Added a room with a bigger vampire and good fantasy loot behind a locked door that can only be opened with a newly hidden key. Alongside a few turfs, mob and spawner to support this.
Fixed https://github.com/VOREStation/VOREStation/issues/15416 by adding sprites to open dungeon walls, other sprite fix was in a previous PR.
Added a note at the entrance of the redgate asking people to not bring weapons home.
Added a new fantasy redgate map that consists of a fantasy town and a large dungeon beneath it.
Added a selection of fantasy props.
Added a variety of "magic" resprites of existing items. These are intended to be tech disguised as magic and have descriptions to hint at it, along with some papers on the map.
Added an alchemy system that creates potions in an alembic out of an ingredient and a base. If the ingredient and base match, an interesting potion is created, if they don't, a poor quality potion is created.
Added a new reagent that polymorphs the drinker into a random creature.
Added a chest version of crates.
Added wooden wall lockers.
Added random spawners for fantasy items, potions, ingredients and bases for mapping.
Added hedge and wooden fences.
Added an old fashioned resprite of the oven.
Added a cooking pot resprite of the microwave.
Added wall torches.
Added barrel version of water tanks, beer tanks, wine tanks, blood tanks and a kettle resprite of a coffee dispenser.
Added a wooden tub bath.
Added 19 new vore mobs: 2 Catslugs, 6 succubi, 1 cryptdrake, 4 vampires 5 peasants and a bat.
Added a new redgate islands map. This consists of two Z-levels: An ocean with a few islands to visit, many with vore mobs on them. An underwater Z-level with lots of things to find hidden around the ocean floor, a little more sparse on vore mobs.
Added a new underwater turf. Standing on this turf feeds you CO2 instead of air, suffocating you. It is a subset of water turfs, and therefore interacts with aquatic, which also allows you to breathe on these turfs. This does mean that you can use the "dive" ability of aquatic under the water too, but it can be treated as though you are swimming up above the sea floor.
Added a "diving" subset of the ocean turf, which allows you to dive down to the turf beneath it, or to swim up from below. Uses normal move up/down verbs.
Added a bunch of underwater flora.
Added a collapsed ships mast prop.
Added a new variation of Fake_Sun that applies a new underwater weather effect and has only one option for the colour and brightness.
Added a new "vorny" variation of the great white carp. This one is very hard to escape from and digests quickly, but is stunned if you manage to do so to give you a chance to flee.
Added a new water resistant and friendly hiveless hivebot called Harry.
Added a couple of creative commons 0 sound effects for the ocean and underwater areas.
Adds a new redgate map: Rain City. This map is a single Z-level, but very very dense, with close to 70 buildinds, most of which are unique (about 18 of them are homes, the rest are all different). It has a LOT of randomly generated loot. Alley ways have random vore mobs, whilst buildings and streets have a variety of preset ones. Makes use of the new fake_sun weather feature to have it raining outside.
In addition to this, it also adds a whole bunch of neon signs, and coloured bulbs to go with them.
It also adds a new darker pavement type called City Slab, a new road turf and dashed line decals to mark the road.
Adjusts some types to tidy up the mob list. Put some of the mobs that can vore under the vore tab, removed the clown mobs from /mobs_monsters because they were the only thing in there, so there wasn't really any point in hiding them a level deeper, and generally looked for subtypes that didn't have anything in them, and commented those out. Did you know that telesci is supposed to have a chance to spawn hostile mobs if you mess up? It's true! I may or may not have fixed it, I don't play telesci, but it uses a path that actually has mobs in it now.
* Adds new turf/simulated proc: climb_wall
* * Anyone can attempt this by standing next to wall
* * Untrained have chance to fall
* * Trained dont fall unless interrupted
* * Speed varies wildly depending on gear & skills
* * * Takes lowest climb_delay, multiplies 5 by it
* * * Depending on tresholds, may add 10/5 seconds on top (>1.25, >1.0)
* * Gear can enable even rookies to climb. Simplemobs cant use gear
* * Except scugs. They can specifically use their spears to climb, leaving it behind
* Adds new turf/simulated var: climbable
* * solidrock, /mineral/cave have climbable set to true
* Adds new turf/simulated logic for init, examine() and a yet-unused proc
* * proc toggle_climbability allows turning walls climbable. Useful for GMs!
* * Could also later implement a tool to turn walls climbable when used using it.
* Adds new mob/living vars, can_climb and climbing_delay
* * These are for handling silicons and simple mobs
* Adds new species vars, can_climb and climbing_delay
* * These are for human mobs
* climbing_delay defaults to 1.5
* * Tajara have it at 1.25
* * Vassalian have it at 1
* * Scugs got it at 2.0, reduced to 0.75 when using spear
* New traits: climber; climber, professional; climber, master
* * Cost 0, 1, 2 pts as positive trait respectively
* * Enable safe climbing, reduce delay to 1.25, 1.0 respectively
* moves rock_climber from shoes to items define
* Adds new item var, climbing_delay set at 1
The mob cooldown thing from upstream made everything with a positive number in the variable be ultra slow. I'm not sure how it was that the variable was broken previously considering that the higher the number was the slower things went, but now it's ultra slow or nothing! cringe.
Adjusts some of the mobs I've made that are supposed to not be slow to still not be slow, as well as touches up a couple of things with squirrels
While I was working on kobs I fixed and tweaked a whole bunch of little things. I figured even then that I should separate the fixes, but I never got around to it
Now I have~
- Makes flight let you fly over snow
- Makes flight let you fly over water
- Makes flight let you fly over leeches
- Makes flight let you fly off cliffs
- Makes flight let you fly over mines. (I'm not sure. This shouldn't really ever happen anyways since mines aren't generally in use. If it's a problem I can just remove it.)
* Add bricks
* Fixes concrete icon spawning.
Polaris uses a different system for spawning turfs than we do. This fixes a bug with concrete spawning.
* Makes it so you have to load PB in a cryo beaker.
Instead of getting it for free.
* no you don't get free reinforcement
* Concrete can make concrete flooring
* Adds concrete tiles. Fixes spawning
* Being plating is boring. Let's make it a floor.
* Able to remove it.
* Allows fun. Fixes infinite tiles.
* Adds Polaris Gun Sprites
- Allows for easier ports.
- Fixes the semi-automatic-shotgun
* Adds the PSGs - Tether. Fixes the sprite in DreamMaker.
- Adds a PSG to the security EVA (Security players mentioned doing this instead of armory, and it makes sense.)
- Adds a PSG to mining equipment room.
* Adds PSGs to SD
- Adds PSG to Security EVA
- Adds PSG to Mining
* Adds PSGs to GB
- Adds PSG to Groundbase Mining
- Adds PSG to Groundbase Security EVA
* Makes the PSG the actual mining version