* Refactors malf AI modules to modern standards
* Updates the goonchat stylesheet
* Moves air and fire alarm overrides
* squash commits!
* Fixes some things
* Review, fixes
* does the thing!
* Requested changes
🆑 coiax
add: Adamantine golems have special vocal cords that allow them to send
one-way messages to all golems, due to fragments of resonating
adamantine in their heads. Both of these are organs, and can be removed
and put in other species.
add: You can use adamantine vocal cords by prefixing your message with
":x".
del: Xenobiology is no longer capable of making golem runes with plasma.
Instead, inject iron into the adamantine slime core to get an incomplete
golem shell, then complete it with 10 sheets of a suitable material.
/🆑
Adamantine Golems are the starting Free Golem spawns, and they are
previously just as ordinary as Iron Golems, which are strictly worse
than a variety of other golem materials. This gives them limited one way
telepathy, to act as leaders and communicate to the other golems.
They're vocal cords because it's a suitable fit for the vocal cord code,
and recieving it is organ based because more organs are always fun.
Making "leadership" slave golems is somewhat of a contradiction, and
they're also somewhat easy to spam. This requires xenobio to at least
have some spare materials lying around (remember, you can use metal and
glass or plasteel).
* Ahelp refactor
* Same ticket nagging
* Remie review
* Dead code
* Require tickets for PMs + other fixes
* Remove full monty redundancy
* Stylesheet
* Listings refresh
* Add ban logs to tickets
* Tickets can stay associated after reconnect
* Don't show active disconnected tickets in the main list
* Ticket titles
* More beautiful + fixes
* Needful
* IC issues close the ticket, feedback, and other stuff
* Move shit around
* IC issue -> resolve. Inline with the meaning of resolve. Documentation
* Classic style + fixes
* Width
* Formatting
* Whoops
* Formatting
* That top note
* That cream
* Pure vanilla
* move to status panel
* Fix the listing
* Sleep checks
* Stay frosty
* Allows close/resolve of disconnected players
* Ban logging will work if the player logs out.
* Sorted closed and resolved lists
* Fixes
* IRC commands
* More feedback
* Small fix
* Unfix
* Just witnessed a memetide of tickets
* Make the timer unique for good measure
* Fix
* Make it use QDEL_LIST
* Fix
* colorful
* Fix
* No more name prompt
* Retitling
* Fix
* Fix
* < CANT CODE
* Phrasing
* The better
* Better linking and stuff
* Language
* Bluh
* This may have broke things, let's back up
* Ticket reopening
* Admin panel verb for viewing a ticket list
* Slightly better refreshing
* Improve reject and IC issue wording
* Log client disconnects and reconnects
* Hopefully fixes the same issue issue
* This should be here
* Almost a terrible idea
* More feedback
* Better timing
* Better timing and logging
* Adding notes
* Improves teleport logging
* saddest commit in history
* Fix feedback counters for reopened tickets
* Fixed
* Initial burst of languages
* Scratchings of beginnings
* Code review I
* Compilation!
* You can now understand your own speech
* Fixes whispering
* Gets typecaches working again
* Remie's `PASS`ing
* Back to pass() to stop the compiler whining
* Why can't drones check their languages
* Everyone speaks how they should
* Removes world string debug stuff
* Currently failing to massage radio code into working
* The radio transmits the languages!
* ,0 to talk common
* Replaces speech wheel with language menu
* Observers can speak all languages
* pAIs now speak languages FOREVER
* New action button for language menu
* pAIs have an action button to open their language menu
* AIs can talk and all that
* AIs have a language menu button
* Fixes supermatter making strange noises
* Fixes AI holopads
* Fixes request consoles
* Fixes bots making strange sounds
* Meaningless MMI change
* Some caching of datums
* Brains in MMIs speak common
* Ratvarian AIs can only speak Ratvarian
* Tables can speak common, apparently
* Removes var in args
* Fixes the (AI Eye) problem
Thanks to Shadowmobile for their help with this one.
* Fixes tape recorders
* Fixes humans being able to speak in languages they did not know
* Adds some new posibrain names
Honk.
* The voice analyzer replies in the language you spoke to it
* Gives swarmers only swarmer language
* `initial_languages` var.
* OMNITONGUE, clockwork restrictions
* Fixes barmaid and bardrone language abilities
* Code review I
* Omnitongue correction
* Code review II
* Removes force_compose var
* His Grace is a better item and less globally-announced
* grace
* graceful
* tiny eyes!
* tiny eeeeyes
* less lethal
* You must have His Grace.
* You just need to compile His Grace.
* highly lethal grace
* ding ding ding you're super fucked
* rrr
* His Grace
* Changes Command departmental channel back to gold
I don't know how Github works and I'm likely about to break /everything/ in a domino effect cataclysm the likes of which no-one has ever seen. But if this actually works, then what does that say for the future of humanity?
Changes the Command departmental radio channel's colour from its current navy back to its original gold, reverting a change in November. It suits the setting better (was blue/navy ever associated with command? It was usually green or gold), and makes it more distinct from Medical's lighter blue. If I have trouble telling the difference on the fly, with my above-average colour vision and relatively high saturation setting on my screen, then what've other people been doing?
