But most importantly: most diseases can now be slowed, mitigated, and eventually cured through being well-fed, resting, and using spaceacillin. Curing diseases through this way will give you immunity if you experience them at their peak/maximum and aren't starving/malnourished when they cure.
Sleeping carp/cqc users can now snap peoples necks by punching them in the head while they are in a kill grab.
Sprited and implemented a short lizard tail
The Tracker implant has had its teleport beacon functionality migrated to the new (cargo accessible) Beacon implant.
-- Teleport Blocker security implant, that prevents the implantee from teleporting by any means. Purchasable from cargo.
-- Security implants may now be harmlessly self-destructed at the Prisoner Management Console.
-- The Tracker implant tracking radius has increased from 20 to 35 tiles. The Prisoner Management Console will track and display the area the implantee is in as well.
-- The exile implant now prevents implantees from operating shuttle controls.
Mundane sword-like and medieval weapons are not able to block tackles, xenomorph tackles and body throws.
-- The double-energy sword and energy sword have trouble blocking physical projectiles, body throws and tackles.
-- The double-energy sword also no longer has guaranteed energy projectile deflection; only doing so on a successful block (75% chance to block).
-- But it does have 40 force now, so it is more lethal a weapon. Traitors can purchase the sword for only 13 TC (down from 16 TC).
-- The combat energy shield (The one you hold) now functions as a normal shield (it used to only protect you against energy projectiles and nothing else). It loses guaranteed energy projectile deflection, but still reflects the projectile so on a block.
-- Death commandos continue to have their energy shields deflect all incoming energy projectiles. Because who cares about deathsquads being balanced?
-- The MODsuit shield module only has one charge, but recharges every 10 seconds. It also costs 8 TC (down from 15). It is also now in the Core Gear beginner box (bringing the total price up to 22 TC).
New cleanbot sprites
-- New bucket sprites
-- All buckets and cleanbots are back to being blue
Added subversive pins to the black market uplink which make security hate you
The detective's spy cam can now be conveniently pinned onto people in the same manner as medals
Updates the admin smite "Ocky icky phobia" with some new words
If the station rolls the "Cargo Gorilla" station trait. you will be able to sign up for the role from the game lobby.
-- If nobody signs up to be the Cargo Gorilla then you can select it from the Late Join menu and arrive on the arrival shuttle.
SM now has holiday lights
-- You can now put a santa hat on the SM
Organs can now be preserved by putting them in freezing temperatures.
-- Morgue trays and freezers will now cool down the contents placed inside of them.
-- Morgue trays will now properly display if someone stored within them is revivable and make periodic beeps every minute.
Light Footed now makes stepping on glass Knockdown instead of Paralyze
Fitness level decreases the time it takes to firemany carry someone. Fitness level determines how much of a positive mood the workout grants. Working out is now more difficult and requires more nutrition.
-- Exercise no longer triggers double metabolism.
Adds a new discount experiment for unlocking the combat exosuit nodes - complete it by scanning two exosuits with equipment in the left and right hand slots. This replaces the prior discount experiment about destroying exosuits.
Emagged and Hacked APCs now occasionally flicker a blue effect, and the effect is not visible with cameras.
"Scarves" and "Wallets!" are now neutral traits.
Anesthetics tank description now mentions a rare quirk of anesthetic.
Delamination variants no longer change once the explosion point has been reached.
Merge conflicts:
Pref UI stuff, after react refactors
Bodypart variable name changed in preference code, had to readd two tones
Other:
Single letter var name updated in caltrops
Organ insert proc updates, some still use Insert/Remove, some use on_mob_remove and on_mob_insert
Removed our solution to speaking through an object when possessing them, as it now works upstream
places dancing pole victim on ABOVE_GAME_PLANE, as GAME_PLANE_UPPER is gone
/datum/contract_killer_kit/prophunt outdated icon file
Lots of linter issues on our tg ui stuff
This one was evil.
Features:
Merge conflicts: Pref UI stuff, after react refactors Bodypart variable name changed in preference code, had to readd two tones
Other: Single letter var name updated in caltrops Organ insert proc updates, some still use Insert/Remove, some use on_mob_remove and on_mob_insert Removed our solution to speaking through an object when possessing them, as it now works upstream places dancing pole victim on ABOVE_GAME_PLANE, as GAME_PLANE_UPPER is gone /datum/contract_killer_kit/prophunt outdated icon file Lots of linter issues on our tg ui stuff