Some minor tweaks to Sac Cult

runes.dm
¬ Changed summon shell from 4 plasteel to 20 metal sheets, apparently it was too hard for people to take apart walls...
¬ Changed the requirements for multi-cultist runes to allow constructs to be included; with the exception of sacrifice, blood boil, and summon narsie. Namely this allows constructs to assist cultists in conversions and summon cultist.
^ NOTE: Constructs still cant activate runes directly, if they can its a bug. **[this and above needs testing]**
¬ Blood boil has been changed from insta-crit nofunallowed to adding hell water to the victims. You're still going to die but atleast you might be able to take some of the fuckers with you.

talisman.dm
Remove from the supply talisman:
¬ Communicate - it was redundant with tome communication
¬ Stun ¬
¬ And Armor - this and the above were murderboner fuel
¬ Soul stone - redundant with sacrifice producing stones, also made it easier to murder boner.

camera.dm
¬ Removed EMPs triggering camera alarms - this might as well of shown the AI a big red message "HEY! OVER HERE! AN ANTAG IS MURDERING SOMEONE!"
- This will allow cultists to use the EMP talisman to disable someones headset and then beat them down with their tome.

constructs.dm
Juggernauts:
¬ Lowered their melee damage from 30 to 20
¬ Lowered  BASE reflect chance from 80 to 70
¬ Reflected projectiles have their damage halved

Wraiths:
¬ Increased damage from 25 to 30

The intention is that juggs are the tanks and wraiths are the glass cannons.

Artificers:
¬ Increased their damage to 10 so they're not completely boned when cornered.
¬ Removed the summon soul stone spell - redundant due to sac rune spawning stones. Yes this has a knock on affect to Wizards but they can take the spellbook option multiple times for more belts with stones.
¬ Removed lessor magic missile. I was originally iffy on this idea and in hindsight it was a bad idea. Maybe I'll replace it with a flash spell or something at a later date.

Chemistry-Reagents.dm
¬ Removed the extra damages from Hell Water
¬ Replaced by increasing the holder's bodytemp directly.
Direct bodytemp increases SHOULD still cause damay
Op 16-jun.-2014 02:24 schreef "Anonus" <notifications@github.com>:

> In code/modules/reagents/Chemistry-Reagents.dm:
>
> > @@ -317,9 +317,7 @@ datum
> >  			on_mob_life(var/mob/living/M as mob)
> >  				M.fire_stacks = min(5,M.fire_stacks + 3)
> >  				M.IgniteMob()			//Only problem with igniting people is currently the commonly availible fire suits make you immune to being on fire
> > -				M.adjustToxLoss(1)
> > -				M.adjustFireLoss(1)		//Hence the other damages... ain't I a bastard?
> > -				M.adjustBrainLoss(5)
> > +				M.bodytemperature += 100 * TEMPERATURE_DAMAGE_COEFFICIENT		// or i can just increase the body temp directly... duhh
>
>  what is space
> what is the peerless void of being immune to fire
> what is not dying to fire while in space
>
> keep at least the burn damage so that they'll still suffer if they're
> sitting in space until it wears off.
>
> —
> Reply to this email directly or view it on GitHub
> <https://github.com/tgstation/-tg-station/pull/3937/files#r13789498>.
>