- Maroon objective: Prevent person from escaping on the shuttle, this
can include killing them. (Not in rotation)
- Escape with identity objective: Changeling objective, steal a person's
identity and ID, and escape on the shuttle with it. (Not in rotation)
- Exchange objective: 2 traitors are each given documents, one has the
red documents, one has the blue. They must meet and exchange the
documents. However, there is a 20% chance each one of them will have a
backstab objective, where he must escape with both documents. (Should be
in rotation)
- Destroy objective: Kill the station AI. (Not in rotation)
- Adds steal objective to steal the station secret documents, which are
located in the vault filing cabinet. (Should be in rotation)
- Adds special (mostly just used by ninja) objective to steal a
pinpointer. (Should be in rotation)
- Folders and filing cabinets can now store top secret documents.
All associated sprites are ported along with these features from TG.
- AI stealing objective actually requires an AI inside the intellicard
now.
- RD and xenobiologists no longer get the slime extract objective.
- HoS and Warden can no longer get ablative vest objective.
- HoP can no longer get corgi meat objective.
- CE, RD, Scientists, Engineers, and Life Support Specialists can no
longer get plasma objective.
- Slime extract objective requires that slime extract be unused.
- Renames "nuclear gun" objective to "advanced energy gun" to clear up
some confusion.
- Replaces the Syndicate Strike Team's pulse rifles with syndicate LMGs.
- Replaces the empty box in SST member's bags with an extra clip of LMG
ammo.
- Gives SST members each an emag to offset the fact that they no longer
have pulse rifles for destroying walls.
- Moves Summon Item .dm file to be with other spell files.
- Fixes Space Pod Pilot being a candidate for Rev Head
- Adds attack and admin logs to borer mind control (including when the
host takes control back).
- Adds admin logs and improves attack logs on pyrokinesis (requires
testing).
- Fixes vampire powers being usable in the chapel.
- Fixes borer DC bug (needs testing with 2 clients)
- Allows borer to cancel Inject Chemicals
- Borer Inject Chemicals now shows cost in the verb name.
- The Ninja's EMP now costs an additional 1,000 to perform.
- Add smoothed dark shuttle windows, replace the Nukeops shuttle cockpit
window with smoothed shuttle windows.
- Remove the AI cameras from the Xeno shuttle, as the Xeno AI is no
longer existant.
- Re-map the Ninja outpost.
- Add security newscaster to the HoS's office.
- Prevents the Mutate spell from being used on z-level 2, so you can't
refund the spell while it's in use for permahulk.
- Ports in repulse spell from /tg/, it pushes away movable objects and
mobs away from the wizards. Mobs within 5 tiles will be stunned for 2
seconds, and mobs in the same tile as the wizard are stunned for 5 and
take minor damage.
- Fixes forcefields and forcewall spell by porting over
/obj/effects/forcefields.dm from /tg/. (This also fixes the mime wall,
god help us all)
- Mime forcefield nerfed to a 5 second duartion, retains 30 second
cooldown. (Yeah, let's not have those last 30 seconds.)
Undoes changes made to spelling of the word "artifact/artefact" in order
to maintain parity throughout the spellbook, or at least the bits that
the user can see.
- Fixes horsemask spell to work on non-human races.
- Removes ability of Summon Item to mark and recall brains due to
problems with organ system.
- Makes weeping angels turn back to their human form after Flesh to
Stone wears off if they were created via F to S and the Staff of
Animation. (/tg/ port)
(That last commit was supposed to be Part 3, not 6, but might as well
roll with it)
- Ports over the summon item spell from /tg/, it allows the wizard to
mark an item and then later recall it to his hands. If it is within
another item, that item will be recalled with the marked item inside.
- Removes RNG max charge variation on staffs, most staffs will now have
6 max charges (Rather than a 25% chance of 8, 50% of 4, and 25% of 3),
the exception being the Staff of Door Creation and Staff of Chaos, which
each have 10 charges.
- Adds summonitem to Summon Magic.
- Summon Guns/Magic now cost 1 spell slot each once again.
All ported from /tg/ with the exception of the Summon Guns/Magic cost
changes, as well as the remove of staff charge variation.
- Wands will no longer display a missing sprite if you try to fire one
while it is drained. (Only change that wasn't ported from /tg/)
- When using a staff of change on somebody, you can now turn them into a
goat or space bats, and when turning them into a cyborg, there is a
chance of that cyborg being a syndicate cyborg.
- Ports over page-based UI for the Wizard's spellbook from /tg/.
- Ports over the Wand Belt, Staff of Chaos, and Staff of Door Creation
from /tg/. The Wand Belt contains several useful wands, however all of
them have limited charges. The Staff of Chaos will cause a different
projectile spell effect each time it is cast, and can currently imitate
any of the wands. The Staff of Door creation will create wooden doors
over any solid turf they contact, doing so removes said turf.
- Mind swap will no longer remove spells from the wizard due to RNG.
- The charge spell will no longer damage the charge of weapons that
normally recharge by themselves.
- Adds Staff of Door Creation to the Summon Magic list, removes the
staff of change from the normal Summon Magic list and makes it part of
the special list
- If Summon Magic rolls to create an item on the special list, it will
create that item once, and will no longer create anything else from the
special list. (List consists of the Staff of Change, Staff of Animation,
Wand Belt, Staff of Chaos, and Contract).