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3737 lines
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HTML
3737 lines
275 KiB
HTML
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<title>Baystation 12 Changelog</title>
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<link rel="stylesheet" type="text/css" href="changelog.css">
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<table align='center' class="top">
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<div align='center'><font size='3'><b>Space Station 13</b></font></div>
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<p><div align='center'><font size='3'><a href="http://wiki.baystation12.net/">Wiki</a> | <a href="https://github.com/Baystation12/Baystation12/">Source code</a></font></div></p>
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<font size='2'>Code licensed under <a href="http://www.gnu.org/licenses/agpl.html">AGPLv3</a>. Content licensed under <a href="http://creativecommons.org/licenses/by-sa/3.0/">CC BY-SA 3.0</a>.<br><br>
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<font size='2'><b>Visit our IRC channel:</b> #bs12 on irc.sorcery.net</font>
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</td>
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</table>
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<br><b>Baystation 12 Credit List</b>
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<table align='center' class="top">
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<tr>
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<td valign='top'>
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<font size='2'><b>Current Project Maintainers:</b> <a href='https://github.com/Baystation12?tab=members'>-Click Here-</a><br></font>
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<font size='2'><b>Currently Active GitHub contributor list:</b> <a href='https://github.com/Baystation12/Baystation12/graphs/contributors'>-Click Here-</a><br></font>
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<font size='2'><b>Code:</b> Abi79, Aryn, Cael_Aislinn, Ccomp5950, Chinsky, cib, CompactNinja, DopeGhoti, Erthilo, Hawk_v3, Head, Ispil, JoeyJo0, Lexusjjss, Melonstorm, Miniature, Mloc, NerdyBoy1104, PsiOmegaDelta, SkyMarshal, Snapshot, Spectre, Strumpetplaya, Sunfall, Tastyfish, Uristqwerty<br></font>
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<font size='2'><b>Sprites:</b> Apple_Master, Arcalane, Chinsky, CompactNinja, Deus Dactyl, Erthilo, Flashkirby, JoeyJo0, Miniature, Searif, Xenone, faux<br></font>
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<font size='2'><b>Sounds:</b> Aryn<br></font>
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<font size='2'><b>Main Testers:</b> Anyone who has submitted a bug to the issue tracker<br></font>
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<font size='2'><b>Thanks to:</b> /tg/ station, /vg/station, GoonStation devs, the original SpaceStation developers and Invisty for the title image.<br> Also a thanks to anybody who has contributed who is not listed here :( Ask to be added here on irc.</font>
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<font size='2' color='red'><b><br>Have a bug to report?</b> Visit our <a href="https://github.com/Baystation12/Baystation12/issues?labels=Bug&state=open">Issue Tracker</a>.<br></font>
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</td>
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<div class="commit sansserif">
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<h2 class="date">23 January 2017</h2>
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<h3 class="author">Alberyk updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Bottles can be smashed against people again.</li>
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<li class="bugfix">You can't store paper bins inside bags anymore.</li>
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<li class="tweak">Changed the sbiten recipe to use mead instead of vodka.</li>
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</ul>
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<h2 class="date">21 January 2017</h2>
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<h3 class="author">Alberyk updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Fixed nutriments on hardsuit injectors modules not providing nutrition correctly.</li>
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<li class="bugfix">Fixed being unable to fire at point blank with the lawgiver.</li>
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<li class="imageadd">Fixed some missing unathi and tajaran mask sprites.</li>
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</ul>
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<h3 class="author">Skull132 updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Fixed voidsuits being weird during unequip and magboots eating shoes.</li>
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<li class="experiment">An attempted fix of the AI gaining AOOC and antag status during cult rounds.</li>
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</ul>
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<h2 class="date">20 January 2017</h2>
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<h3 class="author">Nanako updated:</h3>
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<ul class="changes bgimages16">
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<li class="imageadd">Remade security spiderborg sprite</li>
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<li class="tweak">Rebalanced a wide variety of insignificant events to be a bit more interesting</li>
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<li class="tweak">Fixed computer passability for drones, and made kitchen meatsppikes passable.</li>
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<li class="bugfix">Fixed drunkenness not working.</li>
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<li class="bugfix">Fixed unusual containers always containing common junk instead of rarer items. Yes this was actually a bug.</li>
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<li class="tweak">Service grippers can now pick up trash. Including used plates, bowls, etc</li>
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<li class="bugfix">CCIA and ERT should have the proper security hud icons now.</li>
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<li class="rscadd">Added a bulk metal crate to cargo, making it easy to order a large number of metal sheets at once.</li>
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</ul>
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<h2 class="date">19 January 2017</h2>
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<h3 class="author">Alberyk updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Fixed clones spawning dead inside the cloning pod.</li>
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</ul>
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<h2 class="date">15 January 2017</h2>
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<h3 class="author">Lohikar updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Added a fancy new UI to the medical advanced scanner.</li>
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<li class="bugfix">The medical advanced scanner can print once more.</li>
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<li class="tweak">Tweaked how the advanced scanner describes injuries and infections.</li>
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<li class="rscdel">You can no longer scan IPCs with the adv. scanner.</li>
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<li class="bugfix">The in-game year should be lore-accurate again.</li>
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<li class="bugfix">Text-editors on consoles should no longer show [editorbr].</li>
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</ul>
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<h3 class="author">LordFowl updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Harvesters will cultify the area around them whenever they use their vile magics. Wicked things.</li>
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<li class="bugfix">Constructs can utilize cult runes properly, provided they are summoned by the cult in the first place.</li>
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</ul>
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<h3 class="author">Nanako updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Fixed diona nymphs being unable to pass over tables and furniture.</li>
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<li class="rscadd">Diona nymph walking speed greatly reduced. Nymphs can now sprint</li>
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</ul>
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<h2 class="date">12 January 2017</h2>
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<h3 class="author">Lohikar updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Auto-Hiss should no longer act on sign languages.</li>
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<li class="tweak">Auto-Hiss should no longer act on Tajaran languages.</li>
