Commit Graph

1652 Commits

Author SHA1 Message Date
Fikou
db0c8a039c MODsuit painting (#65445)
Adds modsuit painting.
2022-03-27 13:50:07 +02:00
John Willard
f8eca9fe66 makes pick_employer actually pick employer (#65639) 2022-03-25 23:07:47 -04:00
Watermelon914
c5c3649290 Blackbox is worth more as an objective to traitors by increasing the TC reward (#65641)
* Blackbox is worth more as an objective to traitors

* Modifications

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2022-03-25 22:40:36 -04:00
Tim
77ba501459 Refactor mood events font colors, spans, and newlines (#65597)
* Add newline to mood_events loop

* Update beauty_events.dm

* Remove repetitive \n from drink events mood

* Remove repetitive \n from drug events mood

* Remove repetitive \n from generic negative mood

* Remove repetitive \n from generic positive mood

* Remove repetitive \n from needs events mood

* Move /datum/mood_event/area to file

* Add grey and boldnicegreen span font colors

* Refactor spans for moods to be automatic

* Fix mood whitespace

* Add area_events.dm to tgstation.dme
2022-03-22 19:39:24 -04:00
Kyle Spier-Swenson
e352d6026e Blob mobs use astar/jps for automated movement pathing, no longer get blocked by blob tiles (#65598)
* Blob mobs use astar/jps for automated movement pathing, no longer get blocked by blob mobs

I could easily make all hostile mobs do this, but there are *concerns*. behavior isn't the same, performance would be bad, requires more careful testing.

Where as overriding this just for blobs fixes a mob that is functionally broken right now as they think they can't cross blob tiles because they use byond's walk_to and that checks density

* Minor improvements
2022-03-22 15:18:59 -04:00
MrMelbert
bc9dd7f6ae Flesh heretics summon objective now counts all summoned, alive or dead (#65567)
* summoning will now progess the objective, instead of it trying to calculate on the fly all current summons

* documentation
2022-03-21 22:45:48 -04:00
MrMelbert
af03de1da8 Gibbed / dusted / otherwise deleted heretic sacrifice targets will clear themselves from heretic target lists (#65566)
Swaps the weakref list of targets heretics use to a list of hard references, due to handling them on deletion
Uses a proc for removing sacrifice targets
Sacrifice targets which are deleted for some reason in game will automatically remove themselves from the heretic's sacrifice list, allowing them to reroll easier
Apparently, having one of your targets gibbed as a heretic is pretty unfortunate.
As I was holding weakrefs to targets, they persisted despite deletion (which I did not expect to be a problem)

So, now, when a body is completely gone (and you can no longer sacrifice them), the slot is freed for you.
2022-03-20 09:36:47 +00:00
Timberpoes
47a5f3908c Moves thief policy from hardcoded to get_policy. (#65522)
About The Pull Request

Moves Thief antag policy from hardcode to get_policy.

Example with policy in policy.json
image

Example with no policy in policy.json
image
Why It's Good For The Game

https://github.com/tgstation/tgstation/blob/master/.github/guides/POLICYCONFIG.md

This antag type doesn't support the POLICY config mechanism.
Changelog

No player-facing changes.
2022-03-18 15:52:13 +13:00
MrMelbert
f7e10caa68 Refactors Lich Phylactery to be a component, makes it actually work (#65366)
* Refactors phylactery to be a component
- Overall improves lich code
- Changed the SOUL_IMBUE signal to return a bitflag
- Minor style  improvements (indentation and such)

* Tweak initialize + fixes a bug with being gibbed

* adds a clarification comment

* And fixes a compile error oops

* reorganizing

* clear the revive timer, just in case

* oops this should drop stuff

* missing no soul trait

* type in a variable name

* god damn devil removal
- this check was removed when devil was and i think it's kinda important to prevent stacking lichdom

* rework this a bit

* plurals

* also, wrong source

* updates the description

* Some review + undoes some changes
- Corrects some comments
- Uses defines
- Rewords the lichdom entry and spell desc
- Sets default time per res to 0 secs to avoid changing behaviors
2022-03-17 18:18:33 +08:00
LemonInTheDark
0e904f7032 [MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition (#65504)
About The Pull Request

Alternative to #65354

Ok so like, there was a lot of not floor types on /floor. They didn't actually want any of their parent type's functionality, except maybe reacting to breaking (which was easy to move down) and some other minor stuff.
Part of what we don't want them to have is "plateable" logic.
I should not be able to put floor tiles on the snow and be fine. It's dumb.

