* Adds framework for status effects
* Completes the Renew define
* Lots of work, refactoring
* Further work on status effects
* Gives status effects autism
* Fixes and stuff
🆑 Joan
rscadd: Once the blob alert message is sent in the blob game mode, all mobs get to see how many tiles the blob has until it wins, via the Status tab.
rscdel: Removed/merged a bunch of blob chems, you probably don't care about the specifics.
tweak: The remaining blob chems should, overall, be more powerful.
tweak: Shield blobs soak brute damage less well.
tweak: Flashbangs do higher damage to blobs up close, but their damage falls off faster.
experiment: Shield blobs now cost 15 resources to make instead of 10. Node blobs now cost 50 resources to make instead of 60.
experiment: Expanding/attacking now costs 4 resources instead of 5, and blobs can now ATTACK DIAGONALLY. Diagonal attacks are weaker than normal attacks, especially against cyborgs(which may be entirely immune, depending), and they remain unable to expand diagonally.
rscadd: Shield blobs no longer block atmos while under half health. Shield blobs are still immune to fire, even if they can't block atmos.
tweak: Blobs should block explosions less well.
rscadd: Blob cores and nodes are no longer immune to fire and no longer block atmos.
rscadd: Blobs can only auto-expand one tile at a time per expanding thing, and should be easier to beat back in general.
tweak: Blobbernauts now attack faster.
tweak: Blob Overminds attack mobs slower but can attack non-mobs much faster.
rscadd: Blob Overminds start with some amount of resources; in the gamemode, it's 80 divided by the number of overminds, in the event, it's 20 plus the number of active players, and otherwise, it's 60.
bugfix: You can no longer move blob cores into space, onto the mining shuttle, white ship, gulag shuttle, or solars.
bugfix: Blob rounds might be less laggy, if they were laggy?
tweak: Blobs don't heal as fast, excluding the core.
experiment: Blobs are marginally less destructive to their environment.
/🆑
Objective:
maybe possibly make blob something you can fight instead of wishing the blob didn't exist?
but also make the blob lethal enough that it can still deal with the crew if it knows what it's doing(and still lose if the crew is good instead of snowballing forever)
* Clockcult fixes and tweaks
* die but don't stay dead
* stay dead but never die
* instinct
* unreadable dark magic
* idiocy knows no bounds
* danger close
* like four fucking times faster
* superdynamics
* Servants of Ratvar know the overall cult status at all times
🆑 Joan
rscadd: Added the clockcult "Global Records" alert, which clock cultists can mouse over to check a variety of information on the clockcult's status, including living servants, number of caches, CV, tinkerer's daemons, if there's an unconverted AI, what clockwork generals can be invoked, and what scripture is unlocked.
/🆑
Added a tooltip style for clockcult, for fancy clockcult tooltips.
- Xenos now have a "queen sense" which tracks the queen like a
pinpointer.
- Added WJ's custom sprites for all non-queen Xenos.
- Modded the alien type finder to support queen finding
This PR ports pockets (from Animus Green) and adds them to some clothing.
Shoes that support storing items now use pockets system.
Some hats have 1 small pocket.
Detective's hat spawns with a flask in it.
Clown's mask has a single tiny top-secret pocket. Honk!
This PR also includes two or three path fixes. It also fixes internal storages (pockets, storage implant) having less "max depth" than external ones.
Added dextrous guardians to the code, able to hold and use items and store a single item within themselves.
Dextrous guardians do low damage on punches, have medium damage resist, and recalling or leashing will force them to drop any items in their hands.
* Observers can auto-orbit meteors; space dust event
During a meteor shower, observers can automatically orbit
threatening meteors and watch them hit the station.
Added Major Space Dust event, which is a meteor shower
containing only space dust.
Reduced chance of RNG meteor event.
Fixes bug where meteors wouldn't move when spawned.
Remaining issue: hide action buttons action button changing icon for both.
Also action buttons arent shown for observer, but the button is shifted over.
🆑
rscadd: If you are an observer, you can click on transition edges of a
Z-level in order to move as a mob would.
/🆑
Also removed some trailing returns.
I'm unhappy with the way revenants are right now, and my code for them is pretty unsatisfactory in comparison to what I know now. Although revenants will still fill the same role of just being spookier ghosts, they'll be a bit more passive - incapable, for instance, of giving diseases to people. The new revenants will be called umbras and will use vitae instead of essence.
Total change list:
Revenants have been renamed to umbras. Essence has been renamed to vitae. This may be temporary.
Umbra spawn events are now weighted higher and spawn an unoccupied umbra. Ghosts are alerted to the umbra's position and may interact with it to take control of it.
Umbras' health is not based on vitae but has a hard cap at 100.
Umbras have a passive vitae drain each tick, defaulting at 0.01. If the umbra runs out of vitae, they will die irrevocably. They also slowly regenerate health by doing this.
When an umbra dies, they leave behind umbral ashes that reform after one minute. They're difficult to see and can be scattered by activating them, although they also have high research levels if you're fast enough.
Harvesting vitae from critical targets no longer kills them. Harvesting a target in general prohibits them from being harvested until five minutes later, but they can be drained again after that.
EMPs revitalize umbras and give them hefty amounts of vitae due to their physical nature.
Umbras have four abilities: Toggle Nightvision, Discordant Whisper, Possess, and Thoughtsteal.
Toggle Nightvision is self-explanatory.
Discordant Whisper is identical to the original revenant's transmit.
Possess allows the umbra to slip into a human's body unnoticed. While in their body, umbras will slowly drain vitae from the human at a tiny rate - not enough to cause harm, but enough to induce adverse effects in the clueless human. These effects intensify over time and eventually lead to the umbra being forced out of their host.
Thoughtsteal paralyzes a living human for several seconds while the umbra steals their memories. After several seconds, the umbra copies the notes of the target's memories and turns invisible - the hapless victim is stunned for several seconds afterwards and can't be Thoughtstolen by the same umbra again. Umbras have an objective to steal the memories of 25% of the station's population.
Salt piles have been added, created by salt shaker or just by splashing salt. These piles will prevent an umbra from passing and reveal them briefly if they try.
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.