* Making farragus dirty
- Now maintenances are dirty, and doors leading to them have chance to have dirt near them.
* test
* Changes:
- Remove "rare" dirt spawner.
- Add "maybe" and "often" dirt spawner.
- Fix "often" and "maybe" oil spawners sharing same path [...]/maybe, now they have their own paths.
* Fixing
-It now actually have changes stated before, for some reason it didn't save.
* Fixes Delta:
- Change 2 "rare" dirt spawners to "maybe" spawners, with remove issue.
* Go fish
* Keep forgetting about the map
* Forgot about the sprites for the double deck
* Cleaned things up
* Fix icon conflict
* Update cards.dm
* Improper tweaks
* Update cards.dm
* Axing the popup from the toy version entirely, that was a little jank
* Meta remap was merged
* Huh. \improper was the issue.
* Update cards.dm
* Few changes and a fix
* More changes
* Update cards.dm
* Update cards.dm
* Update cards.dm
* Merge branch 'master' into go-fish
* Update cards.dm
jaunters no longer let you escape depot, sentry bot can now be deactivated (for alert increase, via ai console), sentry bot no longer alerts when it get stuck - but does log to debug log, calling red alert with comms console depowered no longer spawns backup, armory door sprites improved, syndi depot beacon never enabled during nukeops, loot table tweaks, removed DM spawner custom icons
Fixes:
* Depot mobs now generate attack animations when you attack them.
* Depot mobs can no longer be endlessly spammed with melee item attacks. This counters the 'spam attacks till you get lucky' strategy.
* Depot mobs can no longer be harmed by punching them. This counters the 'bypass eshield with punches' strategy.
* Depot mobs will now kill you if you're in crit. This counters endlessly-regenerating diona.
* Syndicate sentry bot will now path through other depot mobs. This fixes the bot getting stuck on them.
Balance tweaks:
* Armory airlocks are now harder to hack.
* Armory is now protected by an energy shield. Killing officers may randomly unlock the shield. This counters people rushing the armory every time. Depot mobs can walk through the shield.
* Depot mobs (except for the bot) now recogize if you've returned from death to attack them again, and increase the alert level further. This counters changelings.
- Destroying a turret in the syndie depot on peaceful mode now causes
peaceful mode to end. You can no longer cheese peaceful mode by
destroying every turret before you attempt to loot anything.
- Syndicate a40mm (/grenade) turrets now actually shoot a40mm grenades.
Previously, they were broken and just used normal bullets. A similar fix
has been applied to all other types of syndie turrets.
- With a permanent GL turret in the syndie armory, this now makes
looting the syndie armory MUCH more dangerous.
- Changed west lvl2 door airlock to always be an airlock, so bot is more
likely to path through depot on red.
- Repositioned some syndie mobs so they won't spawn next to breakables.
- Added toxin tank and 2 possible falsewalls next to bathroom, to make
the plasma door trap significantly more dangerous.
- Moved one of the lockers in the comms console room so it cannot block
the other if both spawn.
- Moved turret in dorm room so it cannot end up shooting the lockers.
- Adds south-facing door to armory.
- Adds grenade launcher turret in armory.
- Adds passive vents connecting officer rooms in a cross pattern, such
that using explosives in officer rooms can result in the death of
multiple officers due to air loss.
- Made vault (armory) harder to break into. It now uses high security
airlocks. In addition, on peaceful mode, these are bolted.
- Reduced the self destruct countdown when robbing the depot on peaceful
mode. Still possible, but very risky.
- Fixed issue where admin deactivation of peaceful mode was reported in
logs as a robbery.
- Fixed syndi mobs yelling 'Intruder!' during delta.
- Tweaked bedrooms, beds now have syndi bedsheets and there's a separate
mini-bedroom for an officer.
- Tweaked comms room, now has better layout.
- add: Forcing the sentry bot off the zlevel (via teleport gun, or
otherwise) will cause both it and the depot to self-destruct. TESTED
- add: Syndie redsuit is now a possible loot spawn. TESTED
- add: Deliberate self-destructs (e.g: releasing engine) now cause a
nuclear siren TESTED
- add: Door control console now gives feedback on use TESTED
- add: Bringing a mech to the depot now causes the alert level to
increase faster TESTED
- fix: misplaced bot laws poster TESTED
- fix: mirrors being draggable TESTED
- fix: bot leaving two corpses on death TESTED
- fix: syndie medbot not having syndicate faction, causing syndie mobs
to attack it TESTED
- fix: syndicate pod incorrectly showing up as civilian pod TESTED
- fix: sentry bot's shots missing their target TESTED