-Adds a bunch of new low exploitability stuff to the garbo snack menu for suggested scene/fun shenanigans. (small non-storage gear (hat/mask/glasses/gloves/shoes), PDA, headset, organs, more toys, bones, broken emags, busted circuitry, lighters, bottles, lifecrystal cases)
-The PDAs give a warning and a delay time if owned, and come with an additional confirmation popup if they also contain an ID.
-Also fixed a bug that would cause "partially-digested" PDAs to forget the existence their IDs and thus make them unrecoverable until the PDA is deleted. (introduced by the gradual gurgles update)
- Fixed some permit stuff.
- Removed expired permits and associated items.
- Added Ace's pistol plus a spare mag.
- Locked items to brig access, covering warden, HoS, and Captain, but
not roles like HoP. I think.
It was edited on the map to have pretty incredible armor values, better than SWAT armor, even. Things like this shouldn't be edited in the dmm files. Hard to have oversight on things like that.
Moved the armor values to the code and out of the map, and adjusted them to be more reasonable after discussing with other admins.
- AEG now has 10 lethal shots
- Phase weapons bonus damage to animals removed
- Phase weapons now do real damage
- Charge cost bug fixed with phaser
- Overhauled sprite for holdout phaser
- Added Phaser Carbine, right now just a reskinned phaser
- One phaser carbine added to the Pathfinder's locker
- Removes redundant station_vr file
- Reverts exploration suit cyclers to polaris cyclers
- Adds a pilot suit cycler to exploration
- Applies a functioning fix for holdout phasers
- Slightly buffs up the holdout phaser to be 50% of expedition phaser, to keep size-effectiveness scaling
- Removes head access from expedition shuttle control console
- Removes Pilot Blue/Old Exploration from polaris cyclers (they are still WIP on polaris end)
- Removes hostile mobs from V4 Beach
- Adds Giant Snakes and Giant spiders in generic V4 Cave spawners
- Reduced respawn rates to cut down on incidences of 'deathclaw swarms'
- Giant Snakes and Deathclaws have reduced overall spawn rates, Giant Spiders and Frogs will generally be more common.
- Replaced Ion hivebots with Ion Spiders
- Reduced expedition phaser to 5 shots
-No more instantly disappearing everything.
-The initial "health" of the items is based on their w_class. (but the w_class is not the health, so you can't just go gurgling things lighter)
-Default damage (2+2) will take 3 cycles to chew through a normal sized (w_class 3) item. Basically one cycle per w_class.
-Lower damages will chew through shit slower, and higher damages will do it faster. Max damage (6+6) will get through a normal sized item with one cycle.
-They will all require two hits however, same way as how mobs take the deadly blow before final meltdown.
-Also the nutrition gains scale according to the damages now.
Was broken when taur riding was enabled and required some tweaks.
Took the chance to add a few extra features & fluff up hiding a bit.
If you're grabbed, grab someone, buckle yourself or are buckled by someone else you now become un-hidden. You cannot hide yourself while grabbed or buckled.
There are a few fluff messages for these circumstances but otherwise hiding behaves exactly as it used to.