- Instead of working on a cooldown system like wizards, changlings now have a "Chemical Storage" that fills up over time (similar to alium plasma). Different abilities use different amounts of chemicals. Changlings start with 20 chem.
- Neurotoxic Venom and Hallucinogenic Venom both removed entirely.
- Regenerative Stasis now shows the person as being dead.
- Absorb DNA costs 5 chem, Transform costs 5 chem, Lesser (monkey) transform costs 1, and Regenerative Stasis costs 20.
- Five new "Dart" abilities. They each have a quick cooldown (to prevent spamming on accident), cost different amounts of chemicals, and hit adjecent enemies (targeting similar to old venoms).
- Silence Dart (10 chem): Makes the target unable to speak for a while. Target knows when they are hit.
- Blind Dart (20 chem): Makes the target blind for a while. Target knows when they're hit (even ignoring the obvious blindness).
- Deaf Dart (5 chem): Makes the target deaf for a while. Target does NOT instantly know they were hit (not hearing their own speach might be a clue, though).
- Paralysis Dart (30 chem): Paralyzes the target for a bit. They can't speak or move and health scanners register them as being dead. However, they are fully aware of their surroundings. It's also obvious to them they were pricked.
- Transformation Dart (30 chem): Transforms a dead, non-husk person into one of your stored DNA types.
(NOTE) A lot of playtesting needed to balance the above, just FYI. Most likely, chem costs will need to be adjusted (both up and down).
- Changelog Updated.
- Napalm Nerfed/Adjusted: Instead of creating (Created_Volume * 2) * 9 squares, it creates (Created Volume^2) * 1 square. This works out to about a 30% reduction for a max volume grenade. Also, it won't accidentally freeze areas now (if activated in an area with no oxygen).
- Reagent bottles can, once again, be added to grenades instead of just beakers. You can't add other (potentially larger) containers, though.
- Carp are now poisonous to eat. Anti-toxin must be injected into any carp-based food item before eating to eat it safely.
- New Reagent: Zombie Powder: Requires 5 carpotoxin, 5 copper, and 5 sleep toxin. Puts subject into a deathlike state (they're still aware though).
- New Recipes: Clown Burger, 5 Flour + 1 CLown Wig/mask; Mime Burger, 5 Flour + 1 Beret; Cuban Carp, 1 carp fillet + 1 flour + 1 chili.
- New Circuit Imprinter Icon by Veyveyr.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@854 316c924e-a436-60f5-8080-3fe189b3f50e
AIs no longer get bugged to being fully healthy but dead if a living carded AI is stuck into a dead empty core.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@826 316c924e-a436-60f5-8080-3fe189b3f50e
Added a few more names to wizard random gen.
Chaplains may now pick/create their religion and their deity. Don't lose that book!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@823 316c924e-a436-60f5-8080-3fe189b3f50e
- Added some comments to circuit imprinter.
- Sleepypen nerfed from 50 units to 30 units. Still FAR more then you really need but still keeps them down for quite a while. However, how a pen holds more reagents then a syringe is beyond me.
- Changelog updated.
- Ghost Teleport now works.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@820 316c924e-a436-60f5-8080-3fe189b3f50e
Wizards can no-longer cast when dead.
Fixed issues with Transfer Mind spell.
Wizards now begin with a random name (but can choose a different one).
Wizards may now re-use their spell book to memorize a new set of spells (can only be done on the wizard shuttle).
Added special role for cultists, revs, and nuke operatives for that round type.
Respawn Character special admin verb should now give the target the same mind if they were gibbed/had a mind as a ghost. This means traitors, changelings, etc, would retain their traitor status but not their powers/equipment. General updates to that proc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@819 316c924e-a436-60f5-8080-3fe189b3f50e
Cryo wont spit out beaker.
Fixed message "You don't have the dexterity to do this" for machinery.
PIPES:
- Heat exchange pipes are constructable now.
