-
Posts
2,129 -
Joined
-
Last visited
-
Days Won
48
Everything posted by Kyet
-
Warning, bluespace artillery fire detected! Might be useful to say it is the Captain's job to call/change alert levels in general, with the caveat that other heads should call red regardless of the Captain if the situation obviously warrants it and the Captain is failing to act. Usually, if sec wants to search, its easier to get code blue declared than it is to get a warrant. It is certainly faster! That is arguably bad. Since it leads to code blue being the norm if there is even the slightest reason for it. Perhaps warrants should be made easier to get, ie: the word of the HoS / Captain should be enough to authorize them. That might enable green to see more use. Translation: Security can't arrest people and haul them to the brig, unless...? Armory? Gravity Generator? Also, this SOP permits, for example, the AI to mass-bolt every secure area on code green at round start. The vault is not to be opened unless it is to: 1) Secure the nuclear disk or other critical items 2) Check it for damage/breakin 3) Acquire gold for R&D in the absence of miners bringing it in Not sure the point of this. Security never forcibly relocates people for their safety. Ever. New: - I see no guideline along the lines of "crew are requested to be alert for, and report, suspicious activity to their nearest security officer" - I also see no guideline along the lines of "crew are expected to maintain a healthy sense of caution, e.g: not to deliberately expose themselves to as-yet-unidentified dangers for no good reason. Perhaps add: "Security has the right to detain someone for a search should they not comply." Perhaps: "Security is advised to consider searching non-head personnel wandering outside of their departments without good reason." Relocating them is time-consuming and achieves nothing. Security never does it. Perhaps add "Preferably by the AI, who is best suited for this task". Perhaps add: "Gamma is called rarely, by CC at their sole discretion. A well-written Fax, signed and stamped by at least one competent head, providing details of a clear and overwhelming threat, is required for CC to consider calling it." I would also add: "At this level, Security should be equipped with lethal weapons". Perhaps even add this to code red. "And encouraged" Realistically, if GAMMA is called, arming more crew is probably going to be necessary. Again, trying to keep crew in their departments is pointless. "The station is about to get very, very warm and toasty." (kidding, not a serious change suggestion) Since when do nuclear ops ever trigger delta? I would list the "called by" as: "Malfunctioning (ie: hostile to all non-synthetic life) AI units, and unsalvagable disasters such as uncontained xenomorph outbreak" If it doesn't trigger actual code delta, either it should... or this should not be covered here. That's a better condition. Perhaps add: "help from crew should not be turned down, as it could potentially save the station". "In the case of nuclear operatives, ..." actually, what could they possibly do other than defuse the bomb once armed? Prior to that, secure the disk? "In the case of a CC-authorized nuclear self-destruct, all personnel are instructed to pray to their deity of choice" Why have an entire section labeled irrelevant? Good idea. ... yeah, sure. We'll get right on that. Just... standing here. *runs for his life!* ICly, I don't think the official CC-issued SOP doc would admit this. OOCly, its good for people to realize what it means. I still can't help feeling that this could be better worded, though. Perhaps formatted differently, tacked on, like a scrawled note, to the bottom of the SoP guide, like a rumor or unofficial post-it would be. These sections are irrelevant. Yet they are still here. Why? Again... Tully, stop the madness! "Or major outbreak of a dangerous virus with no/inadequate medical staff?" ... this happens? Maybe tell them HOW they're supposed to turn on their helmet cams... Most people won't know what a 7-10 is. Of->Before. Shuttle Brig. Yes, I know, same thing. But why call it the Charon throughout when "Shuttle" is clearer? So, technically, if I'm HoP, I can give people extra access, even to a department that isn't theirs, so long as it isn't officially a "transfer" "The same applies to any functionally identical job with another title". Searching everyone hired into these roles is not going to accomplish anything. People will learn it and just stash their items first. It just slows down hiring and makes it harder to get sec officers during rounds where they are understaffed. "As will them failing to surrender ANY of the items from their previous job, as this is considered theft". Or maybe not, with the next point. "given to the person dismissed/demoted, e.g: by radio" Uh... really? Perhaps "deliberately helping the fire/gas to spread". People open them by accident regularly. "until after the storm has safely passed, due to safety risk" "If it is safe to do so, whoever released it, or is thought to have released it, should be detained" When was the last time the supermatter was used? This is remarkably sensible. "evacuate off-station via pods, and the eng/science/etc shuttles. Nar-sie is easily able to overpower a large gathering, such as at Escape, so dispersal and fleeing maximizes your chances of survival"
-
The EXPERIMENTOR is unfixably terrible. Delete it entirely and replace it with something that has decent mechanics. Patching it won't bring it up to par.