Instead, I've moved all non floor types down to a new type, called /misc.

It holds very little logic. Mostly allowing pipes and wires and preventing blob stuff.
It also supports lattice based construction, which is one of the major changes here. I think it makes more sense, and it fixes an assumption in shuttle code that assumed you couldn't place "a new tile" by just hitting some snow with a floor tile.
Oh and lattices don't smooth with asteroid tiles anymore, this looks nicer I think.

Moving on to commits, and minor changes

Changes clf3 to try and burn any turfs it's exposed to, instead of just floors
Moves break_tile down to the turf definition, alongside burn_tile
If you're in basic buildmode and click on anything that's not handled in a targeted way, you just build plating
FUNCTION CHANGE: you can't use cult pylons to convert misc tiles over anymore
Generalizes building floors on top of something into two helper procs on /turf/open, reducing copypasta
Adds a new turf flag, IS_SOLID, that describes if a turf is tangible or not.
Uses this alongside a carpet and open check to replace plating and floor checks in carpet code. This does mean that non iron tiles can be carpeted, but I think that's fine

Moves the /floor update_icon -> update_visuals call to /open
This change is horrificly old, dating back to 8e112f6 but that commit describes nothing about why it was done. Choosing to believe it was a newfriend mistake. Uncomfortable nuking it though, because of just how old it is. Moving down instead

Create a buildable "misc" type off open, moves /dirt onto it
Basically, we want a type we can use to make something support
construction, since that can be a messy bit of logic. Also enough
structure to set things up sanely.

I'm planning on moving most misc turfs onto it, if only because
constructing on a dirt tile with rods should be possible, and the same
applies to most things

Murders captain planet, disentangles /turf/open/floor/grass/snow/basalt

Adds a diggable component that applies the behavior of "digging"
something out from a turf.

Uses it to free the above pain typepath into something a bit more
sensible

The typepaths that aren't actually used by floor tiles are moved onto
/misc

The others are given names that better describe them, and kept in
fancy_floor

Oh and snowshoes don't work on basalt anymore, sorry

Snowed over platings now actually have broken/burned icon states, fixing black holes to nowhere

Misc turfs no longer smooth as floors, so lattices will ignore them

Placing a lattice will no longer scrape the tile it's on

Ok this is a really old one.
I believe this logic is a holdover from kor's baseturf pr
(97990c9)
It used to be that turfs didn't have a concept of "beneath" and instead
just decided what should be under them by induction. This logic of "if
it's being latticed scapeaway to space" made sense then, but has since
been somewhat distorted

We do want to scape away on lattice spawn sometimes, mostly when we're
being destroyed, but not always. We especially don't want to scape away
if someone is just placing a rod, that's dumb.

Adds a path updating script for this change

I've done my best to find all the errors this repathing will pull out, but I may have missed some. I'm sorry.
Why It's Good For The Game

Very old code made better, more consistent turfs for lavaland and icebox, better visuals, minor fix to snowed plating, demon banishment in lattice placement, fixes the icebox mining shuttle not being repairable
Changelog

cl
add: Rather then being tileable with just floor tiles, lavaland turfs, asteroid and snow (among other things) now support lattice -> floor tile construction
fix: Because of the above, you can now properly fix the icebox mining shuttle
refactor: Non floor turfs are no longer typed as floor. This may break things, please yell at me if it does
/cl
2022-03-16 15:55:56 +13:00
John Willard
cd1a637d63 adds a roundend threat log, showing player threat edits (#65417) 2022-03-13 13:18:52 -07:00
Tortoise
d9c2b76522 You can no longer survive nuke by being inside lockers, however, you are guaranteed to survive it while inside a fridge. (#65287)
* Nuke Fridge

You can no longer survive a nuke blast by being inside locker, however, you have 10% chance of surviving it while inside a fridge.

* Patch

Thanks SuperNovaa41, Fikou, and Ebb

* var name change

Thanks MrMelbert

* Var name change 2

turf

* 100% survive chance

* Yeah

* Update code/modules/antagonists/nukeop/equipment/nuclearbomb.dm

* Update code/modules/antagonists/nukeop/equipment/nuclearbomb.dm

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-03-12 12:59:14 -05:00
Gandalf
ed06adde60 [MDB IGNORE] 3/4th medkit sprites + firstaid > medkit (#65230)
imageadd: Medkit sprites have now been updated to proper 3/4th perpsective.
2022-03-11 23:44:48 -05:00
Fikou
cc68544ae0 book resprite (#65341)
imageadd: Resprites for every book
2022-03-10 21:24:56 -05:00
Gandalf
684eab3d31 Converts SFX keys into DEFINES (#65146)
About The Pull Request

Simply converts all instances of soundkeys that use get_sfx from strings into defines.