- Insulated pipes also were added to pipe dispenser;
- And meters too;
- Easy pipe rotating in hands;
- bent pipes actually looks bent under construction (may be glitches, please report);
- pipes now wont cover wires;
- pipes unwrenching now possible;
- large vent pumps now uses power as equipment, not environment
- pumps now uses power;
Air alarm improvements:
- all alarms in area controls all environment machines in area;
- machines initializes itself automatically and without interloping with existing ones;
- air alarms wont duplicates it air monitoring and can clear itself;
Some other typos and small issues were fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@816 316c924e-a436-60f5-8080-3fe189b3f50e
Wizard spells will be selectable through a time, instead of PDA/other. Currently inserted as the radio uplink.
Spells are now contained within a single file.
Added new spell, mind transfer. Allows the user to swap bodies with any available (non-braindead) human being. Traitors, changelings, and other similar people are not affected. It is possible to lose spells during the transfer. 1 minute cooldown. Probably still has bugs and/or balance issues.
Wizard teleport cooldown increased to 60 seconds.
All humanoid aliens (other than queen) may now vent crawl.
Hunters gain shorter devour time and a new ability to regurgitate their victims (if they are still alive).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@807 316c924e-a436-60f5-8080-3fe189b3f50e
Didn't feel like digging into the DNA code to find the cause of one of the errors I got sent, if anyone feels like taking a crack at it:
runtime error: list index out of bounds
proc name: updateappearance (/proc/updateappearance)
source file: dna.dm,257
usr: Walter Bishop (/mob/living/carbon/human)
src: null
call stack:
updateappearance(Walter Bishop (/mob/living/carbon/human), "0FF0000660FF000066DC0000000000...")
Walter Bishop (/mob/living/carbon/human): Transform()
What I know: He was a changeling transforming between DNAs, apparently he somehow got a set of hair DNA that was literally off the charts for determining what hairstyle it was
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@781 316c924e-a436-60f5-8080-3fe189b3f50e
My updates:
-Alert Computer ( as seen in CE's office and bridge) renamed to Station Alert Computer. Object path altered to reflect this change (formerly computer/atmospherics/alerts, now computer/station_alert)
-Circuit board changed to reflect above alteration. Renamed as well (also easier to figure out what it goes to with the new name)
-Alert Computer added to atmospherics.
-Alert computer will now report on power failures on the station.
-Alert computer will now flash red (similar to atmos alert computer) when an alert is present.
-General Alert computer renamed to Atmospheric Alert Computer. Same as changes to alert computer, however there was no circuit board to fix.
-Fixed bug in which APCs were not properly clearing power alerts for the AI and alert computers.
-Fixed a bug in which atmos alert computers were not properly updating icon_state-wise on a power change (they would just vanish). This bug also affected the updated station alert computer, but as I said this has been resolved.
I think that's it on my updates.
Errorage's updates are to the mining station and construction area. He vanished on IRC so I can't get him to cough up more details and I need sleep, so he can comment on this if he wants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@772 316c924e-a436-60f5-8080-3fe189b3f50e
Spawning generic alien humanoids is still possible but not recommended.
Alien procs changed to reflect alien castes.
Updated respawn character proc. Should now work right and factor in jobs if specified.
Added Neo's PALADIN core module to AI upload.
Pulse rifles are not spawnable by admins below coder rank.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@770 316c924e-a436-60f5-8080-3fe189b3f50e
Emergency oxygentank's volume was reduced, initial pressure was increased, distribution pressure was set to 21.
Internals icon was fixed.
Also, now you can activate weared internals by clicking on icon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@763 316c924e-a436-60f5-8080-3fe189b3f50e
Alien stun chance on harm decreased.
Alien stab intent changed to stun intent which deals light damage. It does have a very high chance of knock down and an even higher chance of disarming the target.
Hud icon changed to reflect this.
Upped the chance aliens stunning cyborgs with stun intent.
Updated aliens attacking monkeys code.
Aliens can now directly attack the AI.
General code cleanup for alien attacks and others attacking aliens (hand to hand).
Humanoid aliens may no longer run on tables.
Fixed a typo in the Corrode ability.
Increased the amount of abuse resin walls can take. Changed how damaging them works (as windows). Hulks may now smash straight through resin walls. Aliens may now destroy them without acid (and can no longer use acid on them).
Spit now produces a message when used.
Fixed aliens not being stunned by stun batons.
Aliens can now attack/destroy turrets.
Removed alien vision loss from being shot by lasors.
Aliens are not deterred by flash now (flashbangs should still work).