-
1) Spider silk being usable as cable has been removed. It was too generic. Instead, high-tier spiders drop medals when you kill them (no IC reason, just to ensure you get a shiny reward from killing them) and some low-tier ones can be butchered for better loot (e.g: spider carapace armor). I would like to upgrade the loot system in future, but I've been focused on bugfixes and refactoring for awhile now, in the hopes of getting this merged. 2) Black Widows are amongst the most lethal spiders right now. Even a single bite will kill you in 2-3 minutes. Multiple bites can bring your estimated time to live to under 30 seconds - and prevent you reaching medbay before the venom takes hold. Black terror spiders are useless against mechs, borgs, etc, but they are incredibly lethal against unprotected crew. They are one of the glass cannon types. Trust me, they don't need any more attack power.
-
Situation: - We're still in the queue to be merged: https://github.com/ParadiseSS13/Paradise/pull/4229 - Saw this today: http://i.imgur.com/I03l0Zv.png
-
Why, exactly, can reinforced windows be broken without tools? They’re reinforced. They have metal rods running through them. Even if you completely destroyed the glass, to the point there was no glass left at all, congratulations, you’re left with what is effectively a mounted set of metal bars. How are you going to get past those, without tools, or at the very least, something capable of bending metal? You aren’t. Or, well, you shouldn’t be able to. It is somewhat ridiculous that prisoners can break a light in their cell, then use the light to break a *reinforced window*. I’d argue less that shoes need throwforce added, and more that light bulbs need throwforce removed. Or better yet, rglass needs a force threshold added that prevents it being damaged by anything less heavy than a wrench.
-
IC discrimination against certain species was one of the reasons I left the previous server I played on, and moved to Paradise. Even the idea that certain species are “above” others is ridiculous. Let alone job restrictions. No. Just no.
-
SS13 is a videogame. Videogames don’t exist to be realistic. They exist to be fun. Specifically they exist to let you do fun things you can't do in RL. After all, if you could do them in RL, why not do that instead? Eating and drinking is fun in RL because you (presumably) like the taste of the food you eat. In RL, the thing that matters is taste. Taste does not exist in SS13. How can you make an experience fun in SS13, when it is all about experiencing something that doesn't exist here? You can't. Additionally, having to satisfy these needs would interrupt things you're already doing (ie: potential fun you're already having) for the sake of something that's never going to be fun. How do you describe things which take you away from fun, and force you to devote attention to things which are not fun? Distractions. Annoyances. Let's not add distractions. Let's not add annoyances.
