Fixes healing fountain construction sprite.
Nexus are now destroyed properly.
Borged cultists will now lose antag status properly.
Round end message fixed.
Feedback messages improved to be clearer, and lots of typos fixed.
Smite no longer uses up faith if there is no valid target in the turf.
Adds an atom/attack_god() proc.
Fixes the greeting messages for prophets and followers, improves god msg.
Fixes nexus being spawned on dense turf after 2min, and general sanity.
Fixes attacking structures with abstract items.
Adds click delay and attack animation for attacking structures.
Fixes a lot more typos.
Fixes defense pylon friendly fire.
Makes defense pylon togglable on its god's click.
Cleans up gun_turret code a little in general.
Adds deconversion by loyalty implant or holy water (basically rev+cult).
Gods will now die when they have no followers left.
Adds the HoG gods to the traitor panel.
Greenglow decal no longer disappears after 2 minutes.
Fixes runtime with explosive implant activation.
Fixes stunbaton infinite cell charge, the baton now turns off if you try using it after its cell has been deleted somehow.
Fixes bloody pulled mob leaving a blood trail in zero G.
Shortens the guardian battlecry message when attacking to lower chat spam.
Items in Morph now disperses a bit on death instead of being all on the same tile.
After reaching a limit of 50 items, morph swallowing items deletes them instead of putting them inside the morph.
Monkeys can no longer modify the hand labeller's text to communicate.
Fixes carbon,radium,uranium 's reaction_turf creating multiple decal on a tile, it now checks if there's already a decal of the relevant type and (for radium and uranium) only transfers reagent to it if it finds one.
Same fix for pocket picking and removing embedded item.
Adding a warning message when trying to put an item on someone in the wrong slot.
Fixes loyalty implant message upon destruction being sent to wrong/dead people.
Fire on mob will now slowly be consumed (no more forever on fire corpse).
Some work on fire related proc.
Can't lit a mob on fire with a lighter that isn't lit.
Removing duplicate code in species.dm.
You can no longer heal your burns by ingesting clf3 and dousing yourself with water repeatedly.
simplified micro/macro explosive implant's timed explosion code.
Removed the "feature" to have something log in an atom's vv attack log, but not the file attack log. all attack log items will go to the file as well as vv.
Replaced all hard coded src.name/name for attack log's object argument with an actual object (src) except where it made more sense not to.
All attack logging *should* happen AFTER damage is applied now.
Removed the confusing attack entry for when a changeling stings another changeling.
Tweaked how punch attack logs worked
- Gangs are reminded of imminent defeat/victory and the dominator's location when a timer drops below 3 minutes. (+3 squashed commit)
Squashed commit:
[49b614c] - Raised threshold of station damage before gang heads can no longer recall
- Implanters are now only blocked by helmets with THICKMATERIAL
- Changelog
[76f9662] Fixes runtime with gang messages sent to minds without mobs
[d81148e] Speeds up recruitment a bit (+1 squashed commits)
Squashed commits:
[d81148e] Speeds up recruitment a bit
- Multiple gang leaders are spawned at round start, the number which depends on server population
- Only one boss per gang, the rest are lieutenants
- Only the gang boss can recall the shuttle
- Gangsters can no longer be promoted mid-game.
- Security can once again deconvert gangsters with loyalty implants
- A message is shown if the deconversion destroys the implant in the process
- Added an Implant Breaker item to the gangtool as a purchasable item for 10 influence each
- They are a one-use item that destroys all implants in the target, including loyalty implants
- They will also attempt to recruit the target before destroying itself
- As this is an implanter it requires the target to remain still for a few seconds to administer it
- Implanters no longer work if the target is wearing headgear. Remove them first
- Added help text whenever you buy certain items from the gangtool
- Spare gangtools now cost 30 influence for everyone
- They no longer give you a free pen
- Increases domination limit back to 3
- Purchased outfits are automatically equipped in your hand, if possible
- Gang boss has a 3 minute window at round start to select an outfit style. If he doesn't select one, the his lieutenants may pick one. No gang outfits can be created without a style picked first.
- This is just to give the gang boss the first opportunity to pick an outfit style for his gang
- You can now see how many outfits your gangtool has in stock
- Outfits are no longer used up if you cancel the style selection prompt
- Loyalty implant destruction message has been moved to its Destroy()
They now have a delay based on how many were implanted.
They beep loudly for several seconds before exploding.
Overall destructive power is lower, 4/8/16 with 10 microbombs or 1 macrobomb.
If you somehow get more microbombs, then you can still get maxcap(but the delay is longer)
Security treating gangs like revs has had a very negative impact on the experience of gang rounds. With an easy and convenient deconversion method, gangs are easily stomped as they rapidly run out of members to convert. So I'm going to try something different and see how things go if implants in gang mode acted as they are in cult.
- Implants can still prevent conversion, but can no longer deconvert or identify gangsters
- If a recruitment pen fails, the error message the gang boss receives will distinct loyalty implanted individuals from enemy gangsters.