Added damage to spacepods as well as damage overlays.
Started a framework to allow more than 1 weapon system per spacepod.
Pods turn into fireworks when they reach 0 integrity.
mommi soundfiles
added sound to dice roll
added sounds to attacks with tools such as the welding torch, crowbar
etc.
added a beep when plastic explosives are armed
some sounds for attacking with tools
new sounds for blob
new sounds for when a changeling violates someone
new explosion sounds added
changed emp sound
changes to dartgun, ebow and syringe gun sounds. More distinct.
more smushy beating sounds and piercing slicey sounds
new shotgun sound
pai startup noise
sound for wizard teleport
new ion rifle sound
whip sound for the chain of command
new staff of change sound
new radgun sound
rejigged SMG sound
detective scanner given a sound
lots of new mech sounds
cult constructs have better attack sounds
new grenade launcher sound
improved(?) chem grenade sound
changes to goliath and basilisk attack sound
giant spider has its own attack sound
new marauder fire sound
defibrillator has its own sound
new ambient sounds for derelict, ghetto bar, space and maint
gibbing sounds
xeno neurotoxin makes a noise
new sound for xeno evolution
pinpointer makes a sound when activated
Rips ghosts from nearby corpses and turns them into loyal shades.
Cannot be removed(unless wearer dies) or acid'd.
Will be available as a rare find in xenoarchaeology.
(Also adds some snowflake code that makes the mask work, and will hopefully make future items less painful to make.)
What works, powers, preference, objective, gamemode. As of right now all vampires are given all the active powers to begin with and 5000 blood to muck around with. When we're ready for testing starting blood will be zero.