-
There have been 10 updates since my last post. Most of them were mini-updates, focusing on bug fixes, code refactoring, etc to make the PR go through and get these into the game. If you want a full list, go to: https://github.com/ParadiseSS13/Paradis ... 29/commits To voice your support, thumbs up the PR: https://github.com/ParadiseSS13/Paradise/pull/4229 To summarize some of the big changes: 1) The only source of terror spiders on the main station is now a random (late-round) event. This major event chooses the antagonist(s) randomly - it can be a white, a prince, a mother, or even the dreaded queen of terror. Infestations are now highly randomized. 2) All bosses (Queen, Prince, Mother) have been re-worked to make them more dangerous. Mothers are now aggressive by default, princes have a stun attack, and queens can save up eggs to unleash waves of spiders at once. 3) All terror spiders are no longer spawnable from xenobio/slime reactions, nor are they tamable with sentience potions. An infestation on the main station is a separate brood from the AI-controlled ones in the awaymission. 4) In-game info has been improved. Better guides, more info available when examining spiders, more communication on the spider hivemind (now default chat method for spiders), etc. 5) The away mission has been upgraded, with certain areas now dark... and with spiders waiting to leap at you from the shadows. Rarely encountered map issues have now been fixed, loot rebalanced a bit, and new challenges added.
-
So: 1) IMHO, we should be permanently listed. "The same griffins round after round" is grounds for an ahelp, not delisting. 2) If we're struggling with being listed, IMHO one of the first things we should consider is tying job unlocks to # of rounds played here on Paradise, not just "days since BYOND account registered". That way everyone new to our server has a chance to learn how we do things before taking positions of responsibility, and true griffins are limited in the damage they can do in a short period of time. 3) Again, please ahelp it if someone is being terrible. This includes being a griffin, but it also includes simply performing terribly in a sec or command role. We do care.
-
Bump. Still looking for sprites from that list.
-
The Captain is in charge of checking that EVERYONE is doing their jobs correctly? Also, is this really how we define the responsibility of the Captain, as the first-line item? Perhaps: "The Captain's main responsibilities are: protecting the nuclear disk, managing the heads of staff, leading the crew, and ___. Captains don't do other crew's jobs for them, they merely ensure jobs are done correctly, typically by managing the heads, who then manage the rest of the crew." Perhaps add "The Captain should not generally place themselves in harm's way." Perhaps replace "requisition" with "take". The ID computer can't open job slots for heads. This is redundant. Does this overrule the long-established rule that certain things (e.g: capital crimes) automatically authorize termination/demotion? "The Head of Personnel may not ignore ID change requests"... etc. Don't chain them to the desk. "HoP to desk!" "What do you need?" "I want access to X!" "Head Y, do you approve their access to X?" "No" "Sorry, can't do that" *unnecessary return to HoP office avoided* Maybe change this to "substantial equipment"? Or "important equipment"? Technically if they pick up a medkit from the floor of medbay, and fail to ask, they're guilty of violating this. Sub-department? Agreed. It should remain in the Captain's office. More seriously: "The NT Rep is not a head of staff, and ranks after them in the Chain of Command." "detain" => "have" "... the NT Rep must remind the Captain to appoint a head for that department." RIP Magistrate. "Nor may they threaten to fire, or have CC fire, anyone." "In such a situation, the NT Rep should also evaluate whether a shuttle call is necessary."
-
IMHO, the "jobs" page should only list jobs that are actually, currently supported by our codebase. Custom jobs, especially event jobs, don't belong on that page. That said, we should have another page for event jobs/roles, and this should be listed there.
-
They're looking forward to meeting you.