E.g. "sparks" is now SFX_SPARKS
Why It's Good For The Game

It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better.

image
Changelog

Not player facing.
2022-03-11 10:09:18 +13:00
MrMelbert
8aa42a3833 Screentips for anomaly neutralizer / null rod (and other effect removers) (#65221) 2022-03-09 17:47:40 -08:00
Watermelon914
5c2d82bdfe Prevents harddels when maps are loaded after SSatoms init (#65299)
Hard dels won't occur if an admin loads a template in after SSatoms is initialized
2022-03-08 17:52:21 -06:00
Luc
afc1e44ee2 Tool act superpack 2 (#64428)
About The Pull Request

Continuation of #64375, extracting tool behavior from attackby() and moving it into discrete _act procs. This is about as many files as I had in the last version, as I still want this to be reviewable.

As before, I've tested everything in game and it works as it previously did.
Why It's Good For The Game

The more code moved out of attackby, the more modular things become.
Changelog

cl
refactor: Moves more tool behavior out of attackby().
/cl
2022-03-08 11:43:22 +13:00
MrMelbert
cb1f49d3a8 fixes an oversight with heretic influence generation (#65184)
I initially limited it to station z so admins can mess with heretics in the thunderdome.
Unfortunately, latejoins don't gain antag datums on the station z, They gain it in hyperspace.
Closes #64955 (Influence not being gained by latejoins)
2022-03-05 20:11:53 -08:00
John Willard
3936229f86 Fixes being able to insert hand emote items (kisses, slappers, etc) into storage (#65169)
Gives hand emote items (kisses, slappers, etc) `TRAIT_NO_STORAGE_INSERT`
Makes evidence bags respect `TRAIT_NO_STORAGE_INSERT`
2022-03-05 19:39:00 -06:00
Mothblocks
0bab3d1cfb [COOL BUG READ FOR MORE INFO] Fix vaccines not working in chem masters by giving Fungal TB's vaccine (and others) a name + Add unit test for duplicate chem names + Rename fake beer + Ratio (#65241)
Reagents work based off their name. Vaccines and fungal TB's vaccine had the same name.

Renames fake beer from "Beer" to "Beer...?", because it's been used 10 times this entire year and it's obvious it doesn't matter.

Fixes some typos in some other chemical names, where typepaths were not correct.
2022-03-04 21:15:32 -06:00
John Willard
2d63606b0c Lets cayenne use the nuke (#65268) 2022-03-04 14:54:19 -08:00
MrMelbert
3a2bd5516d Overhauls heretic rituals slightly for better user feedback (and to help locate a bug) (#65223) 2022-03-04 03:15:12 -08:00
tralezab
1237a7cbd2 Fixes unwise else case in Spellbook UI, causing runtimes (#64997) 2022-02-28 14:03:09 -08:00
Kubisopplay
84274a392a Adds AI voice changer module (#65025)
* Being retarded hurts

Needed to make a new branch cause dumb

* Minor ui change

* Requested changes

* Memory management my beloved

* Lemon said something, this might be better

* Thanks for being patient with me

* Stacktrace begone
2022-02-28 08:00:39 -08:00
MrMelbert
f20d2b1824 Refactors and fixes summon events/guns/magic (#64970) 2022-02-26 16:05:19 -08:00
MrMelbert
85b9e1cf39 Buffs Heretic's Raw Prophet slightly, and gives it a funny lil attack animation (#64905)
Buffed the Raw Prophet's health by 15.
Decreased the sight range of the raw prophet, and allows them to toggle between expanded range and normal range.
Makes Raw Prophets drop their component parts on death, allowing a Heretic to collect and rebuild them.
Also makes all heretic monsters drop gibs on death instead of vanishing.
Raw Prophets now gain an attack bonus for hitting a target consecutively.
2022-02-25 13:28:15 -08:00
John Willard
234d4c1217 makes most alerts, defines (#65086) 2022-02-25 00:37:01 -08:00
MrMelbert
673974b2d7 Adds proper item stack support to heretic transmutation + gives some generally better feedback for certain failed transmutations (#65057)
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-02-25 00:32:38 -08:00
MrMelbert
e2d794136d Makes the Russian fugitive hunters less bad (also gives them a pet bear) (#65016) 2022-02-23 17:32:29 -07:00
MrMelbert
5c7d77fc52 fixes two log errors (#65058) 2022-02-22 12:51:32 -08:00
cacogen
e07913d751 Lets blobs mine (#64965)
Allows blobs to destroy mineral turfs when necessary, such as when spawning on Ice Box.