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<li class="tweak">Auto-Hiss should no longer act on Unathi languages.</li>
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<li class="tweak">Examining an IPC no longer checks their non-existent pulse.</li>
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<li class="tweak">You can no longer check the pulse of a species that does not have one.</li>
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<li class="bugfix">Examining a human-type mob with robotic limbs no longer shows red examine text for each limb.</li>
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<li class="bugfix">Examining a human-type mob now shows hunger level again.</li>
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<li class="bugfix">The Ninja's self-destruct should actually kill the Ninja now.</li>
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<li class="bugfix">You can no longer use sign language over radios.</li>
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</ul>
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<h3 class="author">Nanako updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Cyborg grippers now show their contents on their icon and when examined.</li>
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<li class="bugfix">Fixed many bugs with grippers, and made them more robust to reduce future bugs.</li>
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<li class="imageadd">Added a MASSIVE quantity of new cyborg chassis sprites. Some are added to every module. All sprites taken from other codebases including VG station, TG station, paradise, and baystation. All licensed under GPL.</li>
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<li class="tweak">Using an empty gripper on a mob now does an action depending on your attack intent.</li>
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</ul>
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<h3 class="author">Skull132 updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Re-added the character delete button.</li>
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<li class="bugfix">Fixed borg scanners.</li>
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<li class="bugfix">Fixed a case of the colour squares on character creation showing wrong colours.</li>
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<li class="bugfix">Fixed underwear/socks/undershirts bugging out on incompatible saved data.</li>
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<li class="bugfix">Fixed not being able to infect any human mobs (monkeys included) with viruses via injection.</li>
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<li class="bugfix">Fixed spacelube not drying ever. It still takes a shit load of time, however.</li>
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</ul>
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<h2 class="date">11 January 2017</h2>
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<h3 class="author">Alberyk updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">You can now apply splints to hands and feet.</li>
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<li class="rscadd">Nanopaste can be used to fix robotics limbs now.</li>
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</ul>
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<h3 class="author">Nanako updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Mousetraps will now trigger when walked on. Also nerfed the instastun for shoeless mobs stepping on them.</li>
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<li class="bugfix">Fixed several mouse related bugs.</li>
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<li class="bugfix">Fixed the individual respawn times not working. Respawning should now work as before</li>
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<li class="tweak">Cloaking devices now use power, the cell can be removed for charging or replacement with a screwdriver.</li>
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<li class="tweak">Cloaking devices now hide the user from rightclick menus, and in general make them harder to hit.</li>
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<li class="rscadd">Cloaking device is now available in traitor uplinks. Costs 14 TC, its very powerful.</li>
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<li class="rscadd">Added an *idle emote for people with tails to reset their tail wagging to the default speeds.</li>
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<li class="bugfix">Fixed a bug where dead or SSD crewmembers would constantly try to stop wagging their tail (even if they don't have one) causing some lag.</li>
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</ul>
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<h2 class="date">08 January 2017</h2>
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<h3 class="author">Lohikar updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Refactored printing.</li>
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</ul>
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<h2 class="date">07 January 2017</h2>
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<h3 class="author">Alberyk updated:</h3>
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<ul class="changes bgimages16">
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<li class="imageadd">Added new sprites for the captain voidsuit, with xeno versions as well.</li>
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<li class="imageadd">Added bluesec sprites for the corporate security uniforms.</li>
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<li class="rscadd">You can now roll up sleeves of certain jumpsuits.</li>
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<li class="rscadd">Added socks.</li>
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<li class="rscadd">Paramedics and emts have access to firelocks now.</li>
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<li class="rscadd">Added new cooking machines to the kitchen, ported from Baystation.</li>
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<li class="rscadd">Added Siik'Tajr as an alternative language for tajaran.</li>
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<li class="rscadd">Added new barsigns.</li>
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<li class="rscadd">Re-added the HONKER exosuit.</li>
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<li class="bugfix">Fixed suit cooling unit not working when worn on the back.</li>
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<li class="bugfix">Fixed suit cooling unit not working when inside mechas.</li>
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<li class="imageadd">Force gloves have an unique sprite now.</li>
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<li class="rscadd">Added hooded winter jackets.</li>
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<li class="tweak">Tweaked the hos gear to be far more uniform now.</li>
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<li class="rscadd">Added a frag grenade module to the syndicate cyborg.</li>
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<li class="rscadd">Added a rather explosive failsafe device to syndicate borgs.</li>
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<li class="rscadd">Added space-bikes.</li>
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<li class="rscadd">Added a new alternative language for unathi.</li>
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<li class="rscadd">Replaced the station nuclear fission explosive with something else.</li>
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<li class="bugfix">Fixed hide behaving like metal sheets.</li>
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<li class="bugfix">Fixed being unable to remove the medal of captaincy from the captain jumpsuit.</li>
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<li class="rscadd">Added new custom loadout options, like tracksuits and the atlas armband.</li>
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<li class="tweak">Waistcoats and suspenders are now accessories instead of suits.</li>
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<li class="tweak">Tabling weakening should be more random now.</li>
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</ul>
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<h3 class="author">Arrow768 updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Char Records are now properly nulled when a new char is created</li>
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<li class="rscadd">Security Incidents are now persisted across rounds</li>
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<li class="rscadd">Players can delete their own incidents in the records menu</li>
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</ul>
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<h3 class="author">Bedshaped updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Bayport: Scrubbers are now weldable.</li>
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<li class="bugfix">Fixed incorrect messages when welding vents.</li>