-
Update 13: https://github.com/Kyep/Paradise/commit ... e19a0e7c89 - UO71: Added food vendors to the halls, and prepared food to the kitchen. No longer will explorers go hungry. - UO71: Eliminated all the UO71 ID cards. You get basic door access by using a terminal in the second room. All other doors unlock automatically when you defeat certain spiders. No longer must you hunt around for, swap out, or otherwise fiddle with ID cards to do things. - UO71: Deleted some filing cabinets that were causing pathing issues for spiders in Eng and Civil. - UO71: Changed all SMES' starting charge (1.5e+006 to 5e+006) and output (7k to 25k). UO71 should no longer run out of power. - UO71: Replaced queen chamber airlock with triple blast doors. This eliminates the chokepoint on the chamber and makes the fight much harder. - UO71: Replaced the inner airlocks on the mother/prince chambers with rwindows. This ensures they will aggro as you walk by, IF you have opened their chambers. - UO71: Added some more supplies to UO71 medbay. - UO71: Added cyborg recharging station to UO71 science. - UO71: Added purple (praetorian) spider to guard a loot item. Partly to prevent cheesing, partly to give awayteams more experience fighting them. - UO71: Added robotic arms and legs to science divison. Only one of each, but should provide parts for replacement surgeries when awayteams are ripped limb from limb. - Feature: Added "Toggle Debug" and "Toggle Instant" verbs for empresses. They toggle debug mode and instant growth, respectively, for all spiders. Debug tools. - Cleanup: Made various cleanup changes aimed at preventing potential conflicts with Paradise master when I put up a PR for this. - Balance: Changed white spider invasion event spawncount from 3 to 1. Big nerf. - Mapping: Changed awaymissions to NOT constantly select UO71 anymore (another pre-PR change) Update 14: Merge pull from Paradise13/master, bringing the spiders codebase up-to-date with Paradise. Necessary in order to identify and fix code conflicts between the two. Update 15: https://github.com/ParadiseSS13/Paradis ... 0ef034b1c7 - UO71: Adjusted lighting throughout UO71 - should be MUCH more atmospheric now! - Fixed bug where dead gray spiders would keep building webs. - Fixed many bugs introduced in Update 14, where changed Paradise code caused many things to trigger compile errors: -- Deleted all references to meat_type and meat_amount, verified spiders still don't have meat, even when butchered. -- Deleted all references to min_oxy, max_oxy, ditto for tox, co2 and n2. Adjusted to new heat system based on atmos_requirements var. -- Changed C.deactivate to C.toggle_cam. Verified those spiders can still break cams. -- Updated "stance" code to "AIStatus" code. Verified queen still nests, etc. -- Created local config/config_away_mission.txt. Allows SVT and I to change away mission config without code changes. - Fixed issues pointed out by Tastyfish on Github -- Absolute paths for New() in UO71 code -- Deleted access cards -- Changed [src.name] to [name] -- Changed all use of: X << "..." to: to_chat(X,"...") We now have a pull request, at: https://github.com/ParadiseSS13/Paradise/pull/4229
-
I agree with pretty much everything you said. Like most semi-formal documents, SOP has a tendency to be longer than it needs to be, and/or vague in some cases. Being clearer and more concise is a good thing. I'm taking this as a compliment.
-
I'd suggest something like this: If there's a head, enforcing SOP in that department falls on them, not the Captain (though the Captain can demote them if they prove incapable). If there's no head, the Captain should appoint one. If there's no head and the Captain can't find anyone willing to take up the post... the department/station probably has serious problems beyond SOP enforcement. And/or the Captain should offer an incentive to anyone willing to take the job. I don't think Captains should be enforcing department SOP themselves (what are their heads for?) - but they should be willing to demote heads who dangerously breach SOP and/or completely fail to enforce it. That seems pretty reasonable. I would possibly add "(E.g: magistrate, blueshield, NT rep)" after "Central Command VIPs". I would agree HoS/BS are safer than HoP. HoS/BS are both loyalty implanted, supposed to be carrying weapons, and tend to be in secure areas. The HoP isn't loyalty implanted, isn't meant to be providing physical security (e.g: disk-guarding services), and is often in insecure areas. It would be safer kept on the HoS or BS, if Captain doesn't want to carry it. Personally, when I play Captain, I keep the disk on me at all times, and give the pinpointer to the HoS/BS so they can always locate me/it. This is absolutely ridiculous, for three reasons: 1) It forces the HoP to keep returning to his office even when, 90% of the time, nobody will be there. 2) It discourages people from simply radioing or PDAing the HoP to ask him to attend to their request - despite the fact this would be faster. "Oh well he will turn up at his office eventually..." 3) The part about 'if there are people waiting in line' - how exactly would the HoP know unless he's paying attention to radio (rendering this rule somewhat pointless) or already at his desk (also rendering it pointless)? A better alternative would be something like this:
