so, what exactly are the new features, save for bulletsec? Can we get a changelog of sorts?
Update-wise? We're not getting bulletsec off the bat, this will be addressed once the update proper is sorted out. We're getting pretty much everything listed
here and
here, with the former overruling anything in the latter, with the choice items being:
- drying racks
- /tg/-style mobs on fire system, stop, drop and roll - notably, applies to Vampires in space
- Skrells are allergic to protein
- a ton of new traitor gear, traitors have 12 TC
- multiple accessories on jumpsuits - I have spawned myself a HoS with a holster, two medals, a tie, a locket, and some other crap; you cannot wear two storage-type accessories, though, so no holster+webbing, for balance
- antag system refactor; not only it works better under the hood, we can vote in pre-game to add another type of antag to the gamemode; it *should* work mid-game with a config enabled, but I couldn't get it to work on solo testing
- new Cult endgame(s), the classic-style summoning no longer acts like making a singulo but cultifies the station (though it can be admin'd back to pre-update singlo style), and another flavor of ending I won't spoil
- new Malf
- new Heist; it's essentially Newcops: Talk Like A Pirate Edition
- guncode changes; guns have firemodes, automatics can fire bursts of bullets, bullets penetrate walls, projectiles in general will shoot where you point them at if you're not shooting straight along N/W/S/E because they no longer stick to game tiles
- materials system; a lot of stuff that like walls, tables or, say, baseball bats are now generic 'templates'; what you make them of affects their stats - for example, you could make a glass baseball bat (though I don't believe it is a buildable recipe ATM) and it will be brittle and shatter after fewer hits than a wooden one which, in turn, will have less and do less damage than a steel one; or you could make one be made out of sandstone, diamond or cloth. Also, tables are now made out of frame of steel (i.e. old metal, just renamed) + any material. I made a *cardboard* one. A sad side effect is that rwalls and tables look kinda odd, at least for me.
- new lighting system - among others, supports colored lights (not like the emergency ones, which are a flat overlay). Computers with a green screen sprite emit green light, ferex, candles are yellowish (and last longer).
- hydro refactor - essentially, plants are no longer discrete types like banana or tomato, but predefined presets of traits, so you can modify a tomato into being slippery like a banana, or make a bioluminescent capsaicin-producing potato.
And as for our own changes:- Vampires have, for compatibility with new antag code reasons, lost the Enthrall power and the regeneration by going into coffins and sleeping. However, in exchange they get, respectively, the Turn power with the cost of 500 blood, which, well, turns the target into a
non-loyal new vampire, and a starting Torpor power, which allows you to become, for the intents and purposes of most examination methods, dead as a doornail and immobile until you toggle it off (which leaves you drowsy for a while), allows them to regen in coffins if they use it in one.
- Strong genetic power is gone; it didn't do anything and /vg/ (who we took it from) discontinued and replaced it with a power that was disabled in our code before, Horns. Purely cosmetic, but at least it does
something. Some of the other /vg/ powers and Hulk have been converted to spells under new spellcode; in practice, this means you can access them from a swanky button on the top-right.
- Maybe something Glloyd changed I didn't notice.
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E: Also, pretty much all
critical things are, as far as I can tell, pretty much done. You can fire up a server and play a regular round and nothing non-adminspawnable at least should work, from my tests.