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<li class="tweak">Moved badge overlays to opposite side of uniform.</li>
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</ul>
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<h3 class="author">Lohikar updated:</h3>
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<ul class="changes bgimages16">
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<li class="imageadd">Telecomms machines now have open-panel sprites.</li>
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<li class="imageadd">Added a new particle accelerator sprite.</li>
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<li class="rscadd">IPCs can now use *beep, *ping and *buzz.</li>
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<li class="bugfix">Fixed formatting of forms when held up to a security camera.</li>
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<li class="spellcheck">Fixed grammar error in IA and CE's headsets.</li>
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<li class="bugfix">Global nightmode toggle no longer affects security as was originally intended.</li>
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<li class="tweak">Manually turning on nightmode will prevent the automatic system from turning it off.</li>
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<li class="rscadd">Added a night-mode control program for the Chief Engineer.</li>
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<li class="tweak">Changed how night-mode works internally.</li>
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<li class="tweak">Red alert now disables night-mode.</li>
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<li class="spellcheck">Slightly changed alert messages.</li>
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<li class="bugfix">Speculative fix for perpetual night-mode.</li>
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<li class="experiment">Explosions should no longer lock up the server.</li>
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<li class="experiment">Significantly reduced lag from most things.</li>
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<li class="bugfix">Fire alarms are constructable again.</li>
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<li class="rscadd">Fire alarms now use NanoUI.</li>
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<li class="tweak">Fire alarms now indicate on the alarm sprite when they're activated.</li>
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<li class="imageadd">Some AI displays now have special icons used when the AI is dead.</li>
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<li class="rscadd">Added an admin verb that allows force-storaging of SSD AIs.</li>
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<li class="imageadd">The AI's icon now changes when it is EMPed.</li>
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</ul>
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<h3 class="author">LordFowl updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Borgs that self-destruct will now cause a small explosion and launch a variable amount of very painful shrapnel.</li>
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<li class="tweak">It is no longer possible to put chelms into MMIs.</li>
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<li class="tweak">Removing cells from industrial mining drills now requires a crowbar.</li>
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<li class="rscadd">Industrial mining drills have been made more dangerous.</li>
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<li class="rscadd">Blobs have been made more dangerous.</li>
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<li class="bugfix">Correctly set the tag of the IAA's request console.</li>
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<li class="rscadd">Added request console to warden's office.</li>
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<li class="rscadd">Ported over Apollo's infraction system, and overhauled it to fit our regulations.</li>
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<li class="tweak">Any minor or medium infractions will be semi-permanently attached to a player's metadata, creating a permanent criminal record.</li>
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<li class="rscadd">Added a sentencing computer to the warden's office and brig processing to tie into the infractions overhaul. Documentation on operation is available in-game.</li>
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<li class="rscadd">Added two new IPC subspecies - Shell Frame and Industrial Frame. Renamed main species to Baseline Frame.</li>
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<li class="rscadd">All IPCs now spawn with the tagger organ in their groin, which accurately identifies them unless removed.</li>
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<li class="rscadd">Organics can select synthskin prosthetics, but only of their own species.</li>
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<li class="tweak">Shells can now only mimic a single species - no more multi-species abominations.</li>
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<li class="bugfix">IPCs can now change their body colour.</li>
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<li class="rscadd">Seperated Vaurcae into two subspecies - Worker and Warrior, who have minor stat differences and very slight aesthetic differences.</li>
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<li class="rscadd">Added an internal phoron tank to Vaurcae, replacing the functionality of the filtration bit.</li>
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<li class="rscadd">Vaurcae now require phoron to breathe, and are poisoned by nitrogen. They can acquire phoron either from their internal tank, or external tanks.</li>
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<li class="rscadd">Vaurca filtration bit is now used to convert ingested phoron (in pill or foodstuff form) into gaseous phoron for their internal tank.</li>
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<li class="rscadd">A Vaurcae lesser form has been created: V'krexi.</li>
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<li class="rscadd">Vaurcae functionality to the auto-hiss'er has been created.</li>
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<li class="rscadd">Vox Armalis and related items have been recreated for adminbus and staff of change shenanigans.</li>
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<li class="rscadd">Vaurcae Breeder and related items have been created for adminbus, staff of change, and genetic shenanigans.</li>
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<li class="tweak">Vaurcae sprint has been modified to be more effective, particularly for Warriors.</li>
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<li class="tweak">Vaurcae tox-loss and blood-loss have been tweaked to make them both significantly less deadly, but still vulnerabilities.</li>
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<li class="tweak">The cloner wil now no longer clone mechanical organs or limbs.</li>
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<li class="tweak">Vaurcae can now be cloned, however none of their mechanical organs will be cloned with them.</li>
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<li class="tweak">K'ois has now been made far less effective, providing less nutrition and less produce.</li>
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</ul>
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<h3 class="author">Nanako updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Added some public consoles to the library.</li>
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<li class="rscadd">Bartender, chaplain and librarian get their own consoles in their workspace.</li>
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<li class="tweak">Computer consoles can now be walked under by small animals, and will usually not block projectiles.</li>
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<li class="tweak">Reworked exosuit tracking beacons into two types, one with and one without a killswitch.</li>
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<li class="rscadd">Tracking beacons can now be removed. Opening the panel is necessary to install or remove them.</li>
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<li class="tweak">EMP effects against exosuits are less directly damaging but cause more side effects and malfunctions.</li>
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<li class="soundadd">Added some audio to a couple of maintenance operations on exosuits.</li>
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<li class="bugfix">Hopefully fixed a bug where picked up animals would instantly die.</li>
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<li class="tweak">Adjusted several event probabilities for better variety, and a little less major events.</li>
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<li class="imageadd">Added Rabbit pai image option, and pais can now be picked up in expanded form, ported from baystation</li>
