About The Pull Request
Lowers the integrity of the implant box from 70 (normal cardboard boxes) to 1
fixes#38612
Why It's Good For The Game
The stealth box is already an extremely powerful item, mostly due to a bug #38612 that has been around ever since we could move diagonally and hasn't been fixed.
The box is supposed to be comparable to the other stealthy item, the Chameleon Projector. However, the box has several large advantages, including:
-Full invisibility
-Faster movement (especially with the bug)
-Less obvious when moving around
-The box takes more hits to reveal you
-Easier to get back to being hard to find when revealed
-You need an open hand to open the box manually, putting you in melee range and without a weapon in the selected hand, leaving you at a major disadvantage.
-The projector can be taken away from you / dropped and takes up inventory space
-The projector needs to be in hand to use, implant is hands free
-Projector needs to be in your in-use hand to disable yourself, the box is a button, meaning you can be more prepared with the box to strike out from stealth.
The projector still has a niche, however the box is currently the meta stealth item to pick.
This PR fixes the movement bug (no more wavedashing) and makes any damage to the box reveal the user, no longer letting it be a massive damage sponge. This should bring the box much closer in line to where the Chameleon Projector is, balance wise.
Changelog
cl Chen Yakumo
balance: The stealth implant box is now flimsier than it was before.
fix: You can no longer zoom around in a box by hugging walls.
/cl
About The Pull Request
Fixes#45077Fixes#42498
Removes every single instance where a grille could end up on top an active wire in maintenance, making traveling maintenance a lot less of a hassle and less dangerous in general.
Maintenance bar has been removed due to redundancy and closeness to the actual bar. Wait till season 10 of SS13: Battle Royale to find out what exciting changes will come to the map!
Space-proof variants of the lizard critter has been added and are working diligently on the above-mentioned bullet-point.
As part of the white shuttle fix, Donutstation now has a custom shuttle with deep l o r e to explain what happened to the long-past crew.
Small adjustments to the static loot part of the 'excess storage' rooms near departments.
Some extra crates has been added around maintenance with respective maintenance loot spawners.
Why It's Good For The Game
Bug fixes relating to the map and some added map content to keep things 'fresh'.
Changelog
cl MMMiracles
add: Donutstation now has its own white shuttle with proper dock.
del: Donutstation's maintenance bar is under renovation.
tweak: Due to above renovations, the goose is temporarily loose.
tweak: Donutstation now has significantly less annoying maintenance grilles
/cl
About The Pull Request
Beekit now gets one less beenade and has a lower chance, beesword has worse armor pen, does 2 less damage and injects 4 toxin as opposed to 4 histamine (could be looked at as a buff though). Plus I removed some pointless // remarks that I previously made but I doubt that really matters
Why It's Good For The Game
Pretty overpowered, hopefully this will make things better.
Changelog
cl
balance: Beekit now has a lesser chance of spawning and has one less grenade
balance: beesword now does 2 less damage, has worse armor penetration, and injects toxin as opposed to histamine
/cl
About The Pull Request
ChangeTurf keep air by default if no flags sended on ChangeTurf().
fix#44623
Why It's Good For The Game
Changelog
cl
fix: air issues on changing turfs
/cl
About The Pull Request
Some skirt sprites were offset i dont know how this happened i swear i fixed this before but apparently not. Fixed the assistant skirt necklines being way too high. Added extra details on some skirts.
Added 5 previously missing skirts including 2 lawyers skirts(like they dont have enough already), rainbow, syndicate and tacticool. Fixed the disorganized mess that was the Lawdrobe.
Why It's Good For The Game
Updated skirts good. Rainbow skirt good. Skirtleneck good.
Changelog
cl
add: The long lost rainbow jumpskirt has been found
add: Rumor has it that even the syndicate have started producing skirts for their operatives
tweak: Department skirt necklines are more in-line with their jumpsuit counterparts, sprites are no longer offset, added detail
/cl
* migrates the shield generator to the powered typepath
* map update
* fixes wire unsecuring weirdness
* this should go here actually
* minor reformatting + documentation
The original take_damage proc defined vars for no good reason had some
duplicate code and wasn't very readable.
If you are wondering why it calls obj_break every time it takes damage
while below integrity_failure, that's the way it used to be. Most (if
not all) stuff that takes advantage of this functionality already
accounts for this.
Chameleon IDs and PDAs will automatically update names and icons when
changing disguise. They will also change the displayed job when
switching outfits with the chameleon combo-action.
Chameleon IDs and PDAs reset to the default name if their appearance
changes and need to be updated manually to display the proper label,
which seems like a waste of time to me. Changing the entire chameleon
loadout is very sneaky and setting the appropriate job on the ID and
PDA makes it sneakier.
VTEC is currently broken (as in, completely non functional) and, quite
frankly, it wouldn't be very healthy for the game if it weren't. A -2
speedmod is no joke. What's more fun than no damage slowdown borg?
That's right, one with a movespeed -2 modifier.
* Adds stat tracking to mess on station
* Checks for maint to make sure stats aren't counting maint trash which is irrelevant to the janitor
* adds mapload arg to init
* asdasd
* byebyeanimalsurgeons
* here we go
* config
* removesbeach
* a bit more compact
* updates some vars
* fixes walls getting destroyed by other generation stuff
* Makes the abductor healing gland more interesting
* Implant rejection
* .
* no vomit for blood regen
* Update code/modules/antagonists/abductor/equipment/glands/heal.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Document datum, area,atom and some of the mob code
* Update
* Documented mob_helpers poorly
* Brief treatise on mob movement iself
* sdfasdf
* Add title to treaties
* Move readme file for say
* more say stuff for mobs
* Document login and status procs
* Add some goddan links like a boss
* Document some atom vars