Combat Hardsuit Stun Resistances
-# by @ferynn
Combat Hardsuits, and some combat armors, have been given varying degrees of stun resistance. Stun resistance decreases the amount of Stamina removed when being hit with stunning items such as stun batons or disablers.
By default, a stun baton would normally take 3 swings to stun someone, and a disabler 4 shots to stun someone. Changed threshholds are listed below:
The following now take 4 baton swings to stun. Disabler threshhold is unchanged.
- Security Hardsuit
- Brigmedic Hardsuit
- Syndicate Raid Suit
- Cybersun Stealth Hardsuit
- Wizard Hardsuit
- Deep Space EVA Suit
These now take 4 baton swings to stun, and 5 disabler shots to stun.
- Blood-red Hardsuit
- Warden Hardsuit
- Blueshield Hardsuit
- Captain Hardsuit
- CBURN Exosuit
- Entropic Armor
- Pirate Captain Hardsuit
- Atmosian Armor (the Metal Hydrogen one, NOT Atmos Hardsuit/Firesuit)
These now take 5 baton swings to stun, and 6 disabler shots to stun.
- Syndicate Commander Hardsuit
- Syndicate Elite Hardsuit
- Head of Security Hardsuit
- Salvager Maxim Hardsuit
- Ominous Armor
The Changeling's Chitinous Armor now takes 7 baton swings to stun, and 8 disabler shots to stun.
The Nuclear Operative Juggernaut Hardsuit has no stun resistance, and acts as it did previously.
Cartridge Autoinjectors
-# Originally by pheenty on Goob Station | Ported, Adapted, and Expanded by @IronDragoon, Sprited by @IronDragoon and @Sofya
Added a new Cartridge Autoinjector system. These are re-usable Autoinjectors that are similar to how the current Security Epi-Injector functions, but expanded, and designed for stabilising patients in the field. These are printable in the MedFab and SecFab.
Cartridge contents are pre-determined, can not contain custom mixes, and always give a dose of 15u. There are 5 crew Cartridges: Adrenaline (4:1 Epi/Tranex), Airloss (2:1 Dexalin/Tranex), Brute (2:2:1 Libi/Probi/Tranex), Burn (1:1 Airui/Lenturi), and Poison (2:1 Multiver/Diphen). Cartridges can be placed inside special cartidge cases, which are also printable.
Syndicates also get a purchase-able autoinjector for 20 TC, and they can buy special cartridges for 10 TC: Sedative (15u Nocturine) and Gunshot (10u Punct/5u Tranex). Syndicates may also buy a soft case for 20 TC, which contains the 4 basic crew cartridges (everything but poison).
Nukies can get a special autoinjector bundle for 100 TC, which contain 4 injectors, 4 filled Syndicate soft cases, and 2 hard cases (which hold 8 basic cartridges).
Hypertorus Fusion Reactor
-# by @lumpy
Added the Hypertorus Fusion Reactor, or HFR for short, based on it's /tg/ incarnation. The HFR is a powerful Atmospherics device used to synthesize complex gases, achieve insanely high levels of heat, and potentially generate very high levels of power in the most dangerous and unstable way yet.
The HFR is a complex, late-round project. It requires a lot of supporting infrastructure and the creation of a lot of uncommon gases in order to operate. The HFR is incredibly difficult to run, and messiting up could mean serious consequences for the Engineering department, if not the entire station.
The HFR is NOT a primary means of generating power. Although it is capable of producing incredible amounts of radiation and electricity, particularly at unstable power levels, the HFR consumes almost as much power as a station itself, and it will likely spend a lot of time consuming more power than it puts out. Only incredibly skilled atmosians will be able to operate the HFR for steady power production. Make sure you have plenty of backup power sources ready before even turning this thing on.
New Salvage Shuttle
-# by @Flameingman2
The Salvage Shuttle now has a new design, moving the docking doors to the very back of the shuttle, and has been somewhat expanded to be more spacious. It now also innately contains a Recycler.
Other Additions!
- Added Sievertadone, a pyrogenics chemical that heals radiation on the dead. It can be produced with arithrazine, pyroxadone, and ultravasculine, using flourine as a catalyst. - by amethystowo
- Ported the Home Run Bat from DV, a Syndicate baseball bat that launches anyone hit by it. Swing for the fences! - Originally by deltanedas, ported by jackel234
- Ported tape recorder and tape items, allowing up to 2 minutes of speech recording. Detectives and Reporters each spawn with one, and may also be obtained from lathes and as a loadout trinket. - originally by deltanedas, ported by IronDragoon
- Added reagent bounties which require liquids instead of objects in order to complete. Consult your chemist or bartender for assistance. - by GansuLalan
- Added the Emotional Support Crowbar that rarely spawns in maintenance. It acts as a smaller crowbar that can fit in your pocket, but does less damage when swung. - by mkanke-real
- Added the space animal liver which can slowly filter out radiation from the body, currently available in Space Carps. - by ptrcnull
- Added the ability to toggle your own ghost's visibility. This may be done by action, or by the console command "toggleselfghost". - by dch-GH
- Added a donk pocket crate available for purchase in the request computer for 1,000 spesos. - by 88tv
- Added a random donk pocket spawner, available for use in mapping for the sake of variety. - by 88tv
Changes
- Space exposure now deals four times as much damage. - by DevilishMilk
- Security Cadets no longer innately spawn with armor. - by DevilishMilk
- Shiva is now a roundstart ghost role and is slightly weaker. - by Ekpy
- Shiva can now pull objects. - by Ekpy
- Removed Shiva from Thief objectives. - by Ekpy
- Beer and Wine bounties are now reagent based. - by GansuLalan
Map Changes
Fland is now in rotation.
Cluster
-# Changes by @The048
- Expanded Cluster Atmos and moved the TEG into Atmos proper.
- Turned the Atmos Equipment Area into a central locker room/control room.
- Moved the Gravity Generator into the Engineering Department.
Resprites
-# by @vectorassembly
- All types of Glass sheets have been resprited.
- The nuke disk has a new sprite.
- Many Paper sprites have been updated, as well as a few other bureaucracy related items.
- Tables have been resprited.
- Beakers have been resprited.
- Plasma in-hand sprites have been updated.
Bug Fixes
- Fixed IPC bloodloss infinitely looping. - by DevilishMilk
- Fixed low-pressure delimbings on corpses. - by DevilishMilk
- Fixed Jamjar Engineering Goggles not giving proper Welding protection. - by Teasq
- The X-01 Multiphase's description now accurately reflects that it can self-recharge. - by jackel234
- Stinger Grenades now correctly fit inside Sec Belts again. - by IronDragoon
- Fixed Fland not being in map rotation. - by willowzeta