Without this they face a distinct disadvantage against crew that can destroy mineral turfs with plasma cutters like a hot knife through butter to get a better angle on their core.

The fact they can't already seems like an oversight left over from when they would never normally encounter them due to spawning on space stations.

The bubble alerts provide a lot of feedback that was previously missing and saves taking your eyes off the game to look at warning messages in the chat.

The screen tips save you having to read the help screed to at least know what two of the shortcuts are.

Making off-station blobs lighter makes it immediately obvious which blobs count towards victory.
2022-02-22 09:40:32 +00:00
MrMelbert
37339c20c8 Fixes a bug with the eldritch medallion (#65039)
The Eldritch Amulet only gives you thermal vision when it's equipped in the neck.
Also re-arranges some of the checks for redundancy purposes. (mindless mobs wouldn't pass anyways)
I didn't check for the correct slot in equipped. Stupid mistake.
2022-02-22 09:23:10 +00:00
MrMelbert
a6fca05560 Fixes heretic target assignment, also adds a debug verb to help debug objectives and similar (#64909)
Closes #64897

This PR adds a new debug button to spawn in a bunch of human dummies, assign them to one of each station job, and add them to the manifest to simulate a "full crew" on a live server.

This PR also fixes heretic target assignment. shuffle_inplace() doesn't return the list it shuffled, so the loops never functioned, and all targets were randomly picked instead of picked with the logic.
2022-02-20 09:23:18 +00:00
MrMelbert
753980d5b1 Fixes the void Ritual of Knowledge + unit tests main path lengths (#64929)
Void ritual of knowledge should be of the void path. This fixes that.

Also adds a unit test to ensure all main paths are of the same length.

Funnily I think this was causing the main route calculations to be off, so the knowledge objective should be easier by one.
2022-02-19 19:43:44 -08:00
John Willard
1d8bbb79ef greentext code improvement (#64941) 2022-02-18 23:14:04 -08:00
MrMelbert
961e7108ff admin completion counts for heretic objectives (#64932) 2022-02-16 14:34:55 -05:00
Mickyan
378538d4ab Fixes some light presets being brighter than intended (#64861)
* fixes light presets

* into the void with you
2022-02-15 17:20:37 -06:00
MrMelbert
a766e818f0 Logs changeling power purchases/readapts (#64904) 2022-02-15 00:48:24 -05:00
MrMelbert
e510f8d500 Refactors slimelink and mansus link to be a component to cut down on hard-dels / code copy+paste (#64836)
So this started out as a hard delete fix for the mansus link

Then I realized the mansus link was literally copy+pasted exactly the same code
And the reason why mansus link was hard-delling was because slime link used to hard-del and those were fixed but those fixes were never copied over

So in a fit of rage I refactored the slimelink to be a component, datum/component/mind_linker. Raw Prophets and Stargazers use it.

I'm not 100% certain on some of the methods used but it works? It works.
2022-02-13 23:07:28 +00:00
Lyn505
b807f0e97d Fixes the missing capitalization in Zealot's Blindfold description (#64842)
* byeah

* ok mothblocks :)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* This should be better.

* wtf

* ok

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-02-12 02:09:39 -05:00
MrMelbert
2532e66ab8 Fixes heartless species being unable to be heretics (#64846)
* Fixes heartless species being unable to be heretics

* some missed messages

* damn you named args

* review
2022-02-12 02:09:23 -05:00
Watermelon914
31d252987e Fixed some explanations (#64708)
progression_scaling_deviance is no longer vague and hard to read
2022-02-11 01:50:48 -08:00
John Willard
b6808270df Fixes species uplinks (#64816)
I was fucking deranged when I originally made this. I not only didn't actually include the assigned species to the uplink's ui data, but I made the code add each objective item to the uplink list twice. This fixes both of those problems, and makes it more readable.

