Required players increased by 5 to 20
Starting cultists increased to 9
Convert no longer gives words
Cultists start with sacrifice and convert
Made sacrifice trap the victims soul in a shard (credit to @adrix89 - although with how long it took to fix the compile times from porting the code I probably wouldve been better starting afresh)
Changed convert to require three cultists
moved the sacrifice_target var up a branch
added a check for the sacrifice target under check_convertables (aka - a check for dumb unobservant players)
added flavour text to the convert rune for failure due to attempt to convert sac target

ADDED A DEBUG MODE CHECK TO BYPASS GAME MODE REQUIREMENT CHECKS - NO MORE FAFFING ABOUT CHANGING THE VARS.
Activate using the Debug-game verb on the debug panel
New rune: summon artificer shell ("travel", "hell", "tech")
1 cultist
Requires 4 plasteel to convert to a shell

Boring coder stuff: Wrote a proc called mob/proc/sac_act - pretty simple thing that gets called in the sacrifice rune instead of it being a huge unwieldy wall of text full of conditionals
Exciting future of the game stuff: This will allow me to enable all mobs to be sacrificed.
¬TO-DO: Move current sacrifice code into relevent sac_act procs for humans, monkeys, aliums
¬TO-DO: Write sac_acts for the other mob types
-¬DONE: Corgis
--¬TO-DO: Make corgi sacrifice !!FUN!!
cult.dm - made the objectives always be declared in ticker.mode
changed the var name from objectives to cult_objectives

cultists hitting mobs (and only mobs) will convert any holy water to unholy water

trying to summon narsie when shes not an objective will dose all the summoners with hell water

chaplain with his bible can purify the unholy water in a container

wrote the sac act for corgis - this will cause !!FUN!! to the sacrificer

Holy water will deconvert cultists now, takes around 2 minutes

Unholy water generally buffs cultists, but causes brain damage. Its very poisonous to non-cultists.

Hell water - this is a punishment reagent, amongst other bad affects chiefy it (re)sets people on fire

Misc: Fixed hyperzine being double consumed.
Changed the admin Traitor Panel command to make someone a cultist use the ticker proc - because its previous snowflake nature I wasted an hour wondering why something wasnt working.... bah

Tidied the supplypacks up for consistant names and to avoid The Bureaucracy crate etc.

Created an Innate Communication verb thats given to the cultists when converted and removed when deconverted.
It possibly works with constructs but cant really test because the make constructs procs are all kinds of messed up.
Anyway - they'll tear at their arms, smear blood on the floor, and communicate as normal per the rune. Its pretty rudimentry right now and could be improved in a few ways - see the comments.

Added a link to open the Read Tome window on the Notes page as apparently alert() is limited to a whopping three choices.

Added a built in communication system for the tomes, it works pretty much like the current communicate rune.

Fixed a load of fucked up tabbing in ritual.dm, I don't know who to blame but I'm betting it was sadbutt.
Merge branch 'master' of https://github.com/tgstation/-tg-station into saccult

Conflicts:
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/wizard/soulstone.dm
Added a scaling system.
6 starting cultists below 30 players and 9 above, escape objective is 10 for below 30 players and 15 for above.

HoP is restricted from becoming a cultist.

qdels

reduced supply talisman uses from 5 to 3

fixed typo in corgi sac_act
Merge branch 'master' of https://github.com/tgstation/-tg-station into saccult

Conflicts:
	code/modules/mob/mob.dm
-Made Ian sacrifice less of a "Hey fuck you die".
-Made it so that each of the three cultists in live sacrifice get a word, to reward team work
-Made hell water not as deadly
Removed some debug check
Fixed the Debugger not selecting antags
Fixed a likely exploit with more cultists getting word rewards than intended
Merge branch 'master' of https://github.com/tgstation/-tg-station into saccult
Merge pull request #2 from tgstation/master

update from master
Give cyborgs existing ai mouse shortcuts.

Gives cyborgs existing AI control/alt/shift click shortcuts while
allowing for them to be used on non-doors/apc normally. (shift still
inspects, control still drags, etc)
borgified hotkeys for borg players

changed:
1-3 = module select/toggle
4 = toggle intent
q = unequip active module

changed hotkey help to reflect this for borg players.
Add access override hotkey control+shift to ai
Also adds framework for control+shift click capturing to _onclick, can be used by most atoms
undid random changes added by DM
AI and cyborgs control/alt click shortcuts for turret controls.

Control click toggles turrets on/off state.
Alt click toggles turrent lethal state.
Gives cyborgs control+shift shortcut for access override

Gives cyborg access override shortcut control+shift click that was given to ais eariler