You can no-longer stab aliens in their nonexistent eyes with screwdrivers or forks.
Changing a mob into an alien now properly sets their intent (help).
Minor, misc alien code adjustments.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@762 316c924e-a436-60f5-8080-3fe189b3f50e
-A mining outpost spawns on its own isolated z-level. Only way to get there right now, is admin-travel
-A lot of the related sprites are going to be altered/completely redone
-Testing is going to be controlled by the admins, on request only.
-Too much to describe, you'll have to check it out for yourself
-Commented out the new disease while a needed file is missing
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@759 316c924e-a436-60f5-8080-3fe189b3f50e
- Food items don't make you goddamn fat so easily.
- Bananas are now edible but still leave a banana peel.
- New Disease: Pierrot's Throat. While infected, random words you say are replaced with "honk." At the later stages, you'll randomly say honk as well. See your local doctor with a health analyzer to find the cure. Virus added to virus crate and random/badmin disease event.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@753 316c924e-a436-60f5-8080-3fe189b3f50e
Metal and related materials now noticeable more user-friendly.
Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once.
Some typos were fixed.
dsay verb now uses fakekey in stealth mode.
AI cannot remove the cell from the charger.
Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes.
Binary translator done by more convenient may by Barhandar.
Is possible now to wash bloody hands in sink.
Probably fixed bug causes gibbed revheads be not counted as dead.
Some other fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
- The soymilk + enzyme reaction to create tofu will now make multiple pieces of tofu depending on how much you are mixing together instead of just 1 no matter how much you mix together.
- Deleted some garbage code that I'm no longer going to implement (at least not any time soon).
- Candy Corn nutriment value reduced to something sensible rather then AUTO FAT
- By popular admin request, Guest accounts are not allowed to be any head of staff, the AI, or any security position. Unfortunately, that means if your BYOND name begins with "Guest-", you can't be those positions either. However, that's your own problem. I'll enable the config.txt setup for it later.
- Napalm actually works now. It's Aluminum + Plasma + Sulfuric Acid. It creates a relatively short but intense fire over an area and will spread like a normal toxin's fire.
- Incendiary grenades redone into a normal chem grenade that makes napalm. Old style incendiary grenade code removed since it didn't work anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@750 316c924e-a436-60f5-8080-3fe189b3f50e
A badmin (ie off by default and only changed due to badminnery) var added to aliens allowing them to have hands.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@747 316c924e-a436-60f5-8080-3fe189b3f50e
-code cleanup and some improvements by Barhandar;
-more code cleanup;
-fixed availiable power colculation;
And some insignificant changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@730 316c924e-a436-60f5-8080-3fe189b3f50e
Minor adjustments to alien health icons.
Fixed aliens hissing when they were doing their regular emotes.
Added death sound to aliens.
Aliens can now properly attack/interact with space carp.
Adjusted alien damage to monkeys.
A few wip sprites.
Fixed pulse rifles, again.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@729 316c924e-a436-60f5-8080-3fe189b3f50e
Unconscious mobs:
-won't more get messages "someone bumps into someone"
-now cannot toggle jumpsuit sensors
-same for blender
Kitchen machinery now requires and uses power.
APC window now correctly autorefreshing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@715 316c924e-a436-60f5-8080-3fe189b3f50e
-fixed cyborgs/AI problems with emitters;
-collector controller now without delay display state of singularity, beware red circle;
APC repairing:
-emagged APCs can be easily fixed;
-blowed up and malfhacked APCs can be fixed with lot of work;
--Note: malf timer will NOT slowdown due to gameplay reasons;
-APC now actually use power for charging its cells;
Power cells:
-explosions strength now depends on charge;
-in general explosions were nerfed;
-power cells can lose quality in several circumstances;
Food processor
-now messages appears in right moments;
-code rewritten, adding recipes now easy;
-recipes still same;
-new recipe: non-player monkey -> bucket of blood;
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@709 316c924e-a436-60f5-8080-3fe189b3f50e
Added sounds to alien hisses and roars.
Face huggers now do half the damage with their leap.
New alien hud icons: walk/run, health, and spit intent.
Few icon wips.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@706 316c924e-a436-60f5-8080-3fe189b3f50e
Changed the ambiance track(s) for engine control. There are now 4 possible tracks.
