- The Hand tele's random mode will not not select turfs inside of an
area tagged to be immune to telescience. If there is a beacon there,
however, it can still be targeted with a large teleporter and then
relayed with the hand teleporter.
- The Syndicate depot is now surrounded by asteroid on almost every
side, and a large majority of the turrets on the outside have been
removed. There have been two additional turrets added to the interior,
and there are now two exterior turrets at the end of the cave that leads
to the airlock. This is in response to player feedback, as they thought
that the turrets covering every angle of approach was detrimental due to
people who were floating by without knowing what was ahead were getting
shot and killed. This new design is still secure, but players will be
able to more easily go around the turrets if they do not wish to attempt
to break in.
Fixes some issues with 2 seater space pods. They should now correctly
clear the occupant var and accept dead/critical passengers as intended.
(Tiger did the work, I'm just posting it)
- Adds the Syndicate depot, an outpost heavily guarded by turrets, and
proofed against telescience.
- Fixes gun_turrets not ID'ing syndicate agents properly, adds support
for different bullets.
- Adds support to make an area un-accessible to telescience. I wish
there was a better way to handle that in the telescience computer, but
noone I consulted could seem to figure a way out. Simply set the area
tag in question's tele_proof to 1 to disable telescience in that area.