Fixes? Removes? Whatever the word is. This (hopefully) seals the holes
in the wall of blockers preventing players from cheesing by digging
through the rock wall things.
Expands the beach away mission to include a brand new scuba-diving area!
- Somewhat empty, but has a few points of interest scattered about and
can be added to in the future
Visually updates the beach
- Sand texture changed, and given randomization for a more varied
beachfront.
- The row of crates and lockers has been replaced with 3 changing
rooms/tents so you can change into that mankini in private.
- Changes the water texture to be less bland
- Expands the water area to give more room for swimmers to play in
before they reach the edge
Adds in the Diving Point Buoy and Diving Point Anchor objects, used to
transition between the beach surface and the underwater area
- Hit with an empty hand to transition between the two points
The underwater area has a few "minor" dangers to prepare for:
- Sea Carp
- These carp (unlike their space-faring cousins) won't attack on sight,
and will try to swim away when attacked. They still bite if they work up
the courage to come back.
- Water
- Water and lungs don't work well together, who knew!? Skrell, Neara,
and anyone who has NO_BREATHE can happily explore, while the rest will
want to pack some internals lest they begin to drown.
- Drowning in the scuba area doesn't require you to be lying down,
unlike the pool. You're in over your head (literally).
- Darkness
- Not quite a danger in itself, but it's easy to get disoriented in the
dark water, and that can be frustrating.
CODE STUFF
- Broke up the pool controller code into a couple procs for cleanliness
and in case we want to have a type of pool controller that doesn't drown
or doesn't adjust bodytemp
- Made ladders use forceMove instead of directly setting loc
- Removed an entirely unused area (/area/beach)
Crappy coder-sprites for Buoy and Anchor done by myself.
- Ok, they actually aren't THAT bad, but they aren't fantastic.
Cleaned up the code a bit
- Fewer death proc defines
- Cleaner away mission list
- Slightly increased the time between Santa's "death" and next form (0.5
-> 1.0 seconds)
- Made the victory announcement slightly more visible among other
messages
Santa has refused to deliver presents to the NSS Cyberiad for an unknown
reason.
Meanwhile, a distress beacon is received from the North Pole, on an
unencrypted Syndicate frequency. Apparently, Christmas Eve was anything
but a silent night.
A rogue operative seems to have infiltrated the North Pole and attempted
to coerce Santa into removing him from the Naughty List, but his plans
may have backfired. Santa has finally snapped, and must be put down in
order for the crew to receive their gifts this year.
The gateway has been reconfigured to lock onto the general location of
the distress signal, and will not lock on to any other destinations
until after Christmas has passed. Be warned, however, that the frozen
north is far from hospitable, and a variety of dangers await you beyond
the safety of the blast doors.
This mission will offer some new challenges, and is designed to be
undertaken by a squad of players. Will your team be able to put Father
Christmas to rest and rescue the presents, or will you meet your demise
in the freezing tundra?
This fixes the wardrobe base type creating items, which was fine when
wardrobes didn't call their parent's New proc, but was causing literally
every wardrobe to contain some junk now that they do.
The base wardrobe type's items have been moved to a new "generic"
wardrobe, which is now used in the derelicts and an unused away mission,
replacing mapped instances of the base type.