Changeling Rework
Changelings have been changed with the goal of making them more threatening and less passive/peaceful in rounds, with major changes to absorbing/hollowing as well as DNA Sting.
The Changeling's DNA Sting now only works on an alive person one time, any further targets must either be Crit or Dead. This is intended to shift Changeling gameplay away from just DNA stinging everyone for the objective and having zero round impact, and more into a role that creates conflict on the station, as an antagonist.
Changeling's absorb has been entirely reworked to be more thematically fitting, and be less of an instant reveal for Changelings existing. Changeling absorb now consumes a limb and 3 random non-vital organs from the victim, and no longer deals 200 genetic damage, now actually "hollowing" someone. Hollowed bodies additionally no longer directly say they are hollowed on inspection. Ferrochromic Acid no longer replaces the absorbed victim's blood as well.
The Metashield for Changelings has been updated. Witnessing two of the same person in one location is now considers grounds for a blood test on those two individuals, but is not a revealing condition itself, acting as an intermediary stage. In relation with both previous changes, discovering a hollowed body is no longer a Metashield tell for Changelings (as its no longer extremely in your face), and instead witnessing a positive changeling blood test is now a revealing condition.
Medical Biofabricator buffs
The Medical Biofabricator is also getting a buff (in part due to the higher demand for Organs due to Changelings)! Most prices are now significantly cheaper, with most organ/limb costs being reduced by over half, except for the Heart which is unchanged. All organ and limb print times have been drastically reduced to only 10 seconds as well.
Removed Enemy of the Corporation / EOC entirely
Removed Enemies of the Corporation guidelines for security, due to being a sort of document stuck between being defined IC and OOC did not serve the RP well. It forced security to think in terms of the gamemode / the antag instead of the crimes at hand.
It did not help facilitate proper RP. It did not help guide security to do the right thing. For the most part, it guided security on sure fire ways to punish antagonists disproportionally to their crimes (i.e a syndicate thief getting perma'ed because of their uplink being open, instead of a plea deal or some other interesting RP).
Removing this should allow crew a greater freedom to decide what happens to what antag, with round removal being reserved for the most robust of antags (35 counts of murder).
Medical Patch changes
-# by @McBosserson
The Therapeutic Patch was added, acting as a normal patch but with a slower rate of chemical transfer into the body, great for avoiding overdoses!
Reagents can now be directly inserted into all patches, no longer requiring usage of a ChemMaster to make.
Makeshift patches now need Cloth to make, instead of Gauze. Additionally, Arachnids can now make makeshift patches with Silk.
Bounty Changes
-# by @Gansu
- Kitchen bounties are generally buffed, and payout more spesos for less items.
- Atmos firesuits are no longer a bounty target.
- Donkpockets are no longer a bounty target.
- Salvage bounties no longer exist.
Syndie/Nukie-related Changes
- Added velociraptor cubes to emagged biocube fabricators. - by DevilishMilk
- Smoke, Radio, and Fake Mindshield Implants can now be removed with an Implanter. - by McBosserson
- All ammo besides Hristov ammo can no longer go on sale. - by McBosserson
- Radio implant now costs 5 TC instead of 2 TC. - by McBosserson
- Increased brute resist values of syndicate elite hardsuit to 50/50/55 (blunt/slash/piercing) from 40/40/40. - by ferynn
Other Additions
- You can add custom names to your loadout for Clown, Mime, and Musician. - by ferynn
- Added new jamjar variants, available in loadouts and available to craft! - by Teasq
- Added sungars, in case you didn't feel cool enough with the usual gar glasses. - by Teasq
- Added mystery meat, made from 10 uncooked proteins and 5 enzyme! - by TheSecondLord
- Added the slop bowl and sloppy joe to the cookbook. - by TheSecondLord
- Added gas miners for the Funky gas types (un-mapped). - by willowzeta
Changes
- Clarifications have been added to Rule 1 around playing certain types of characters.
- Admin glasses added to NTR locker. - by ferynn
- Added the Smoke Implant to the Thief's Smuggler kit, replacing the Smoke Grenade. - by bVelliquette
- Animal eyes can be used in heretic rituals. - by Drywink
- CO2 required to make Diamonds in the Crystallizer increased from 1500 to 15000. - by IronDragoon
- The description for narcolepsy staving effects in the guidebook now specifies a time. - by ptrcnull
- Made the reagent content of organ items more consistent across the board, and made organs grindable into uncooked proteins. - by TheSecondLord
Antag Weight tweaks
- Cosmic Cult now has a greater chance of rolling, and Changeling has a slightly lower chance of rolling.
- Heretics now have a slightly greater chance to spawn, and Thieves have a slightly lower chance to spawn.
Map Changes
Pioneer
-# Changes by @IronDragoon
- Added AI turrets to the AI core.
- Added a Silo and Silo Relay.
- Added BSO and NTR rooms.
- Slightly reworked the Armory.
- Added the Roboticist role and associated doors.
- Added a Crystallizer, a Plasma Miner, and Bluespace Sender to Atmos.
- Now contains a mostly complete Supermatter above Atmos.
Origin
-# Changes by @The048
- Redesigned the Armory, it is now slightly smaller but less internally obstructive, and guns are now safely stored inside safes instead of being left in the open.
- Made minor fixes to the security department regarding spawnpoints and item placement.
Bagel
-# Changes by @mkanke
- Added a water vapor miner to Bagel.
- Randomized Bagel maints.
Resprites
-# by @vectorassembly
- Added an Internal Affairs sign.
- The Cirno plush has had its sprite overhauled.
- Added new APC and Substation sprites
- Departmental signs have been resprited.
- Shuttle walls and Shuttle doors now have new sprites.
- Jugs now have new sprites.
- Added new steel/plasteel/plastic/titanium/plastitanium/brass sheet sprites.
- Resprited plasma and uranium.
- The medical satchel was resprited.
- Sparks from re-charging from APCs now has a new animation.
Bug Fixes
- You now need air to breathe again. (Breathing bugs fixed). - by corresp0nd
- Fixed IPCs not being able to heal caustic damage or take ion damage. - by DevilishMilk
- Fixed text on the IPCs Guidebook section's warning against electrocution while dead. - by GumshoeWorm
- Removed blob blocking shuttle recall, which fixes the Blob + Zombie combo spamming recalls. - by Queer-Cats