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<li class="imageadd">Added in-hand sprites for mice, ported from baystation</li>
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<li class="imageadd">Construction drones now have unique sprites for being held in hand and worn on head.</li>
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<li class="tweak">Pais are now collapsed with an alt + click. Normal clicks will do similar things to animals, petting, kicking, etc.</li>
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<li class="rscadd">pAIs when unfolded can now be scooped up, held and worn on your head.</li>
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<li class="tweak">Bicaridine metabolises a little faster but heals less</li>
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<li class="bugfix">Fixed bicaridine not properly healing internal bleeding.</li>
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<li class="soundadd">Footstep sounds adjusted on several different kinds of floors. Notably plating and carpets.</li>
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<li class="tweak">Nutrition is now randomised on spawning</li>
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<li class="tweak">Reduced Diona nymph health a bit</li>
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<li class="tweak">Diona nymphs no longer gain light while ventcrawling inside a pipe. Hiding in there too long will be fatal.</li>
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<li class="rscadd">Overhauled all of the security hud job icons, to be larger, more visually pleasing and better communicate roles</li>
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<li class="bugfix">Intern positions, paramedics and psychiatrists now have an icon. All jobs that were missing an icon should be fixed</li>
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<li class="tweak">Made the loyalty implant icon a less obtrusive green light, instead of a big red square</li>
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<li class="tweak">CCIA, ERT, IAA, bluespace techs and any similar nanotrasen representatives should now have the N logo as their icon</li>
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<li class="rscadd">Mice and lizards will now decompose to a skeleton 30mins after death, or if turned to dust by something (like the supermatter)</li>
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<li class="rscadd">Enhanced functionality of the Bee smoker, found in the beekeeping crate at cargo. It now runs on welder fuel, and can generate directed clouds of smoke. Can be used to calm mobile, angry bees.</li>
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<li class="rscadd">The bee net is now fully functional and can be used to capture bees and release them elsewhere, or return them to an open hive. Docile/calm bees are easier to catch.</li>
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<li class="tweak">Beekeeping crate now includes lots of extra equipment to start your honey empire!</li>
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|
<li class="imageadd">New sprites for beesmoker</li>
|
|
<li class="tweak">Volume and quantity of bee buzzing sounds nerfed</li>
|
|
<li class="tweak">Bee maximum damage reduced by 15%</li>
|
|
<li class="rscadd">Added a sudoku game to modular computers, available to everyone on all platforms</li>
|
|
<li class="rscadd">Crates can now be hoisted ontop of tables, takes time depending on how heavy it is. Crates on tables will always block projectiles, making them easier to shoot with emitters and good cover</li>
|
|
<li class="rscadd">Crates can now be slid under tables. They must be closed to do this, and cannot be opened while under a table. Combined with the above, this allows stacking of up to two crates on one tile.</li>
|
|
<li class="rscadd">The morgue, medical cold storage, AI core and AI upload, are now refridgerated areas (5 celsius). The kitchen freezer is a sub-zero area at -20 celsius.</li>
|
|
<li class="tweak">Morgue, medical storage, AI core, AI upload, kitchen freezer and research server room, all now have high-power air alarms that use 3x as much power and are better at regulating temperatures.</li>
|
|
<li class="tweak">Power costs of all air alarms increased a little.</li>
|
|
<li class="bugfix">Fixed a bug where thermostats wouldn't work if set to 0 celsius. Thermostats will now also clamp inputs to the nearest valid temperature instead of discarding invalid input.</li>
|
|
<li class="tweak">Kitchen rearranged slightly to make more sense. Equipment moved out of freezer, flaps added to keep heat out.</li>
|
|
<li class="rscadd">ChemMaster and Condimaster machines can now be unwrenched and moved around.</li>
|
|
</ul>
|
|
<h3 class="author">Printer16 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscdel">Removed empty jetpacks playing a sound.</li>
|
|
<li class="bugfix">A malfunctioning AI's advanced encyrption hack now prints a paper at the communications console.</li>
|
|
<li class="bugfix">Intercepted messages now say 'to' depending if it intercepted the message sender.</li>
|
|
<li class="bugfix">Cleanbots no longer make emotes when they are unable to find their path (How would you know anyways?) They are also a lot more quite.</li>
|
|
<li class="bugfix">You can no longer join as a mouse before roundstart.</li>
|
|
<li class="bugfix">The maintenance drone poster no longer has a typo.</li>
|
|
<li class="tweak">For malfunctioning AI, the system override research now takes longer.</li>
|
|
<li class="tweak">With the change above, it now takes less time to research forcefields and machine override.</li>
|
|
<li class="tweak">The turret enhancer hardware is slightly buffed to make it more useful.</li>
|
|
<li class="tweak">There is now a slightly smaller fail and critical fail chance for the malfunctioning AI's Advanced and Elite hack.</li>
|
|
<li class="bugfix">You can no longer fill fire extiguishers with blank units.</li>
|
|
<li class="bugfix">You can't spam buy services anymore.</li>
|
|
<li class="tweak">CE hardsuit is more resistant to fires. RD hardsuit is more resistant to EMP's, but slightly weaker.</li>
|
|
</ul>
|
|
<h3 class="author">Serveris updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added new gear and weaponry, available to Emergency Response Teams.</li>
|
|
<li class="maptweak">Remapped the NTCC Odin ERT Divison, introducting the tactical vending machine, containg some new gear and providing better storage for exisiting gear.</li>
|
|
<li class="rscadd">Added several new admin loadouts for ERT and DO escorts.</li>
|
|
<li class="rscadd">Added a variant of the new tactical vending machine to security, with slight differences to the ERT variant.</li>
|
|
<li class="bugfix">ERT no longer have access to the entire CC station; DOs now have access to most of it.</li>
|
|
<li class="bugfix">ERT are now loyalty implanted -printer16</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Chat mark-up now requires whitespace (or radio tokens, in case of radio speech) to surround mark-up markers for them to be valid. "/this will/ work," "as /will/ this," ":s/and this./" But, "/this will not /work." This enables you to use words with underscores in them, and to type type-paths and other things in BYOND.</li>
|
|
<li class="bugfix">Mark-up no longer nukes BYOND server addresses.</li>
|
|
<li class="tweak">IPCs now have a very minor chance of getting shocked from feeding on APCs. There's 0 chance of getting shocked from using a cyborg recharger, though. To that end, also added 1 extra borg recharger into arrivals bathroom.</li>
|
|
<li class="tweak">The server greeting window now only updates your saved hashes (makes tabs not yellow) if you actually view what's in them. Opening and closing the greeting without viewing at the individual tabs no longer toggles them as read.</li>
|
|
<li class="rscadd">Added an admin command for R_DEBUG and R_SERVER flag owners to toggle the global default explosion type.</li>
|
|
<li class="tweak">Rewrote the entire SQL saving and loading system. On top of the backend changes, it is important to note that a character's name cannot be edited after 5 days since the creation of the character.</li>
|
|
<li class="rscdel">Removed the ability to play a character with a random name.</li>
|
|
<li class="bugfix">Fixed old character data not being wiped if you press the New Character button.</li>
|
|
<li class="bugfix">Fixed the skill level not being recalculated properly upon loading a character from SQL.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">29 December 2016</h2>
|
|
<h3 class="author">Lohikar updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed a bug where certain mob types died forever.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">24 December 2016</h2>
|
|
<h3 class="author">Atlantis updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Setup Supermatter admin button now uses map markers and supports all coolant types.</li>
|
|
<li class="rscadd">Floodlight upgrade added. This upgrade doubles robot's light intensity (it will be more or less same as actual floodlight), at the cost of higher power usage.</li>
|
|