-
Just to clarify: Terror Spiders' reproduction is quite different to Xenomorphs'. Xenos have to facehug people, abduct them, drag them back to a nest, and wait for them to burst. On the other hand, Terror Spiders have three breeding methods, none of which involves abduction: Greens kill/incap you, then web you up and drink your blood. Once you are webbed, you cannot be moved (though you can be freed if someone destroys the cocoon - something spiders cannot do). They also have no incentive to wait on webbing you, since once they web/drink you, they can then lay eggs at any future point. Their main method of movement is vents, and they can't take bodies through vents, so the mechanics heavily discourage them from abducting people. Their incentive is to kill you and drink your blood, not abduct you. Whites want to infect you with spider eggs. They infect, then they run. That's what they are designed for. At most they might tranq you, but combat is a big risk for them so they want to avoid attracting attention. They're hit-and-run spiders. Queens produce eggs over time, even if they never so much as see another mob. They're not very strong in combat, so their incentive is to find somewhere dark and quiet to hide while they build up their brood. In general, terror spiders are not intended to, and don't have the mechanics to support, crew abductions. The egglaying types cannot generally open powered doors, for example, and you can't take a body with you through a vent.
-
Updated (Apr/13) list of sprites I'm looking for: 1st priority (spiders still stuck with codersprites) Green spider (an egglaying, webspinning spider) 2nd priority (spiders currently stuck sharing sprites with other spiders) Mother spider (a spider with other spiders on its back) Prince spider (a fast, aggressive, tank-like spider hardened for battle) Queen spider (a huge egglaying and nestbuilding spider) Empress spider (an enormous, battle-hardened queen that ideally needs both 32x32 and 64x64 sprites) 3rd priority (new items I am looking to add) Spider carapace (a drop from spiders that can be crafted into things, can look like goliath plates) Spider body armor (a body armor that I'd like to make craftable with bits of carapace, can look like sec body armor) Spider venom gland (a small venom gland of a spider, a drop from dead spiders, can look like xeno glands) 4th priority (spiders with viable sprites I'd still like to replace/change) White (vicious-looking, fluffy) Gray (smaller-looking, stealthy)
-
Why not both? Changed it to: That does not qualify as 'both'. Requote, with emphasis added: That "or" there could be interpreted as: "So long as a Captain has made a reasonable effort to appoint an acting head for a department, they've done all they need to do under this rule." A skeptic might interpret that as: "So long as a Captain makes reasonable efforts to appoint a head for all departments, they are not violating this SOP rule, regardless of how many SOP violations their departments commit". I have to say I disagree. Letting the Captain fire someone "with good reason" allows for a tad bit too much wriggle room. Whose good reason? What's a good reason? A good reason is one of the set list of valid causes for demotion stated on the Wiki. Adding this weird voting requirement means either: (A) It provides an additional valid reason for a Captain to demote a head when none of the other valid reasons for demotion apply, in which case Captains can demote anyone they can get the heads to vote against for any/no reason. This encourages demotions to be a popularity contest rather than a comparison with a set of objective standards - it basically lets the Captain initiate a "vote them out" against any head for no reason. Or: (B) It doesn't provide an additional valid reason, in which case it is completely redundant because voting can't make an invalid reason valid or a valid reason invalid, and thus has no actual impact on whether a demotion is legit or not. If (A) is the case, you're effectively giving Captains an additional criteria they can optionally use to justify a demotion, which is an expansion of power rather than a restriction, and if (B) is the case you're wasting words as votes are still not a valid justification. Neither seems like what you want to be doing. Suppose the CMO gets on medical comms, and starts asking basic questions like "how do I treat a wound?". It is obvious they do not have the knowledge to be CMO. They're incompetent, but they're not openly so, because only other people with medical radio access see it. The Captain sees it, and moves to demote after it becomes clear the CMO has no medical experience, but the other heads vote against him, because they (not having medical radio access) never saw the comments, and the CMO is claiming they're having a "slow day" or whatever. What was previously an obvious demotion is now a contentious topic - and for no good reason. "Openly incompetent" is a lot easier to detect when you can see all radio chatter.
