Moves spell HUD so it doesn't cover instability warning.
Makes Instability radiate out towards other humans at sufficently high amounts. People radiating instability will glow purple light. It is adviced to keep your distance or you will get instability as well.
Mark can no longer be cast on the admin z-level.
Adds Gambit, a spell which will randomly give you (almost) any spell that exists.
Shield now causes a bit of instability when blocking.
Recall will bring anyone who is grabbed along for the ride when cast.
Disposable Teleporters now function correctly.
Instability decays faster.
Adds two new spells;
Track: which functions similarly to a pinpointer for technomancer objects and apprentices. With a scepter, it will be able to track anyone as well.
Targeting Matrix: which assists in targeting with whatever is in your off-hand, for a price in instability and energy per shot.
Adds Gloves of Regeneration, which passively trades healing for hunger, as well as stabbing your hands with needles. They also insulate your hands.
Adds Boots of Speed, which act as no-slips and make the wearer run slightly faster than normal.
Adds the new gun sounds to Audible Deception.
Adds the Recycling and Summoner cores to the catalog, which I somehow forgot to do earlier.
Adds an instability modifer for different cores.
Adds several new healing spells, for dealing with internal organ troubles, as well as for dealing with robotic FBP healing.
Makes various healing spells cheaper in the catalog.
Being blind gives an additional 75% chance to miss.
Having blurry eyes gives an additional 15% chance to miss.
Being confused gives an additional 30% chance to miss.
This was done so that if the PR for flashes to apply these effects instead of a stun are merged, they would hopefully still be useful if someone is trying to robust you. Melee and ranged penalties should be equivalent, despite different numbers due to how the different code works.
Parses text rather than saving icon strings. Might be better to save the strings in the future into variables, done at the toggle level for custom items.
Fixes the E-Z-Nutrient, Left 4 Zed, and Robust Harvest costs from the biogenerator.
They were listed as 60/120/150 for one, 300/600/750 for five even though the formulas for them (And what showed up on the biogenerator screen) suggested they should only cost 10/20/25 each.
Formulas:
([round(10/build_eff)])
([round(20/build_eff)])
([round(25/build_eff)])
Cyborgs have their minimum be equal to their species' minimum, and maximum be their species maximum plus twenty years.
Posibrains have a minimum of 1, and a maximum of 220, as discussed by EmperorJon.
Digital brains (drones) have a minimum of 1 and maximum of 150, as discussed by Spookerton.