<li class="rscadd">You may now install matter bin into a cyborg in order to boost it's matter synth's maximal capacity. Better matter bin adds more capacity</li>
|
|
<li class="tweak">Default capacity of matter synths for engineering module tweaked a little, since prices of reinforced walls, etc. increased recently. Steel changed from 40 to 60 sheets default, plasteel from 10 (Construction default) to 20.</li>
|
|
<li class="rscadd">SMES units now try to balance their inputs and outputs. For outputs this means two SMESes powering the same grid will share the load by percentage. For inputs, all SMESes inputting from one power network will split the available power by percentage.</li>
|
|
<li class="tweak">Some minor SMES configuration changes have been made: Atmospherics SMES now starts configured to prevent power outages when people forget about it, engine SMESes are now configured to input/output at full rate. These are only defaults and may be changed ingame as usual.</li>
|
|
<li class="rscdel">Removed old computer3 system, most noticeable due to removal of old laptops.</li>
|
|
<li class="rscadd">Adds brand new modular computer system that replaces computer3. These computers may run programs from hard drive, and one device is not limited to one program.</li>
|
|
<li class="rscadd">Modular computers can be assembled manually from components printed at RnD (Consoles mainly), or purchased (from old laptop vending machines).</li>
|
|
<li class="rscadd">Adds NTNet, networking used by modular computers, including an administration console, NTNet relays, and antag programs.</li>
|
|
<li class="rscadd">Adds small set of programs modular computers can run. More programs will be added in the future.</li>
|
|
<li class="rscadd">Various small things added, such as, data crystals (USB flash drives), NTNRC (messaging, IRC/forum style), file sending, etc.</li>
|
|
<li class="rscadd">Added Inflatables Dispenser(ID), an item that allows rapid deployment, transport and removal of inflatables.</li>
|
|
<li class="rscadd">Engineering, Construction and Crisis modules are now outfitted with ID.</li>
|
|
<li class="rscadd">Three boxes in engineering have been replaced by three IDs.</li>
|
|
<li class="tweak">w_classes of inflatables readjusted. Boxes and IDs can be carried in backpack now. Individual inflatables are small enough to fit in pocket.</li>
|
|
<li class="rscadd">NanoUI for Robotics Control Console</li>
|
|
<li class="rscadd">NanoUI for Supermatter Crystal - AI/Robot only, purely informational</li>
|
|
<li class="rscadd">Converted phoron glass to borosilicate glass, adjusted heat resistances accordingly, got rid of copypaste fire code. Fire resistance is now handled by variables so completely fireproof windows are possible with varedit.</li>
|
|
<li class="rscadd">Windows take fire damage when heat exceeds 100C regular windows, 750C reinforced regular, 2000C borosilicate and 4000C reinforced borosilicate. For comparsions, reinforced walls begin taking damage around 6000.</li>
|
|
<li class="rscadd">Expanded gridcheck random event. Affected devices now show error UI and may be restarted manually before the event ends. All Z-levels are now affected equally.</li>
|
|
</ul>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Can pick up monkeys / undress resomi now properly. HELP intent for scooping, NON-HELP for undressing.</li>
|
|
<li class="rscadd">Meat limbs now can be attached. Use limb on missing area, then hemostat to finalize it.</li>
|
|
<li class="rscadd">Limbs from other races can be now attached. They'll cause rejection, but it can be kept at bay with spaceacilline to some point. Species special attack is carried over too, i.e. you can clawn people if you sew a cathand to yourself.</li>
|
|
<li class="rscadd">Limbs that are left in open will rot in ~7 minutes. Use freezers or cryobags to stop it. You can still attach them, but you wish you couldn't.</li>
|
|
<li class="rscadd">Updated penlights to be more of use in diagnostics, they now show following conditions:</li>
|
|
<li class="rscadd">Eye damage</li>
|
|
<li class="rscadd">Blurry eyes (overall slower reaction)</li>
|
|
<li class="rscadd">Brain damage (one eye reacts slower)</li>
|
|
<li class="rscadd">Opiates use (pinpoint pupils)</li>
|
|
<li class="rscadd">Drugs use (dilated pupils)</li>
|
|
<li class="rscadd">Made capguns into proper guns code-wise. It means you can now take people hostage with them, stick in your mouth, and all other things you can do with real guns but probably shouldn't.</li>
|
|
<li class="rscadd">Russian roulette! Fun for whole sec team! Unload some shells from revolver, spin the cylinder(verb) and you're good to go!</li>
|
|
</ul>
|
|
<h3 class="author">Datraen updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Objects can now be yanked out of synthetics.</li>
|
|
</ul>
|
|
<h3 class="author">GinjaNinja32 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Changed language selection to allow multiple language selections, changed humans/unathi/tajarans/skrell to not automatically gain their racial language, instead adding it to the selectable languages for that species. Old slots will warn when loaded that the languages may not be what you expect.</li>
|
|
<li class="rscadd">Added an auto-hiss system for those who would prefer the game do their sss or rrr for them. Activate via Toggle Auto-Hiss in the OOC tab.</li>
|
|
<li class="rscadd">Auto-hiss system in 'basic' mode will extend 's' for Unathi and 'r' for Tajara. 'Full' mode adds 'x' to 'ks' for Unathi, and is identical to 'basic' mode for Tajara.</li>
|
|
</ul>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="spellcheck">Renames many guns to follow a consistent naming style. Updated and changed gun description text to be more lore-friendly.</li>
|
|
<li class="rscadd">Throwing a booze bottle at something nearby while on harm intent causes it to smash, splashing it's contents over whatever it hits.</li>
|
|
<li class="rscadd">Rags can now be wrung out over a container or the floor, emptying it's contents into the container or splashing them on the floor.</li>
|
|
<li class="rscadd">Rags can now be soaked using the large water and fuel tanks instead of just beakers.</li>
|
|
<li class="rscadd">Rags soaked in welding fuel can be lit on fire.</li>
|
|
<li class="rscadd">Rags can now be stuffed into booze bottles. When the bottle smashes, the stuffed rag is dropped onto the ground.</li>
|
|
<li class="bugfix">Fixed eggs having a ridiculously large chemical volume.</li>
|
|
<li class="rscadd">T-Ray scanner effects are now only visible to the person holding the scanner.</li>
|
|
<li class="rscadd">Traitors can now purchase the C-20r and the STS-35 for telecrystals.</li>
|
|
<li class="rscadd">Adds armour penetration mechanic for projectiles and melee weapons.</li>
|
|
<li class="rscadd">Laser carbines, LWAP, and shotgun now have a small amount of armour penetration, ballistic rifles (not SMGs) have moderate amounts, laser cannon has high armour penetration, and the PTR mostly ignores body armour.</li>
|
|
<li class="tweak">Shotgun slugs and Z8/STS damage has been lowered slightly to accomodate for their higher penetration. In general ballistics deal less damage but have higher penetration than comparable laser weapons. Notable exception: X-Ray lasers have had their damage lowered slightly but gain very high armour penetration.</li>
|
|
<li class="rscadd">Energy swords now have very high armour penetration. Ninja blades do less damage but ignore armour completely.</li>
|
|
<li class="rscadd">Shields no longer block attacks from directly behind the player.</li>
|
|
<li class="rscadd">Riot shields no longer stop bullets or beams (except for beanbags and rubber bullets), however they are now more effective at blocking melee attacks and thrown objects.</li>
|
|
<li class="rscadd">Energy shields block melee attacks as effectively as riot shields do. Their ability to block projectiles is largely unchanged.</li>
|
|
<li class="tweak">Melee weapons now only block melee attacks.</li>
|
|
<li class="experiment">Two handed weapons have a small chance of blocking melee attacks when wielded in two hands.</li>
|
|
<li class="rscadd">Sound and visual effects when blocking attacks with an energy shield or energy sword.</li>
|
|
<li class="bugfix">Fixed dead or unconscious people blocking stuff with shields.</li>
|
|
</ul>
|
|
<h3 class="author">Hubblenaut updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Mobs on help intent will not push others that aren't.</li>
|
|
<li class="rscadd">Adds glass bottles for Cola, Space Up and Space Mountain Wind to Booze-O-Mat.</li>
|
|
<li class="tweak">Some bar drink recipes have been amended to easily sum to 30 units for drinking glasses.</li>
|
|
<li class="tweak">Vendors now have a product receptor for accepting goods. Opening the maintenance painel is no longer required.</li>
|
|
<li class="tweak">Wrenching a vending machine is no longer a silent action.</li>
|
|
<li class="tweak">Stepup: Item placement on 4x4 grids seemed to work great. Now we'll try 8x8.</li>
|
|
<li class="tweak">Light replacers now hold up to 32 light bulbs.</li>
|
|
<li class="tweak">Light replacers can be obtained through janitorial supply crates.</li>
|
|
<li class="tweak">A sheet of glass fills the light replacer by 16 bulbs.</li>
|
|
<li class="tweak">Bruise packs are now applied per wound, not per limb.</li>
