Medical has had several overhauls, but none of them touched augmentations, so they became almost a no-contest better alternative than regular limbs in virtually every aspect.
- Repairing yourself is no longer instant, and will take longer than healing than biological medical items.
- EMP damage increased from basically nothing to actually dangerous
Because people were confused by their memory being shown to them after the operation, which includes their objectives.
This also puts brains on a layer just above human mobs, so they can be seen when they pop out.
- Gangs are reminded of imminent defeat/victory and the dominator's location when a timer drops below 3 minutes. (+3 squashed commit)
Squashed commit:
[49b614c] - Raised threshold of station damage before gang heads can no longer recall
- Implanters are now only blocked by helmets with THICKMATERIAL
- Changelog
[76f9662] Fixes runtime with gang messages sent to minds without mobs
[d81148e] Speeds up recruitment a bit (+1 squashed commits)
Squashed commits:
[d81148e] Speeds up recruitment a bit
- Object burn times vary between 1x-2x the value set for var/burntime
- This way they don't all burn up at the same time. For muh immersions.
- Examined ashes from burned objects will reveal what they used to be
- Multiple gang leaders are spawned at round start, the number which depends on server population
- Only one boss per gang, the rest are lieutenants
- Only the gang boss can recall the shuttle
- Gangsters can no longer be promoted mid-game.
- Security can once again deconvert gangsters with loyalty implants
- A message is shown if the deconversion destroys the implant in the process
- Added an Implant Breaker item to the gangtool as a purchasable item for 10 influence each
- They are a one-use item that destroys all implants in the target, including loyalty implants
- They will also attempt to recruit the target before destroying itself
- As this is an implanter it requires the target to remain still for a few seconds to administer it
- Implanters no longer work if the target is wearing headgear. Remove them first
- Added help text whenever you buy certain items from the gangtool
- Spare gangtools now cost 30 influence for everyone
- They no longer give you a free pen
- Increases domination limit back to 3
- Purchased outfits are automatically equipped in your hand, if possible
- Gang boss has a 3 minute window at round start to select an outfit style. If he doesn't select one, the his lieutenants may pick one. No gang outfits can be created without a style picked first.
- This is just to give the gang boss the first opportunity to pick an outfit style for his gang
- You can now see how many outfits your gangtool has in stock
- Outfits are no longer used up if you cancel the style selection prompt
- Loyalty implant destruction message has been moved to its Destroy()
- Slipping while carrying items in your hand may cause ~accidents~
- 30% chance to attack yourself
- 30% chance to attack the floor
- 30% chance to throw the item towards the direction you're facing
- Throwing reagent containers such as drinks or beakers may spill their contents onto whatever they hit