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.
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rscadd - Added copper to the talon workshop.
rscadd - Added a stunbaton to the talon guard's locker.
rscadd - Talon jobs can now take some role restricted accessories in the loadout.
rscadd - The Talon Pilot laptop now comes with the ship navigation screen preinstalled.
bugfix - Talon can now access their own engi-vend.
tweak - Talon Pilot ids now show the full job title instead of just 'Pilot'.
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Ports over my carbonkin content update that brings carbon kin mostly on the same level as mob kin.
Also ports the whitelist system so people dont have to write out EVERY species name in cases like this.
Whats it add tho?
Rebalances phase shifting:
Phase shifting is a pretty polarizing ability, it now is more forgiving for stealth uses but has a counter in becoming more costly with people and light level.
Stat blocks of all kin have been revisedd based on the flavor messages of the mob variants.
Tasers and other electricity sources now affect kin, this is the only immunity being removed and should help with SEC interaction.
Adds a new attack "syhon strike" this is mostly for the aggressive kins, if using syphon strike on hit it will take the damage you dealt and convert it into energy, this only works against carbons as example punching punpun restores around 4 energy
As a last note all of the Shadekin Adaptopn color traits lock your eye color into the respective color. So if you take Red adaption you will be immediatley identifiable as a red adapted kin since your eyes will in fact always be red.
-Up-ports a memory leak fix related to preview mannequins.
-Also fixes the forementioned fix breaking fuzzy/sharp previews on setup.
-Also makes the fuzzy/sharp toggle button update the char setup preview.
Just feels like this would be better since having it as default might turn potential partners away if the player is unaware they can switch this to what they want.
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tweak - Change default setting for ERP prefs to unset to encourage asking if unsure.
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