|
|
<li class="tweak">Bruise packs now use a delay depending on wound severity for applying.</li>
|
|
<li class="rscdel">Removed instant healing ability from advanced bruise packs and ointment.</li>
|
|
<li class="rscadd">Adds tape for atmospherics.</li>
|
|
<li class="tweak">Tape graphics and algorithm changes. Looks a lot more appealing now.</li>
|
|
<li class="tweak">Starting and ending tape on the same turf will connect it to all surrounding walls/windows.</li>
|
|
<li class="tweak">Lifting a part of the tape will lift an entire tape section.</li>
|
|
<li class="tweak">Mobs on help intent do stop for tape.</li>
|
|
<li class="bugfix">Crumpled tape does not affect tape breaking behavior anymore.</li>
|
|
</ul>
|
|
<h3 class="author">Karolis2011 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Improved modular computer performance</li>
|
|
</ul>
|
|
<h3 class="author">Kelenius updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">AI now hears LOOC both around its eye and its core, and speaks in LOOC around its eye. Keep in mind that you won't hear and won't be heard if there is a wall between your eye and the target.</li>
|
|
<li class="rscadd">Bees have been updated and are totally worth checking out (beekeeping crate at cargo).</li>
|
|
<li class="rscdel">Sleeper consoles removed. All interaction is now done by clicking on the sleeper itself.</li>
|
|
<li class="tweak">To put people into sleeper, you now have to click-drag people to it. Grabs no longer work. To exit the sleeper, move.</li>
|
|
<li class="tweak">Sleeper now uses a NanoUI.</li>
|
|
<li class="experiment">Click cooldowns have been removed on pretty much everything that isn't an attack.</li>
|
|
<li class="tweak">Mechfab can now be upgraded using RPED, and now uses NanoUI.</li>
|
|
</ul>
|
|
<h3 class="author">Loganbacca updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added a backend (wireless) system for communication between machinery and other devices.</li>
|
|
</ul>
|
|
<h3 class="author">Matthew951 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added Vincent Volaju's hair.</li>
|
|
<li class="rscadd">Added Vincent Volaju's beard.</li>
|
|
</ul>
|
|
<h3 class="author">Neerti updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">The AI can now toggle whether its hologram will move towards the center of its view using the 'Toggle Hologram Movement' verb.</li>
|
|
</ul>
|
|
<h3 class="author">Orelbon updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Changed the HoP's suit to more vibrant colors and hopefully you will like it.</li>
|
|
</ul>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Can now click held mobs, such as Pun Pun, to view their inventory.</li>
|
|
<li class="rscadd">Uplink crystals can now be converted into physical form to allow transfer between uplink devices.</li>
|
|
<li class="rscadd">Each mercenary now spawn with their own private uplink, with each indivual uplink having the same number of telecrystals as the normal traitor uplink.</li>
|
|
<li class="tweak">Resomi, and any other humanoid mobs, can now bump doors open despite their size.</li>
|
|
<li class="rscadd">Can now use the Antag Uplink to buy a door hacking device with endless uses and which leaves doors unharmed, but instead needs some time to do its work.</li>
|
|
<li class="experiment">Adds a system to allow objects to implement custom multitool interactions in a modular manner.</li>
|
|
<li class="rscadd">The AI can now toggle multitool mode on/off, using the new 'Toggle Multitool Mode' verb.</li>
|
|
<li class="rscadd">Cloning vats can now be connected to a cloning console by using a multitool.</li>
|
|
<li class="rscadd">Station alert console circuits can now be altered using a multitool, changing which alarm types are displayed.</li>
|
|
<li class="rscadd">Can now select the color of a cable coil using a multitool.</li>
|
|
<li class="tweak">Helmet cameras are no longer enabled by clicking the helmet, instead there is a 'Toggle Helmet Camera' verb.</li>
|
|
<li class="tweak">Engineering alarm consoles now display camera alerts.</li>
|
|
<li class="rscadd">Adds a hacking tool that for all intents and purposes acts and works like a multitool until a screwdriver is applied.</li>
|
|
<li class="rscadd">Gives full control of airlocks after 20-40 seconds of hacking.</li>
|
|
<li class="rscadd">The last 6-8 hacked airlocks are always accessed instantly.</li>
|
|
<li class="tweak">The round start and auto-antag spawners can now check if players have played long enough to be eligable for selection.</li>
|
|
<li class="tweak">Both the pulse taker and target must now remain still for the duration of the check or it will fail.</li>
|
|
<li class="tweak">Blobs and simple mobs now attack all external organs instead of a subset. The overall damage remains the same but the number of fractures caused will, in general, be fewer.</li>
|
|
<li class="rscadd">Spider nurses now have a chance of injecting their victims with spider eggs which eventually hatch. If the limb is removed from the host, the host dies, or the spiderling has matured sufficiently it will crawl out into freedom. Medical scanners will pick upp eggs and spiderlings as foreign bodies.</li>
|
|
<li class="rscadd">The AI chassis now glows, with the color depending on the currently selected display.</li>
|
|
<li class="rscadd">Ports /tg/'s meteor event. Meteors now appear to be more accurate, come in a greater variety, and may drop ores on their final destruction.</li>
|
|
<li class="rscadd">Observers can now follow both the AI and its eye upon speech.</li>
|
|
<li class="rscadd">Observers can now follow both observers and their body, if they ever had one, upon speech.</li>
|
|
<li class="rscadd">Observers can now follow hivemind speakers if the speaker is not using an alias or antagHUD is enabled.</li>
|
|
<li class="rscadd">Turret controls now glow, with the color depending on the current mode.</li>
|
|
<li class="tweak">The traitor uplink no longer displays all items in a long list, instead has categories which when accessed shows the relevant items.</li>
|
|
<li class="tweak">The amount you start with in your station account is now affected by species, rank, and NT's stance towards you.</li>
|
|
<li class="rscadd">Adds the option to set the icon size to 48x48, found under the Icons menu, along with 32x32, 64x64, and stretch to fit.</li>
|
|
<li class="tweak">Active AI cores now provides coverage on the AI camera network. Does not utilize actual cameras, thus will not show up on security consoles.</li>
|
|
<li class="rscadd">The Dinnerware vending machine now offer both utensil knives and spoons without first having to hack them.</li>
|
|
<li class="rscadd">Synths now have id cards with access levels which is checked when operating most station equipment.</li>
|
|
<li class="rscadd">Station synthetics still have full station access but can no longer interact with syndicate equipment, and syndicate borgs now start with only syndicate access.</li>
|
|
<li class="rscadd">Syndicate borgs can copy the access from other cards by utilizing their own id card module, similar to how syndicate ids work.</li>
|
|
<li class="rscadd">When examined up close id cards now offer a more detailed view.</li>
|
|
<li class="rscadd">Agent ids now offer much greater customization, allowing changing name, age, DNA, toggling of AI tracking termination (using the electronic warfware option), and more.</li>
|
|
<li class="rscadd">As AI tracking can now be enabled/disabled at will AI players should not feel the need to hesitate before informing relevant crew members when camera tracking is explicitly terminated.</li>
|
|
<li class="rscadd">Uplink menu now more organized and with new categories.</li>
|
|
<li class="rscadd">Now possible to cause falsified ion storm announcements.</li>
|
|
<li class="rscadd">Now possible to cause falsified radiation storm announcements, with expected maintenance access changes.</li>
|
|
<li class="rscadd">Now possible for mercenaries to create falsified Central Command Update messages.</li>
|
|
<li class="rscadd">Now possible for mercenaries to create falsified crew arrival messages and records.</li>
|
|
<li class="tweak">Cargo now sorts under its own department on station manifests.</li>
|
|
<li class="rscdel">Manual radio frequency changes can no longer go outside the standard frequency span.</li>
|
|
<li class="rscadd">Users with sufficient access can instead select pre-defined channels outside this span, such as department channels, when using intercoms.</li>
|
|
<li class="tweak">Changed the language prefix keys to the following: , # -</li>
|
|
<li class="rscadd">Language prefix keys can be changed in the Character Setup. Changes are currently not global, but per character.</li>
|
|
<li class="tweak">Meteor events now select a map edge to arrive from, with a probability for each individual wave to come from either neighboring edge. Meteors will never arrive from opposite the starting edge.</li>
|
|
<li class="tweak">Blobs can now spawn anywhere in maintenance, rather than picking location from a pre-determined list.</li>
|
|
<li class="rscadd">Added new verb, 'Character Setup' under the Preferences tab, to allow modifying your character settings at any time.</li>
|
|
<li class="bugfix">ED-209s, hostile mobs, and mecha weapons should again be able to fire without issue.</li>
