* it's ready boi
* typos, things i forgot to uncomment and mindshields revealing hosts
* Requested bugfixes/syntax changes
* Fixes Network Invasion runtime and other misc fixes
* oops
* Fixes mindshield runtime
* Mind control and lots of fixes
* Admin logging and runtime fixes
* dumb bugs and fluff text
* Commented out code, typos and finalizing player numbers
* runtime
* Major runtime fixes, buffs and distortion field
* death on MC'd vessel death, destroy_hive and hive removal on death
* code review
* oops
* Mind Control realname fix
I've been in a few situations where traits would be handy to track certain object or datum flags, and there's no particular reason that ties them to living mobs aside from being initially a disability rework.
* wip
* SPRITES
* wops typo
* make it available
* add borg chameleon module (wip)
* we ready boyes
* bump cost
* disable filter for now
* henk
* add to polymorph pool
* borgs don't generally throw their modules
* this too
* Adds Gonbolas
* Gondolafied the status effect a bit more.
* Corrected documentation
* -Restructured status effect handling for better efficiency
-Rebalanced stats
* Fixed qdel
* Adds Improvised Jetpack
-requires two RED oxygen tanks (they have to be RED goddamnit), one fire
extinguisher, three pipes, and thirty cable coils.
-volume less than 1/3 of regular jetpacks
-starts empty
-looks like a red jetpack
* I think this is how you do it
-new sprite courtesy of Obscolene
-i actually don't know if this is the right way to add sprites please
don't yell at me
* adds random chance for jeptack to cut out
-1 in 250
-it's more annoying than anything
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.
Removing all spawns and sleeps in order to make this world a better place while
trying to keep the functionality as close as possible to the real thing.
Changed the whole code for fire extinguisher projectiles etc to not use spawn
and sleep and reduce the number of loops. Tested on private server and working.
Performance improvement, hopefully. The old code seemed pretty inefficient to
me.