Admins can now spawn pulse rifles.
Cleaned up some more pulse rifle code.
Monkeys should not properly be able to pick up guns but not fire them outside of monkey mode.
Added sounds to biting.
Larva can no longer roar.
Aliens now have hissing sound effects. Currently unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@704 316c924e-a436-60f5-8080-3fe189b3f50e
Update to Bridge.
More updates to CentCom. Added doors (elevator sprite) to CentCom but they are inaccessible at the moment.
Added new weapon sounds: blaster, laser, pulse, wave, emitter, and one for the marauder canon. Not all are used at the moment.
New sounds for the energy sword on and off states (they're unlicensed, I promise).
Added/changed alien attack sounds.
Added some more messages for aliens attacking mechs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@700 316c924e-a436-60f5-8080-3fe189b3f50e
Restricted monkeys from picking up guns since that code didn't seem to work/runtime error.
Commented out boardgame since it was crashing.
More work on CentCom.
Fixed aliens receiving two messages when interacting with other aliens.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@695 316c924e-a436-60f5-8080-3fe189b3f50e
Aliens are now scary. Be careful of all those friendly xenos running about.
Scythe-like arms can now seriously injure you if they get an opportunity.
Spit now costs 50 plasma instead of 25. It works like a taser (no more homing spit). The effect is the same as the old spit but instead of fire loss, it deals toxin damage. Riot shields can still block spit 50% of the time.
Spit overloads (stuns) a cyborg's receptor circuit for 5 seconds, dealing 10 fire damage.
Spit has a new projectile icon.
Aliens can now properly attack monkeys, dealing heavy damage.
Can now interact with other aliens via attack. Larva cannot interact as such. Currently bugged where two similar messages show up on interaction. Will be fixed asap.
Slightly higher damage to cyborgs. Aliens can now caress cyborgs with their scythe-like arms.
Slightly higher damage to exosuits.
Invisibility now works for 15 seconds instead of 30.
Resin wall now costs 100 plasma instead of 200.
Face huggers now have 10 health instead of 25. There is also a 30% chance of not being paralyzed after a facehugger leap. The paralysis itself lasts half as long.
Aliens can now break glass, grills, and tables, and light fixtures without using acid.
Adult aliens can now also climb over tables/racks.
Fixed the acid verb not properly showing up.
Fixed stab/disarm never properly showing up.
Larva now get a verb to hide under tables as the old code didn't work.
More alien emote fixes. Larva should now properly be gender neutral.
General changes:
Devouring time has been extended so it takes 10 seconds for all mobs. You must remain still (and the target), to devour someone.
Hulks can break through grills a lot faster than before.
Added smoothwall shuttle code by Urist (and icons by Rolfero).
Added a new dmi for gimmick items. Moved a few gimmick items there.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@694 316c924e-a436-60f5-8080-3fe189b3f50e
-engine won't get unlimited floor tiles from reinforced floor and thus won't grow constantly;
-collectors can receive energy from several sings;
-various graphic glitches fixed;
-released singularity can now be catched. In theory.
-singularity cannot be killed by small/far explosion;
-containment field cannot be exploded at all;
-fields and singularity now are immune to blob;
-messages improved;
-machinery fingerprints handling fixed;
-engines 3*3 sings must work now;
-emitters (and some other machines) now really uses power;
-collector arrays and controllers now requires engine access;
-powerful singularity now deal more radiation damage, but you can hide behind walls;
-improved generator's sprites
Miscellaneous:
-cell chargers now actually consumes power;
-fixed examine verb for tanks;
-fixed airlocks won't opens automatically in rare cases;
-beer now don't instakill plants;
-vents and scrubbers now requires and uses power;
-more user-friendly canisters interface;
Optimizations:
-brig doors now causes lesser cpu load;
-small optimizations and code cleanup for some atmos machinery;
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@691 316c924e-a436-60f5-8080-3fe189b3f50e
Made a bunch of other things acid proof. Bullets, lasers, runes, etc.
Aliens should no longer emote as male when they are gender neuter. Or maybe plural, who knows.
Tweaked respawn character verb. Hopefully it'll work on the live server now.
Minor Strike Team fix.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@689 316c924e-a436-60f5-8080-3fe189b3f50e