-
Thanks to Travelling Merchant, the black type is now sprited: Green/etc still need sprites.
-
Alternatively: "the captain must make reasonable efforts to find and appoint a head for that department". Alternatively: "The Captain may not fire anyone from command without good reason." Requiring a vote is silly. Alternatively: "No law changes are to be performed without the approval of the Captain AND Research Director. In the event there is no Research Director, any other head of staff may fill in to confirm the law change." Captain + RD should be enough to authorize a law change. Also, the word "full" is redundant. In the spirit of Yoda, there is only approval, and lack of approval. There is no "approval but not full approval". Freeform laws are a major source of fun, and this removes that entirely. What happens if the HoP decides they don't want to be acting captain? I've seen this happen a few times.
-
Update 12: https://github.com/Kyep/Paradise/commit ... 7a006c7c94 Mini-update for the sake of Ping's awaymission testing team: - Bugfixes for away mission doors appearing in walls. All three cases (chem lab 1 & 2, medbay maint) are fixed. - Major rebalance for awaymissions to reward smarts (hardsuit available near start), increase self-sufficiency (UO71 medbay now has cryopod & synthflesh patches), and punish clueless zerging (giant black widows are incredibly lethal to greytide now). - New atmospheric lighting for awaymission. Yes, its controllable. - New story, with accompanying loot that you can take with you out of the mission. - All spiders can now open public-access doors. - Eliminated over-complicated "war" system, and refactored diplomatic options for queens. - Enabled static placement of grays, without ventcrawl. This enables other people to use them in designing away missions. - Prevented spiders from cocooning paper. Partly for awaymission balance, partly for RP reasons. - Ensured loot that drops from spiders appears on top of, not below, their corpses. In the case of keycards, this is very important. - Prevented ghosts from being offered control of dead spiders when they clicked on them. - Rewrote Show Guide verb, now includes a summary of all other verbs, including rare/type-restricted verbs. - Erased the silly AOEWeb ability of Grays. Instead, gave them better nesting AI that automatically sets up webs near their lairs - and keeps them there once they find a good nesting spot (ie: they won't nest in tiny rooms, or in places with no trap spots, or next to the queen). Player-controlled spiders also go through the nesting setup. This ensures player spiders can more conveniently build nests, but also prevents them from abusing their invisibility to cloak up near-instantly on a new vent. - Fixed bug where ghosts were offered control of queen in awaymission, even though she's never controllable. - Made queen poison spit respect THICKMATERIAL on chest (empress still ignores). This is a big deal as even 1-2 hits from her can have a large impact on the fight if you are not properly protected and/or carrying the right healing meds. - Made walking into a terror web have a good chance to decloak and aggress any gray spider hiding in the vicinity. Running into the the webs *will* get you ambushed and killed. - Removed the ability for destroying terror webs to do the same. Shooting all webs from maximum range to flush out the spiders and engage them at a safe distance no longer works. They are too smart for that now. - Fully switched over from codersprites to Travelling Merchant's sprites for the black spider, aka: giant black widow spider. Amazing sprites. Previously, black spiders would change sprite sets as they died or faced north. Now they will look badass all the time.
