Adds a precursor rigsuit called the Xenotech rig, assuming I did the non-code name changes correctly. It's rather resource intensive but overall worth the research and materials.
Double checked the speed, should be fine on normal gygaxes, won't outspeed teshies anymore but are still zoomy. But also gave the AADG meme speed because poor thing needs to keep it.
Tried to nerf the gygax mob's insane freaking speed. They're way too fast, and need curbing. Well, so do player mechas but that is an issue for a more skilled coder or when I have less active projects and more frustration on their stronkness.
-Templates now include a var for max dimensions, load/unload adjusts to match the template size instead of always using the max size limit
-4 shuttle landmarks per z-level, landmarks move based on the size of the submap to never be terribly far away
-Users can now choose which map to delete when maps are full
-Overmap POI objects will now move once if spawning on top of another POI object
-ChangeArea and shuttle landmark runtimes fixed
-2 map errors fixed
Soo I love the hivebots but oh dear they're so freaking easy. They are so weak, and die so easily. The radiation and Ion bots feel like the biggest threat.
So added a new purple branch called Precursor.
All have a nice shield, and hopefully pack someform off high offense.
Machine Gun - Should be a stream of bullets.
Laser - Fires a precursor beam.
Lobber - Lobs a special 'precursor' version of the energy artillery shot.
Also turned the tank class of thinks into blue, similar to ablative/durasteel although a darker color.
Might add loot tables to the precusor ones when I figure that out. And might have spelled precursor wrong somewhere.
And with the new hivebots, just plopped them into the derelict engine.
Makes it so the dead ringer doesn't allow you to negate every single encounter by thwacking yourself in the foot beforehand.
Hopefully deadringer is now an escape tool.