|
|
<li class="bugfix">Agent ids can now be assigned an owner even after having been dropped on the floor.</li>
|
|
<li class="bugfix">Monkey cubes can now be expanded in sinks again.</li>
|
|
<li class="tweak">Antagonist and special role preferences has been overhauled. Please update these specific character preferences as they have been reset.</li>
|
|
<li class="bugfix">Should again be possible to resist out of chairs, beds, and welded lockers.</li>
|
|
</ul>
|
|
<h3 class="author">Raptor1628 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Armory layout changed, weapons returned to static amounts.</li>
|
|
<li class="rscadd">New security armor and helmet sprites added.</li>
|
|
</ul>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Tape recorders now record hearable emotes and action messages (e.g. gunshots).</li>
|
|
<li class="tweak">Sound environments tweaked to feel more claustrophobic</li>
|
|
<li class="rscadd">Being drugged, hallucinating, dizzy, or in low-pressure or vacuum will alter sounds you hear</li>
|
|
<li class="rscadd">Sound environment in holodeck will change to reflect the loaded program</li>
|
|
<li class="rscadd">Storage in backpacks, boxes and other containers is now capacity-based. Some containers like belts remain slot-based.</li>
|
|
</ul>
|
|
<h3 class="author">Sligneris updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Modified the wording of NT Default's laws.</li>
|
|
</ul>
|
|
<h3 class="author">Soadreqm updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Increased changeling starting genetic points to 25.</li>
|
|
</ul>
|
|
<h3 class="author">Techhead updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added a new random event: Shipping Error - A random crate is mistakenly shipped to the station.</li>
|
|
<li class="rscadd">Removed gaseous reagents from the chemistry system and replaced with real-world organic chemistry precursors.</li>
|
|
<li class="rscadd">Hydrogen has been replaced with hydrazine, a highly toxic, flammable liquid.</li>
|
|
<li class="rscadd">Oxygen has been replaced with acetone, a mildly toxic liquid. Ethanol's ink-sovlent capabilities have been copied to it.</li>
|
|
<li class="rscadd">Chlorine has been replaced with hydrochloric acid. It is a stronger acid than sulphuric but less toxic.</li>
|
|
<li class="tweak">Nitrogen has been replaced with ammonia. Ammonia now acts as a Dexalin-equivalent for Vox.</li>
|
|
<li class="tweak">Flourine has also been replaced with hydrazine in its one recipe. Flourosurficant has been renamed azosurficant.</li>
|
|
<li class="tweak">Being splashed with liquid Phoron will burn eyes and contaminate clothes like being exposed to Phoron gas.</li>
|
|
<li class="rscadd">Prison break event has been expanded to include Virology or Xenobiology</li>
|
|
<li class="bugfix">Disabling area power will now prevent doors from opening during the event</li>
|
|
<li class="rscadd">Converted Request Console interface into NanoUI.</li>
|
|
</ul>
|
|
<h3 class="author">TheWelp updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Microwaves can now be unanchored with a crowbar.</li>
|
|
<li class="rscadd">Added boardgame item for use with table-top board games.</li>
|
|
<li class="rscadd">Added differing card decks, including a Tarot deck and two trading card games.</li>
|
|
<li class="rscadd">Remade /TG/Station's Orion Trail arcade machine with bay-specific modifications.</li>
|
|
<li class="rscadd">Bookcases are now movable/buildable/destroyable.</li>
|
|
<li class="rscadd">Paper can now be crumpled by using in-hand while on hurt intent.</li>
|
|
<li class="rscadd">Library Computer External Archive is now sortable.</li>
|
|
</ul>
|
|
<h3 class="author">Vivalas updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">A new uplink item has been added! A briefcase full 'o thalla can now be bought by traitors for bribes and such!</li>
|
|
</ul>
|
|
<h3 class="author">Yoshax updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Makes hyposprays start empty instead of filled with Tricord.</li>
|
|
</ul>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Aiming has been rewritten, keep an eye out for weird behavior.</li>
|
|
<li class="tweak">Backend change: allowed accessories to be placed on any clothing item with the appropriate variables set.</li>
|
|
<li class="rscadd">Drones can now pull a variety of things (such as scrubbers). This came with a pulling refactor so please report any strangeness with pulling in general.</li>
|
|
<li class="rscadd">Drones (and any mob that can be picked up) can be bashed against airlocks and such to use their internal access, so long as the person using them does not have an ID card equipped.</li>
|
|
<li class="tweak">Rewrote fireaxe cabinets. Click with a multitool to unlock or loc, click with a hand to open or close, smash with anything that does damage, and drag onto your icon to remove the fireaxe.</li>
|
|
<li class="rscadd">Added a ghost requisition system for posibrains and living plants.</li>
|
|
<li class="rscadd">Added attack_ghost() to hydro trays and posibrains to allow ghosts to enter them.</li>
|
|
<li class="rscadd">Prosthetic limbs are now only repairable with welders/cable coils if they have suffered below 30 combined damage.</li>
|
|
<li class="rscadd">Surgery steps that cause no pain and have no failure wounding have been added: screwdriver for 'incision', crowbar to open, multitool to 'decouple' a prosthetic organ. Hemostat is still used to take an organ out.</li>
|
|
<li class="rscadd">Using a welder or a cable coil as a surgical tool after opening a maintenance hatch will repair damage beyond the 30 damage cap. In other words, severe damage to robolimbs requires expert repair from someone else.</li>
|
|
<li class="rscdel">Eye and brain surgery were removed; they predate the current organ system and are redundant.</li>
|
|
<li class="rscadd">IPC are now simply full prosthetic bodies using a specific manufacturer (Morpheus Cyberkinetics).</li>
|
|
<li class="rscadd">IPC can 'recharge' in a cyborg station to regain nutriment. They no longer interface with APCs.</li>
|
|
<li class="rscadd">NO_BLOOD flag now bypasses ingested and blood reagent processing.</li>
|
|
<li class="rscadd">NO_SCAN now bypasses mutagen reagent effects.</li>
|
|
<li class="rscadd">Cyborg analyzers now show damage to prosthetic limbs and organs on humans.</li>
|
|
<li class="tweak">Prosthetic EMP damage was reduced.</li>
|
|
<li class="tweak">Several organ files were split up/moved around.</li>
|
|
<li class="rscadd">Unfolded pAIs can now be scooped up and worn as hats.</li>
|
|
<li class="tweak">Scoop-up behavior is now standardized to selecting help intent and dragging their icon onto yours.</li>
|
|
<li class="rscadd">Click a hat on a drone with help intent to equip it. Drag the drone onto yourself with grab intent to remove it.</li>
|
|
<li class="tweak">Rewrote tiling. White floors, dark floors and freezer floors now have associated tiles.</li>
|
|
<li class="tweak">Changed how decals work in the mapper. floor_decal is now used instead of an icon in floors.dmi.</li>
|
|
<li class="tweak">The floor painter has been rewritten to use decals. Click it in-hand to set direction and decal.</li>
|
|
<li class="tweak">Floor lights are now built from the autholathe, secured with a screwdriver, activated by clicking them with an empty hand, and repaired with a welding torch.</li>
|
|
<li class="rscadd">Unathi now have minor slowdown and 20% brute resist.</li>
|
|
<li class="rscadd">Tajarans now have lower bonus speed and a flat 15% malus to brute and burn.</li>
|
|
<li class="rscadd">Vox can now eat monkeys and small animals.</li>
|
|
<li class="rscadd">Tajarans can now eat small animals.</li>
|
|
<li class="rscadd">Unarmed attack damage has been lowered across the board.</li>
|
|
<li class="rscadd">Added the ability for AIs in hardsuits to control suit modules and movement with a dead or unconcious wearer.</li>
|
|
<li class="rscadd">Added ballistic supply drop pods.</li>
|
|
<li class="rscadd">Added diona gestalt random map template.</li>
|
|
<li class="tweak">Swapped the singularity beacon out for a hacked supply beacon.</li>
|
|
<li class="rscadd">Xenomorph Queens (or infested surgeons...) can now add a hive node to a victim in order to slave them to the hive.</li>
|
|
<li class="tweak">Xenomorph brute/burn mods were tweaked to buff them significantly.</li>
|
|
<li class="tweak">Alien larvae now hatch from eggs when ghosts click on them.</li>
|
|
<li class="tweak">Alien larvae now gain progression towards adulthood from being inside a human with blood, which they drink.</li>
|
|
<li class="tweak">Alien weeds now use the vine system.</li>
|
|
</ul>
|
|
<h3 class="author">neersighted updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">Add /tg/-like attack overlays.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">06 December 2016</h2>
|
|
<h3 class="author">Santa updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Merry Christmas NSS Aur- Exodus!</li>
|
|
</ul>
|
|
|
|
<h2 class="date">21 November 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Mechanical traps and portable flashers will trigger regardless if you are walking or running.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">18 November 2016</h2>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed bitten blood bag message displaying incorrectly.</li>
