IPCs can no longer gain genetic powers, or use injectors. It was
requested I make them unable to use injectors at all because they take
toxins damage they can never fix from using the injectors, and it would
be pointless for them to use them with genetics powers not working on
them anymore.
Instead of incendiary mitochondria being an uncounterable and
untraceable method of dealing massive mounts of burn damage to someone,
it has been reverted to what the power was originally. It will now
ignite the user when cast. I realize this isn't very useful, but the
alternative is the power being removed altogether.
- 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.
- SST and DS members now get advanced magboots instead of combat boots,
with the SST getting ones that share a sprite with the blood-red
magboots.
- SST and DS members now get a fully pressurized double emergency oxygen
tank, as the emergency oxygen tanks they were getting were laughably
inadequate.
- Filled double emergency oxygen tank is a subtype of the 1/3 filled
one, so those are left unchanged.
- SST space suits are now as armored and acid-proof as DS space suits.
- SST space suits are now a subtype of the two specific colored
Syndicate spacesuits they used, so the originals remain unchanged, as
they spawn on away missions.
> Reintroduced a number of previously removed plants:
+ Tobacco
+ Space Tobacco
+ Tea Aspera
+ Tea Astra
+ Coffee Arabica
+ Coffee Robusta
+ Moonflower
+ Novaflower
+ Koibean
> Fixed a typo preventing the mutation of Blood tomatoes into Killer
Tomatoes.
> Added an additional version of both tea and coffee powders and drinks.
> Added additional tea and coffee recipes to make and utilize the new
versions.
> Added coffee arabica, tobacco, and tea aspera seeds to seed vending
machines.
- Adds use_log list logging to AI/borg alt + click door shocking.
- Adds use_log list logging to PA control computer (Turning on,
increasing power, decreasing power).
- Adds use_log list logging to robotics control computer (borg full
destruct and single borg destruct).
- Implements use logging (attack log-like var list) to machinery,
viewable in VV, can be used within any machine.
- The virus incubator in virology logs whenever somebody transfers a
virus to a blood sample, as well as that virus' symptoms.
- 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.)