floor cutting this will free it. Pulsing will hint at its function
*Delay: Adds time (+10) to the timer when pulsed (it does not matter if the bomb is live or not). No function on cut.
*Proceed: Lowers the time when pulsed. If the timer is above 60 it will set it to 60, if it’s between 60 and 21 it will reduce the timer by 10, if it’s between 20 and 11 it will set the timer to 10. This will detonate the bomb when cut if it's timing. Note that this makes randomly cutting more dangerous than pulsing as there’s twice the number of wires that will explode.
*Activate: This will activate the timer if pulsed when the bomb is not timing, or will stop and defuse the bomb if it's cut while it IS timing. Pulsing it on an active bomb will hint at its function and add a little time (+5).
All syndicate bomb primings are logged.
Its crystal cost has tentatively been set at 5.
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Misc
The “screwed” traitor uplink kit has had its tank transfer bombs replaced with one of each of these two bombs.