Added raptor vore mobs. They're retaliate mobs with a digestion focus. They have weight gain sprites and get a little chunkier after at least partially digesting someone (or otherwise gaining nutrition).
Added the raptors and bats to the maint pred list.
Added the raptors, bats, vampires and succubi to the semirandom vore mob list.
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.
Removes the Surgical Scalpel and Circular Saw. Adds the Hemostat and Surgical Drill.
Why? Because the research borg should not be surgically removing brains and they don't even have all they need to do it. But what they should be doing is synth repairs and NIF installs. And that requires just two surgical tools.
Also they can't start surgeries without a scalpel so organics are safe from malpractice.
Wolftaur and vampire mobs that were specifically chosen and not randomly picked did not have sprites chosen for living, rest and dead variables. This has been fixed.
Makes some mobs that are retaliate or vore hostile stop fighting whilst inside a belly. Specifically: Squirrels, bats, peasants, sheep, succubi, vampires, wolfgirls and wolftaurs.
Also adds this to passive mobs, which won't change anything normally as they don't fight when eaten. However, it will mean that catgirls and lamia, which are normally passive, will stop fighting in a belly if spawned via the semirandom mob spawner.
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.
Makes a few changes to things, most of which are functionally identical to before.
Changes the shadekin empathy color to something unique, and more visible in dark mode than the changeling color. Also gives it a special font.
Makes a slightly lighter color as an alt color for dark mode
Makes it so that hivemind languages don't HAVE to be italics, but makes it so all the existing hivemind languages minus shadekin empathy are italicized. (The font I picked for empathy was hard to read while italics)
mostly because this might be important to have
Also I didn't test this because I am at work so it will either work or it won't or it will delete everyone's left arm for no discernible reason
yes I am making a set of ears purely for compatibility with one hair so I can use it with one of my OCs. Is this vain? prolly. But I can't figure out a better way to do this and let other people still use it.
Changes iron reagent to no longer regenerate copper for zorren
Changes copper reagent to regenerate blood for zorren
Adds IS_ZORREN reagent_tag define and applies it to species
Updates medical scanner guide to recommend using copper for zorren and skrell
Previously, the message implied that saying no/cancelling acts as a double-check for leaving the round. Now, it's clear that pressing No will still kick you out.
Creates a new var on new player mob that tracks if we have quit the round/abandoned our ghost mob to return to lobby or if we have done our first login.
On leaving a previously occupied mob, regardless if we clear manifest or not (previous functionality), the respawn message is sent.
However, this is no longer done by the abandon_mob() procedure as that causes the MOTD to cover it up. Instead, by setting the has_respawned var to true, we request Login() for new_player mobs (aka lobby joiners) to see it.
Added 10 new wolftaur mobs, including 5 different colours with a nude and clothing version of each. They are retaliate mobs that are hard to escape from once they eat you and digest quickly.
They also spawn in a random size from 1 to 1.4, even if it makes the sprites a bit wonky sometimes. The default /wolftaur mob spawns one of 9 of the icon states, but each can also be spawned individually without randomisation.
Also adds unique factions to catgirls, lamias and cookiegirls, so that if they are spawned by the retaliate spawner, they can be provoked into eating you. This is I believe the intended behaviour with the retaliate spawner, I can remove it if not. They will still be safe if they are in their default passive forms.
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.