Fixes a mistake I caused.
Closes #64806 (Species-Restricted uplink items don't appear)

Role-restricted and species restricted items can be purchased again.
Species-restricted items no longer appear in surplus.
2022-02-11 01:26:10 -08:00
Watermelon914
71c5567654 Fixed active objectives suddenly failing because of maximum progression interfering (#64819)
Objectives could randomly fail if you exceeded their maximum progression allowed if they were active. This shouldn't happen.
2022-02-11 01:07:42 -08:00
John Willard
32199c55e8 fixes the chaplain's sparring soulstone description (#64823)
Chaplain Sparring sect's soulstone now has their intended unique name and description.
Small change, the Initialize was using the wrong path.
2022-02-11 00:58:16 -08:00
MrMelbert
dd747fcc5a BIDDLE HERETICS: Heretic revamp! (Shadow Realm, UI Overhaul, Refactoring, and Murderhoboing Tweaks) (#64658)
About The Pull Request

This PR seeks to revamp heretic in it's almost entirety.

Closes #58435
Closes #62114
Closes #63605

image
Gameplay changes:

    The heretic no longer starts with a Codex Cicatrix or a Living Heart.
        Heretics now draw transmutation runes by using any writing tool while having Mansus Grasp active.
            The Mansus Grasp can be used to remove heretic runes.
        Draining influences can be done with "right click".
            While draining, people who examine you may get a message hinting that you're interacting with an influence.
            Drained influences can also be dispersed with anomaly neutralizers!
        The Codex Cicatrix is now a researchable item that lets you gain additional knowledge from influences.
            The Codex can still draw and remove runes, and does it faster.
        The Living Heart is now the heretic's heart. Literally. It's the heart in their chest. Their heart takes on the appearance of a living heart, and they can pulse it on demand to track their targets. This makes an audible noise.
            If your heart is lost (you're disemboweled or whatever), you need to do a ritual to regain it!

    Casting any heretic spell (besides Grasp) requires a Focus.
        A Heretic Focus is a neck item they can transmute.
        Heretic robes also function as a focus when toggled up.
        Ascending also disables the need for a focus, because of course.

    Heretics now gain 1 knowledge point passively every 20 minutes.

    Sacrificing has been revamped entirely.
        A heretic now gains four sacrifice targets on spawn.
            One random crewmember
            One member of their department
            One member of security
            One member of command (a "high value" sacrifice)
        You can sacrifice people who are in in soft-crit, hard-crit, or dead.
        Sacrificing someone will cuff them (if they are not), HEAL them, revive them, and set them unconscious. After a short time. they will be sent to a shadow realm. This shadow realm is themed to your heretic type.
            The shadow realm is a 2 minute long survival challenge where the sacrificee is subject to a constant barrage of shadowy hands.
            If they survive, they are teleported back to a random turf with no memory of how they got there. They'll also slur a TON to get the point across.
            If they die, their corpse is teleported back to a random turf on the station.

    No more multi-hearting! Your targets are your own.
        BUT adds a knowledge that allows heretics to reroll their sacrifice targets with a ritual.

    Each path now has a "Rituals of Knowledge". These are randomly generated rituals that may be difficult to complete but awards knowledge points in return.

    Ascending now has some requirements.
        To learn the ascension ritual, you need to complete all of the objective you are assigned.
        The ascension ritual now each have a varied requirement, instead of "needing 3 bodies" only.

    Other minor gameplay changes:
        Lots of balance tweaking.
            Buffed some summons.
            Buffed the Lord of the Night very slightly.
            Nerfed the Madness Mask.
        Put a limit on the amount of blade transmutations possible at once. 3 for flesh, 2 for other paths.
        Logs of BUG fixing.
        Rust Grasp is now based on right click for surfaces instead of combat mode.
        General grammar and flavor tweaks a ll around.

Admin / code changes:

    Revamped the way heretics appear within the traitor panel.
        You can now easily see who they're targeting for sacrifice and what they have researched
        Also adds some helpful buttons to heretics, like giving them points!
    Refactored much, much of heretic code
        LIKE ALL OF HERETIC CODE WAS IN 4 FILES.
            Split up all the knowledge, spells, and items that belong to the heretic into their own files and folders.
        Not only that, but everything internally was still named "Eldritch Cultist" and similar.
            Almost every mention of "Eldritch Cultist" has been properly replaced by "Heretic".
    Much better reference handling all around.
    General code improvements over heretic stuff.
    Unit tests, because of course.

