- The button is now labelled "Make Centcom Response Team"
- Added different response teams of varying strength, to give admins more options than balls-to-the-walls all the time
- Code Green: Centcom Official
- Code Blue: Light ERT - No access to lockers or admin weapons
- Code Amber: Full ERT - Access to lockers, but not admin weapons
- Code Red: Elite ERT - What we have now.
- Code Delta: Deathsquad
- Removed Make Deathsquad button as it's all collapsed into this one button now
-SPRITES SPRITES SPRITES
-Hopefully fixes create_antag and team problems
-Fixes the Inactive Eye on follow list
-Removes redundant and adds needed checks
-Neater adv camera code
-Minor balance tweaks
-Fixes instant first activation of glands
-Adds 3 mostly negative glands
-Adds anti-tracking helmet to agent equipment
-Makes experimental dissection ignore clothes
-Way out for trapped humans : Mash random buttons
-Abductors now virus immune (also golems and skeletons)
-File cleanup
-Teleporter functionality for camera
A generic check for antags now exists in check_finished, and overrides a lot of checks in specific modes. Specific checks are still needed if you have special means of determining antag viability (blob cores), or things to do when specific antags die (summon events).
In situations where mulligans are on but fail, the round will usually lurch on as "extended" but in wizard/malf/blob/ragin mages the round will end then and there. This mirrors current behavior.
Config settings are fully customizable and for the most part defaults mirror existing behaviors:
Revolution, Shadowling, Gang, Ragin Mages and Monkey are noncontinuous and will end with the death of all antagonists.
* There is a change here in shadowling in that rounds with living thralls but no living shadowlings will continue until the thralls are delt with, as they can still raise their dead master.
* Abductors not ending with the death of all ayyliens if there are still probe victims around is likewise a change. If the dev of abduction would rather have it default the other way, we can do that.
* Monkey being noncontinuous is a change, but given how monkey mode works, it really only makes sense.
All modes that are continous use the mulligan system by default, remember that this will only come into effect if EVERY antagonist dies, so modes with many antagonists are very likely to only mulligan extremely rarely because if even one isn't slaughtered and is instead brigged or otherwise neutralized nonfatally the mulligan will never come. A nice little bonus for security not to kill everyone!
Fixes a bug where shuttle stranding could occur in continous rev modes (not something on by default)
Probably buggy as hell in initial commit. Please no quick merge
sets every instance of race changes to use hardset_dna instead of directly replacing the datum (needs more testing to be sure I didn't break shit)
removes the invisible man race (aka the generic) and shadowlings from the new green slime mutation toxin while I'm in the area
**Major Changes**
- Increased win condition to require 66%
- Added a switchblade. A relatively cheap and decently robust melee weapon for gangsters.
- Capped how much influence you can get every income at 50
- Limited gang spraycan use to 15
- Pistol cost increased to 30 Influence
- Promotion cost now scales to how many bosses you already have. The more bosses, the more expensive it will be. It starts off cheap at 20 influence now.
**Minor Changes**
- Tagging a territory now tells you what territory you actually tagged!
- Added an option to silence the verbose territorial updates you get from gangtools
- Capped how much influence you can get every income at 50
- Updated Centcom report on gangs
- Spraycans always show their inhands now, instead of only when uncapped
- Antag panel now shows how much influence each gang has
- Cleaned up gang code in the traitor panel
- Fixed non-gangers getting gang messages when trying to spray on an invalid territory
The coding isn't done yet, but the design is. So comment on the design while I smooth out the code.
tldr; Gang mode rewrite to follow my original vision: Slower and longer rounds with less deathmatching, and a resource both teams have to fight over
NEW OBJECTIVE: CLAIM HALF THE STATION AS TERRITORY
- Gang bosses can spawn special spray cans that can be used to tag areas
- Any gang member can tag areas.
- Gang tags must be removed before another one is placed in the same area
- Game mode no longer automatically ends when the boss dies. It now ends when either the station evacs, or one gang claims more than 50% of the station areas
- Boss can promote gangers into his lieutenants, which basically means adding more bosses
- Lieutenants can do anything bosses can except promote others to lieutenant
NEW RECRUITMENT TOOL: PENS
- Recruitment pens replace flashes
- Looks exactly like a pen. Stab people to recruit them.
- Recruitment is silent but obvious to the perceptive (Causes a brief seizure)
- Cooldown between uses that gets longer as the gang gets larger
NEW TOOL: GANGTOOL
- Replaces the recaller device. Can still recall the shuttle.
- Provides overview information about the gang (membership size, income amount and time)
- Can spawn pistols and ammo
- Can spawn additional recruitment pens
- Can spawn additional gangtools (For personal use, or promoting a single ganger to lieutenant)
NEW CURRENCY SYSTEM: NAME IS WIP
- Gangtools purchase items with new currency with the placeholder name "Supply Points (SP)"
- Supply points are collected every 5 minutes. The more territory a gang has claimed, the more points they get.
- Supply points are accumulated per-gang. Having more gangtools does not intrinsically give you more points to use.
* Fixes humans without glands getting added to experiment history
* Makes science tool marking more intuitive (Just one click to mark anything now)
* Adds small storage space
* Adds Advanced Baton - Stun,Sleep,Cuff in one tool
* Makes console landmarks search for nearby machine/pad instead of spawning them next to it for mappers
* Fixes only one team spawning
* Fixes roundend report
* Fixes adding more teams to the round
This could be used to spam admins, without them having any way to stop it, and as tobba has informed me, isbanned() is called before byond does much validation on the data (like checking that the claimed username exist or validating that they own it), leaving these notices vulnerable to html injection
This functions the same way as editing the ckey in vv, and has the same permission checks
It requires the admin also be a ghost to avoid conflicts with other drag drop code.