All three have the same on-ear/head sprite as the current red hair flower pin, but a different in hand sprite.
The red flower pin should remain untouched and is still "hairflower", with the new colours being subtypes.
Generalizes opening drink containers, makes beer and ale bottles a subtype of bottle instead of can
Adjusts bottle smashing, duration, damage, and reliability.
laser carbines and laser pistols spawn in the armoury with equal
probability.
Stunshells are now rare like they should be.
Shotgun crates now have two combat shotguns, as they are less likely to
spawn in the armoury anyways.
Weapons crate comes with laser pistols, energy weapons crate comes with
laser carbines. Seemed more consistent that way.
Rebalances the random armory so there are always energy weapons,
projectile weapons, and ion weapons. Ammo no longer random. Fixes some
oversights with the EMT area and improves flow. Sec Guns fit in belts.
Fixes typos and a missing price in the vending machine.
Collection of gear and changes from the four gear polls on the forums
includes:
2 new automatic weapons, mapped in to ERT and random weapon spawns.
Laser carbine balance.
Slow emergency softsuits, no armor value other than bio and rad, 4
slowdown.
1 knife, not mapped in, available for Psi's uplink merge.
New vests: 2 types, 2 pocket no slowdown,
4 pocket with slowdown, second is available from cargo and one random
vest
spawn in armory. The first replaces all instances of the old vests. Old
vests still exist in code.
Mercenary vest with no slowdown, 4 pockets, and slightly better armor,
not on map, possibly for Nukes or Traitor Uplink
Holster rearrangement for custom loadout.
Acid dispenser, mapped into robotics and science.
New food items, added to vendors and rations crate.
New random medical spawns, added to medbay.
Cargo and loadout additions to accommodate new items.
1 beanbag loaded 5 round shotgun added to Warden's closet to compensate
for officers having .45 ltls and the HoS having an e-gun, suggested by
IRC and server.
http://baystation12.net/forums/viewtopic.php?f=5&t=12064http://baystation12.net/forums/viewtopic.php?f=5&t=12031http://baystation12.net/forums/viewtopic.php?f=5&t=12027http://baystation12.net/forums/viewtopic.php?f=5&t=12007
Moves them away from 'tie' legacy - path change, and different code files.
Changed single hastie var into accessories list, to allow multiple articles worn at same time. Updated all affected places in code to work with it.
Currently any number of decorative accessories can be attached, one utility (holster/webbing) and one armband.