-
That's the plan. Fair warning: I'm unlikely to keep anything currently on the WiP version of http://nanotrasen.se/wiki/index.php/Terror_Spider when I do the copy-over. At least in its current state, it is very inaccurate. Examples: Access is wrong - brute force does not open everything. Their access is more correctly summed up as "anywhere with an unwelded vent", though there are some exceptions to this as well. Duties are misleading - "feeding" plays a minor role. Their duties could be more accurately described as "obey the queen" (if there is one), or "build a nest and kill anyone who tries to stop you" (if there isn't one). They're not an "experimental round" / round type, they're initially going to be event-based most of the time. Yes, I do want to make them a round type of their own in future, but I need to see how they play as events (possibly admin-created events) first. I don't want to introduce an entirely new round type into the rotation unless I'm very sure it will be awesome. They're not always an enemy, either. While they usually are, the queen can give them any orders/stances she wishes. Currently supported stances include pacifist (never fight, ever, not even in self-defense), defensive (defend yourself and other spides, but don't initiate combat otherwise), aggressive (attack all non-spider life on sight), and WAR (as aggressive, but actively seek out and exterminate bipeds). On the "Jobs" page, their current row lists them as "Be a xeno but in spider form.". This is super misleading. While they have some mechanical similarities with xenos (hivemind aliens that ventcrawl and grow nests) they have just as many differences (e.g: no facehuggers, no weeds/creep/nest_structures, no evolving, no acid blood/spit/etc, but they do have a strict command hierarchy, a wide variety of different casts with unique mechanics and their own reproduction methods, lots of poison-based attacks, bosses, etc). I suppose they're closer to xenomorphs than they are to spiders, but playing them should feel quite different to playing xenos.
-
Update 10: https://github.com/Kyep/Paradise/commit ... d300646521 - Updated some black spider sprites - Prevented white spider victims in gateway from bringing infection to main station, using new, better method - Refactored lots of code - Bugfix for spiders getting other spiders as enemies - Bugfix for failed faction inheritance - Bugfix for spiders getting stuck in vents. - Expanded guide/orders help system - Merged all attack code, fixing various attack code bugs - Made away mission queen continue spawning spiders after maximum IF spiders are dying - Refactored HiveCommand/etc code to share between queen and Empress, eliminating mostly-duplicate code - Fixed bug with breaking cameras/firelocks - Fixed awaymission teleproofing - Fixed lots of minor issues with awaymission, found during "try to cheese this!" testing Update 11: https://github.com/Kyep/Paradise/commit ... 36f6c00c35 - Reverted to update 9 map file, then re-did all the map changes in update 10. This was the only way to get around the permanent map corruption that sometimes happens in BYOND. - Eliminated spider chittering. - Fixed bug where deadly white/black types could almost never inject venom. Also added notification of which body part they are targeting. - Added feature where grays stay on vents (cloaked) if possible. - Added verb for grays to quickly set up lots of webs. - Simplified Gray cloaking - Increased # of spiders queens will spawn by default, to 25. - Made destroying a web that a gray has built with AOE web, have a chance to decloak the gray. - Made grays move a lot slower while cloaked.
-
Thoughts: 1) If a player-controlled spider is willing to do that, blocking attacks in cryodorms won't solve it. They could just ambush people on their way to cryodorms. 2) An AI spider can already be stopped from doing that by simply welding the vent in cryo, same as with any other area. If the vent in an area is welded, they can't ventcrawl to that area. 3) People who are going to cryodorms probably don't care if they die, as they're leaving the round anyway. 4) Putting in a code check for this one specific room would create weird situations, e.g: spider chasing someone through the halls, player leads them to cryodorms, suddenly spider cannot attack them for no obvious reason. 5) As far as I know, there are no other monsters, player-controlled or not, which have a hard-coded check preventing them from attacking in that one specific room. I have, however, put in a check that prevents spiders (AI or player) from targeting or attacking SSD players. This only applies to characters controlled by players who are logged out. IE: who generate the "Probably suffering from SSD." message if you try to shake them. Simply AFKing in the round will not earn you any mercy, because you are still logged in. This check exists to prevent someone whose internet drops out from dying to spiders while they are disconnected.