Todo

Sprites for the focus

    Look at adding 1-2 other objectives prior to ascension. Theft? Special rituals? ("Rust [x] tiles to be able to ascend")

Why It's Good For The Game
Okay but why?

Heretics are not in a good place at the moment, this much is clear. They've been completely disabled on MRP for this reason.

The reasoning is simple: A lot of murder.
There's nothing inherently wrong with an antagonist heavy with murder, but the Heretic really missed the mark.
Gib, gib, gib, then ascend so you can keep killing.

In the background, the Heretic was FULL of flavorful spells, rituals, and "lore" stolen from Cultist Simulator that was unfortunate enough to be shackled to the heretic's gameplay loop.

So, this revamp aims to amend that:

Dial back the heretic's focus on mass murder and put more focus on the heretic's interesting flavor.
Spooky maintenance rituals, knowledge seeking maniac.

    Sacrifice no longer outright kills / requires murder, meaning a heretic can progress without racking up a bodycount.
    Influence is gained passively over time, so they can spend influence on more interesting side paths.
    Side paths are required to progress to ascension, so they're encouraged to explore new things.

Ultimately, while there still may be a little way to go, this PR seeks to take a good leap in starting it.
Changelog

cl Melbert
add: Large scale heretic revamp!
expansion: The Codex Cicatrix is no longer a roundstart heretic item. Research is handled through their antag info UI. Rune drawing is done by using a writing tool with Mansus Grasp active in your offhand. The actual Codex is an unlockable ritual item now.
expansion: The Living Heart is no longer a roundstart heretic item - their actual heart now becomes their Living Heart, and it makes a sound when triggered. Losing your heart (being disemboweled) will require you to do a ritual to regain it.
expansion: The Hereic Antag UI has been overhauled, and now hosts much of their mechanics as well as providing some helpful tips for newer players.
expansion: Most heretic spells now require a focus to cast. All heretics can make a basic focus necklace, and some heretic equipment also functions as a focus. (Credit to Imaginos for the focus sprite!)
expansion: Heretics now passively gain +1 influence every 20 minutes.
expansion: Heretic sacrificing has been reworked. You can now sacrifice people who are in soft crit or weaker. Sacrificing someone heals them, cuffs them, and teleports them to the SHADOW REALM, where they must dodge a barrage of hands to survive. Survive long enough and you return without memory - die, and your body will be thrown back.
expansion: Heretics now have a few new rituals, including the Ritual of Knowledge, a randomly generated ritual that awards knowledge points.
expansion: Heretic ascension now has a few requirements - you must complete your objectives assigned to you prior to learning the final ritual, and all the final rituals have been changed a bit!
qol: Using the Heretic's Mansus Grasp on surfaces (EX: Rust Grasp) now works on right-click, instead of combat mode.
qol: Used heretic influences can now be removed with a Anomaly Neutralizers.
balance: Some heretic rituals are now limited in the amount they can make. You can only have up to 2 heretic blades crafted at once (3 if you are Path of Flesh).
balance: The Lord of the Night has been buffed to be a little scarier. Did you know the Lord of the Night can eat arms to regain body parts and heal?
balance: Buffed some heretic summons - mostly their health pools.
balance: Nerfed the heretic's Mask of Madness. It can no longer infinite stam-crit you.
balance: Nerfed the heretic's ash mark.
balance: Nerfed a bunch of on-hit-heretic-blade effects. Many effects only apply on mark detonation now: Void blade silence, flesh blade wounds, ash blade gasp cooldown refund.
fix: Fixed quite a few bugs and unintended behaviors with heretic code.
refactor: Refactored and improved much of Heretic code. Improved the file structure dramatically.
admin: The heretic's traitor panel has been beefed up a bit.
/cl
2022-02-10 18:26:03 +13:00
John Willard
63ae8829d4 Fire breath can be used without the ability to speak (+ code improvement) (#64796) 2022-02-09 21:24:34 -06:00
Ghom
c5d2b2e51e Fixes layering issues brought by the FoV PR. (#63903)
* Fixed most (not all) incorrect planes and layers detected by the unit test.
2022-02-09 19:40:00 +01:00
ArcaneDefence
e421db76bc Adds an intercom interference malf ai module (#64670)
* Adds a radio interference malf ai module

* uses on/listening getters
2022-02-07 23:07:27 -08:00