Separates the 'count and assess everything' stuff to it's own datum, called the metric datum, which I plan to add on to in the future to make counting and metrics easier.
Makes decision process a bit more weight-based, will probably continue tweaking later.
Makes the admin debug UI have links to change settings easily.
Adds replacement for grid check event, which works similar to the old one, but is now based on a physical machine in the game world, that Engineering can hack to make the event end faster, if so desired. Note that the machine is not mapped in, and won't be mapped in until the event system is ready for launch.
Adds grid_check variables to SMESes and APCs to make them stop doing work without draining the battery.
Grid checks in the new system are caused by a "power spike" which originates from the engine and will cause bad things, should no grid checker machine be connected to the power-net. These power spikes occur when the GM decides that a grid check is a good event to have.
The grid checker can be built and deconstructed using the standard machine construction methods.
Cores can now be locked and unlocked by a verb. Locked cores cannot be removed by anyone. Cores automatically unlock if the wearer dies or otherwise stops existing for some reason.
Healing spells now induce a flat instability cost on the healer instead of it being split between healer and healed. The amount healed is greatly increased if used on someone besides the healer.
Mend Organs is now called Great Mend Wounds, and now heals broken bones, IB, eye damage, and blood loss in addition to internal organs.
Radiating instability (the purple glow) now gives a warning to people afflicted.
Instability discounts should start applying correctly for specific cores.
Instability now affects all living mobs and not just humans. This includes borgs and simple animals.
Phase shift now adds ongoing instability while hiding inside the rift.
Projectile spells should be logged now.
Wards last forever, and should not die in vacuum now.
Restoration aura is now green colored and not blue.
Simple mobs and cyborgs are now harmed by lightning.
Adds "flags_inv = BLOCKHAIR" to the file for the radiation hood so ponytails and other hair doesn't clip through.
Adjusts the sprite of the hood as well to help hide the fact the hair is missing underneath the faceplate.
Malf is a terrible gamemode, the code is unmaintained, and it's not very fun for the crew or the AI. The AI can still be evil, and more effectively, as a traitor. At some point I plan to give traitorAIs some malf powers, but the malf mode needs to go, and I meant to do this literally a year ago.
Ninja will no longer be votable, because one ninja cannot carry the round. The age of solo-antags is coming to an end, because solo-antagonists have been proven to be ineffective, and place massive pressure on the person playing the antag. It also makes it difficult to balance one person to be able to fight the whole station without it being shit for the station or shit for the antag. To fix that, Ninja is no longer a solo-antag. The other ninja modes like Intrigue and Visitors remain, as the ninja should have more breathing room, since other baddies exist.