* Changes Command departmental channel back to gold (darker)
Changes the Command departmental radio channel's colour from its current navy back to (a darker) gold, changing a pull in November. Image attached; edited together from uraniummeltdown's PR, which added the Bay colours, showing the gold, navy and Medbay blue.
It suits the setting better (was blue/navy ever particularly associated with command? It was usually green or gold, unless you're focusing on the captain's outfit), and makes it more distinct from Medical's lighter blue. If I have trouble telling the difference on the fly, with my above-average colour vision and relatively high saturation setting on my screen, then what've other people been doing?
Adds cortical borers, a midround antag originally from Bay. The code here is from yogstation, baystation and paradise station.
Borers are little brainslugs that when adjacent to a human can infest them. They can supply you with useful chemicals such as medicines and meth, and can revive you from the dead if they have maximum chemicals. They can also take over your body, putting them in control of you while you become a "captive mind". A captive mind can take back control by doing Resist. Health analyzers show borers in people, while medHUDs show borers in control. If you have Sugar in your body the borer can do nothing, it gets kicked out of control if it's controlling and becomes docile. Organ Manipulation surgery on head to remove the borer. If the brain of the body gets removed (decapitation, brain removal surgery, gibbing) the borer falls out of the host and loses control if they were controlling. Changelings can remove borers with Anatomic Panacea or Lesser Form (or Last Resort). Borers can reproduce and have an objective to escape on the shuttle with X hosts alive.
* HIEROPHANT
* whoops
* that'd be hilarious but unwise
* BIRD_SCORE
* density
* BIRD THREAT
* maybe a threat tm
* danger boss
* it's always the paren
* bird murder
* recall
* no message
* yelling bird
* time
time
come on, time
time
shades
* A ruin!
* I think five blasts is enough
* birdboss wants you dead
* giant boss arena
* hierophant no longer literally unfightable
* smaller ruin?
* no longer innate
* can toggle friendly fire, teleport is AoE
* comments!
* just fucking spawn the arena wew
* heal on resetting
* not as common
* I cannot be trusted
* eeeh
* !
* keep it off the station
* as common as sin
* stop cheesing the boss you asshole
* this looks better
* that ruin didn't even exist what the fuck
* wew
* rip
* it doesn't need full healing if it heals for half when it resets
* good for fighting mobs
* rune where you are
* mechanics; armor doesn't fucking matter rip you
* armor matters but not much so
* )
* meaner than hell and more likely to kill you
* remove those beasts from my beautiful square house
* fix
* you should be able to tell what it's doing, even if you can't actually react to it
being totally unable to tell what the fuck just killed you is bad design, you should know how you died even if you couldn't do shit
rip 3x3 chaser
* start higher scale to the same
* the ruin that doesn't exist and costs 10 points to place
* now what's all this commented out stuff hmmmmmmmmmmm
what could it possibly be
* accurate
* tracking
* boring unused lore
* it needs to be open, oranges. open.
* I did that specifically to note which commit it was on ree
* oh there's a proc for that. duh.
* logging is good
* horrifying
* the marginal kindness of a giant bird boss
* ruin tweak
* idiot bird
* adjust
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.
* Removes abductor ability to use guns.
Removes agent starting out with an alien blaster
* removes comment
* Makes Abductors able to use alien pistol
Alien pistol now has ALLOW_ALL trigger guard to overcome abductor's
natural NOGUN.
Pistol now starts in the backpack, and the wondertool on the belt.
In addition:
- Replace multiple copies of IsAbductor() with a single isabductor()
proc in code/__HELPERS/mobs.dm
- Adds icon for alien firing pin
- Adds abductor span for ayylien communication
Cult stuff uses cult span classes for the most part.
There are beams when using blood drain on a target and when reviving a target with the raise dead rune.
There's a nar-sie maw when you sac something, holy shit.
Sac invocation is now the old invocation, and it worked in testing I promise.
Updates construct descriptions to match what they tend to do.
There's like one or two bugfixes, you can examine talismans as a cultist without the paper menu popping up.
The supply talisman popup is like 50% smaller.
The current code for runes is god-awful. Like, seriously terrible. This PR aims to fix that. Rather than having every rune effect defined in a single attack_hand proc, this PR will separate the runes into subtypes, which supports for more modular runes as well as cleans up the code.
It also separates invocation into a two different procs. The first of these will determine if the rune can be invoked; if that passes, the second will cause the rune's effects. There is also a third proc that will cause effects if the rune fails to invoke.
Research words have been removed, and all runes are now available from the start of the round. This is highly subject to change once some feedback is in from actual cult rounds.
Miscellaneous tweaks:
Blood boil runes now explode when used
Convert runes can now work solo, but take time
Armor runes now only provide the basic armor set
Tomes now do a static 15 burn damage and play a sound
If the Escape objective is rolled, the amount of people that must escape will scale with the round population to a factor of 5 (i.e. 50 players = 10 cultists)