obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
Fixes runtimes with chem grenade calling prime() after being GC'd.
Fixes some hardsuits having "unacidable = 1" twice.
Fixes runtime with alien whisper.
Fixes runtime with check_shields()
Fixes runtime with Venom, Formaldehyde, corn syrup and holy water.
Fixes cult sacrifice soulstoning not working (giving a dead shade).
Fixes Toggle Helmet light verb on security helmet with seclite attached being usable while dead.
Fixes Lizard snout is poking through helmet
Fixes Space helmets not hiding masks and glasses (especially the large gar glasses)
Eva harsuit helmet no longer has a semi transparent part (incompatible with hiding masks and glasses, and causes lizard snout protruding from that helmet)
Made equip_to_slot() and unEquip proc more OOP at the carbon level which removes some duplicate code between monkey and human.
Readding code\modules\mob\living\carbon\brain\login.dm that someone (probably me) unchecked some time ago by mistake.
Science Goggles and the Prototype Hardsuit Helmet may now scan items for
their research potential and machines for their contents.
Examine an item to gain additional data.
- Tech levels
- Materials that can be salvaged from it if recycled
- Reliability rating
- Crit failure, if present.
Examine a machine to learn the components used to build it.
Adds the prototype hardsuit, intended for the Research Director.
- Primarily a bomb suit
- Emergency firesuit protection
- Slightly higher radiation protection than a normal hardsuit
At some point someone changed the armor system to always block, which I
understand, because RNG is annoying, but they didn't lower the armor
values to compensate.
Right now a basic security officer blocks 50% of all melee damage. It
would take 7 hits from an esword/punches from a Juggernaut to reliably
down an officer, and just a single stun baton to down a guy with an
esword.
It takes 20 hits from an inactive baton to crit a basic officer, 8 hits
from an arblade, etc.
In short, melee is completely awful as soon as someone throws on a basic
vest. It makes melee weapons impossible to balance because even if
they're strong enough to crit a random med doctor in 4 hits they're limp
noodles vs a helmet. We can't move away from "I stun you lose" combat if
stun weapons are 8-20 times as effective as anything else.
I lowered the values around half for melee and tweaked laser resist a
bit as well (again, it shouldn't take 10 lasers to down someone vs their
one taser). I'm not overly attached to these values, nor are they
particularly deeply thought about, I just wanted to get a conversation
on git started where everyone would see it.
-Nuke Hardsuits are no longer unremovable when in combat mode, allowing for better healing/defibbing.
-Explosive implants reduced to 4 TC.
If you don't want to get looted, get good and don't die or buy an implant.
- TED time to kill has been halved
- TED now continually warps you back if you manage to escape, instead of killing you
- TED field is no longer dense
- Chronosuit now does not carry items with you if they are outside the suit, which is the belt, back, and hands.
\ The TED is an exception
- You can now make Securitrons with Sec helmets.
- Helmet cameras now function as borg cameras do. They will update the
chunk on the next game tick, if the camera is moved.
- Helmet cameras are now vulnerable to EMP (camera alarm is not
triggered)
- Removed the extra canAttachCam lines.
- Paid my tithe to Lord of Changelogs.