- New typepaths added for Positive, Neutral, and Negative Traits
- Tweaked the cost of many positive and negative traits. Some negative traits were moved to neutral traits.
- Some traits were outright removed.
- Custom species now start with 2 trait points
The overall goal of this refactor is to basically remove extreme values, both negative and positive (This is why most traits that were removed were removed), and to basically enable some form of customization without rewarding min/maxing.
So basically I made one for all the station jobs, and then made one that when you use it, will become whatever job you are when you use it the first time. I added these to the loadout under utility as contractor identification cards!
I also did the same thing for the ITG IDs, but I did not put them on the loadout. People can fluff for them if they want to though! ITG is just a little more stringent in its hiring process than NT is.
I ALSO put in tons of pieces (which I used to make most of these) so that if someone wants to make more of them, or modularize some of them for whatever, they can! There's some alternative icon types and stuff in here too for making IDs for factions that don't exist or whatever! :0
I also removed Harmony's fluff ID and replaced it with the polymorphic ITG ID, since it's effectively the same thing but more generalized.
*Finishes up the partially-implemented event HUD (The one the event pref in the VORE character setup tab is for) and adds a verb to let event managers give it to people (can be used by right-clicking them, or from the "Fun" verb tab.
Tested.
-Instability no longer causes a feedback loop if a bunch of people are clumped together.
-Fixes runtime with illusions
-Fixes carbonmob illusions not copying appearance correctly.
Fixes "switch scaling mode" verb not updating the mob var that the icon update code now relies on and therefore reverts the ingame toggled setting back to saved pref setting whenever icon update happens.
Pretty sure I don't actually need to list the icon_state here, because it should inherits the icon filepath already. The person above me did it, so I just copied them.