- Ports the overmap, ships, sectors, and "landable" ships from baystation.
- Ports necessary computers to control ships and overmap shuttles.
- Shims missing machine and computer functionality pending future enhancements.
- Includes required new sprites and sounds.
- This will let us react to the change appropriately.
- While we're here, lets define some constants so we can stop using bare numbers.
- Always use those constants when calling update_use_power()
unbranded is unlocked via research, while cenilimi is ordered on the cargo console
a 'bald' hairstyle is added for FBP teshari to use
a sprite fix for teshari torsos and far hand are also included, to avoid having holes in teshari that have prosthetic limbs
some minor fixes for the teshari nurse cap and eyepatch are also included
All Damage taken on an electrocution from an object is currently taken to the defense zone actively used to trigger the object (commonly hands)
With increasing power values on the station overall and the addition of dismemberment from burn damage, this causes shocks to unprotected hands to effectively always remove the offending hand on the Polaris base map.
Changes
Electrocution on human mobs now deals four instances of damage. One at 25% to the hand, one at 50% to the body, and two more at 25% to random bodyparts.
Current Values
At round-start (so 300kw in system from solars, another 150 from the SMES to power the station) this would result in going from a roughly 40 damage burn to the hand (more for some species. Which, seemingly, is enough to often dismember it) to about 10 to the hand, 20 burn to the body, and two more 10 damage burns.
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This would impact anything calling the electrocute_act() proc in carbon()
This impacts:
Shocks from Machinery or Cables
SMES deconstruction discharge (This targets the torso. So the target still would take 75% of the damage on the torso, and another
Technomancer Lightning
Technomancer Instability
Tesla Ball Shocks
Energy Siphon
Bioelectric Genesis
Shock crate damage
Defib shock damage
Total damage value remains the same, however the damage would be spread out on the target instead of centralized.
All Damage taken on an electrocution from an object is currently taken to the defense zone actively used to trigger the object (commonly hands)
With increasing power values on the station overall and the addition of dismemberment from burn damage, this causes shocks to unprotected hands to effectively always remove the offending hand on the Polaris base map.
Changes
- Electrocution on human mobs now deals four instances of damage. One at 25% to the hand, one at 50% to the body, and two more at 25% to random bodyparts.
* Makes hacking window consider all hands instead of just the active one.
* Makes bottom indicators in hacking window go bold if they changed since the last refresh.
* Changelog
Adds headset key shortcut to type in rather than having to resort to, well, :H to speak on the Response Team channel when examine shows the usage is `:-` which doesn't work squat.
Changelog Notes:
- Fixes lack of easily accessible Response Team shortcut to type in. Type .k or :k to speak on the channel.
* Mobs can be incorporeal
Prevents step noises, getting shot, etc. Basically living ghosts. Feel free to add more places this should check, but I think this is a majority.
* Fix missing incorporeal floatyness