|
|
</ul>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed healing of animals with food, bandages, ointment, and trauma/burn kits. All of these things should work now.</li>
|
|
<li class="rscadd">Animals will now show if they're wounded upon examination.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">11 November 2016</h2>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed Spider-bots unable to vent-crawl.</li>
|
|
<li class="bugfix">Fixed a runtime error when exiting through a pipe after vent-crawling.</li>
|
|
<li class="bugfix">Fixed incorrect message when putting robots in storage.</li>
|
|
<li class="bugfix">Fixed floor painters being able to be used on non-valid tiles.</li>
|
|
<li class="bugfix">Fixed magnetic locks unable to be damaged and increased their health.</li>
|
|
<li class="tweak">Quietened Bosun's whistle.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">09 November 2016</h2>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed a significant issue that caused many people to sprint slower than they should have.</li>
|
|
<li class="bugfix">Fixed being able to regenerate stamina while hungry and drive nutrition into infinite negative.</li>
|
|
<li class="bugfix">Fixed being able to set your walk speed so low you paralyse yourself almost forever.</li>
|
|
<li class="tweak">Adjusted many values related to sprinting and stamina</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed the trolleys and trams by reverting code, and simply tweaking the values to reference the updated move system. All issues, including edgecases, should be resolved now.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">07 November 2016</h2>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Reverted the changes done to limb removal. They now flip again. Also no longer lose hair while doing so.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">06 November 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Ported new door crushing mechanics from baystation, now door crushing someone will push them away from the door, instead of just stunning them.</li>
|
|
<li class="rscadd">Opening airlocks with brain damage may be more difficult now.</li>
|
|
<li class="tweak">Golems should be space-proof now.</li>
|
|
<li class="tweak">Golems are a bit slower, but are more resistant to trauma.</li>
|
|
<li class="imageadd">New sprites for golems.</li>
|
|
<li class="rscadd">Added new flavors of flashlights.</li>
|
|
<li class="rscadd">Ported glowsticks from polaris.</li>
|
|
<li class="rscadd">You can now carry flashlights in your armor.</li>
|
|
<li class="rscadd">Wizard robes and voidsuits can now carry magic related items.</li>
|
|
<li class="rscadd">The chaplain hoodie, and nun robes, can now store religious objects in their suit storage.</li>
|
|
<li class="imageadd">New recorder, camera and lantern sprites.</li>
|
|
<li class="tweak">Cult hoods have the same armor as the robes now.</li>
|
|
<li class="tweak">Tweaked the weapons available to the heister in their skipjack.</li>
|
|
<li class="rscadd">Added a canesword, replacing the switchblade in the concealed cane.</li>
|
|
<li class="tweak">Tweaked the chances of ghetto handguns malfunctioning.</li>
|
|
<li class="rscadd">Randomized most of the items you can find in the maintenance tunnels.</li>
|
|
<li class="rscadd">Added a new rare finding in xenoarchaeology.</li>
|
|
<li class="rscadd">Heisters found another pirate haven to continue their operations.</li>
|
|
<li class="rscadd">Added new poster designs.</li>
|
|
<li class="rscadd">Added magboots and insulated gauntlets to the chief engineer hardsuit.</li>
|
|
<li class="tweak">Selecting the combat module as cyborgs now requires an event to be activated via the keycard authentication device, an upgrade from roboticis or code delta also triggers also allows it.</li>
|
|
<li class="rscadd">Added a glowstick crate and another contraband crate to cargo.</li>
|
|
<li class="tweak">Removed job restriction from jackboots on the custom loadout.</li>
|
|
</ul>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added a button on APCs to set the area lights to a 'night-mode' which is dimmer and saves energy.</li>
|
|
<li class="rscadd">Added an automated system to turn 'night-mode' on in hallways between 6pm and 7am in station time.</li>
|
|
<li class="rscadd">New implementation of magnetic door locks, can be found in armory and eng secure storage.</li>
|
|
<li class="soundadd">Added hydraulic servo sounds.</li>
|
|
<li class="tweak">Crew monitoring computer: Lightened the font colors of suff and tox.</li>
|
|
</ul>
|
|
<h3 class="author">Fire and Glory updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added the Kneebreaker Hammer to the code, at a later date this'll become a traitor uplink item.</li>
|
|
<li class="tweak">Ported our old biosuits.</li>
|
|
</ul>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Gave detective a colourable trench-coat, solving the Dick Tracy Dilemma.</li>
|
|
<li class="tweak">Wooden closets now have a slightly larger capacity, indicative of their greater size.</li>
|
|
<li class="rscadd">Added three new energy-based weapons, one designed purely for pest-control.</li>
|
|
<li class="rscadd">Added a new rare handpistol, based off of a proposed competitor to the NT Mk58.</li>
|
|
<li class="rscadd">Added a new pet for the Head of Security - the PTR-7 Tranquilizer Rifle.</li>
|
|
<li class="rscadd">Syndicate manhack delivery grenades are now available via the traitor uplink.</li>
|
|
<li class="rscadd">Manhacks will no longer attack anyone belonging to the 'syndicate' faction, including Heist pirates.</li>
|
|
<li class="tweak">Tweaked loadout customisation whitelists, generally making them more restrictive by role.</li>
|
|
<li class="tweak">Dismembered limbs no longer suffer from pixelation due to unnecessary rotation of the sprite.</li>
|
|
<li class="bugfix">Severed heads retain the facial features of their owner.</li>
|
|
<li class="bugfix">Heads impaled on spears now look like the head of their owner.</li>
|
|
<li class="bugfix">It is no longer possible to be older or younger than your species ought to be.</li>
|
|
</ul>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Explosions now have proper directional sounds, so you can tell the direction that something exploded in.</li>
|
|
<li class="rscadd">Distant explosions now cause mild screen shaking proportional to power and distance.</li>
|
|
<li class="tweak">Adjusted sound volumes for several actions related to windows and airlocks.</li>
|
|
<li class="rscadd">Adds a major new feature: Cargo stocking. Now the cargo bay, and especially the warehouse, will come pre-stocked with a large variety of assorted junk, supplies and useful oddities, intended for distributing to whoever on the station will enjoy/use them the most.</li>
|
|
<li class="rscadd">Potted plants now have varied sprites instead of always being the same.</li>
|
|
<li class="tweak">Small animals can now crawl over crates. Crates will now only block bullets sometimes. Also a few insects had their density fixed.</li>
|
|
<li class="bugfix">Clusterbangs and Floor layer machines now function properly. Maybe you'll find them in cargo...</li>
|
|
<li class="rscadd">Added a bountiful new event!</li>
|
|
<li class="tweak">Fixed nymphs being able to kill people by repeated DNA sampling.</li>
|
|
<li class="rscadd">Added a new sprinting mechanic. Moving in run mode is now much faster, but limited by stamina or a special species mechanic. Sprinting works slightly differently for each species.</li>
|
|
<li class="tweak">Moving in walk mode is now as fast as run used to be. Walk is the new default speed.</li>
|
|
<li class="rscadd">Added a walkspeed limiting feature. Use Limit Walk Speed in the IC tab, or alt+click on the walk/run button to bring up a menu. This allows limiting your walk speed very precisely to any value below normal. It can only slow you down, will not increase speed.</li>
|
|
<li class="tweak">Natural recovery of suffocation damage is now slower.</li>
|
|
<li class="rscadd">Alcohol, caffienated drinks, and several performance enhancing drugs now have interactions with movement, sprinting and stamina.</li>
|
|
<li class="rscadd">Toolboxes that are full of stuff now hit much harder, but spill their contents.</li>
|
|
<li class="bugfix">Fixed unathi being able to eat while wearing face-covering helmets, and being able to rapidly spam devour.</li>
|
|
<li class="bugfix">Fixed being unable to save pAI information. It now autosaves whenever anything is entered. Save and load buttons are obsolete and removed.</li>
|
|
<li class="tweak">Altered some event probabilities. And the announcement for space vines is now delayed significantly longer</li>
|
|
</ul>
|
|
<h3 class="author">OneOneThreeEight updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Adds back previous oldcode functionality of telescopic batons.</li>
|
|
<li class="tweak">Slightly nerfed weaken() potency from telescopic baton to prevent overt stunlocking.</li>
|
|
</ul>
|
|
<h3 class="author">inselc updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Updated PDA Power Monitor UI.</li>
|
|
<li class="tweak">Sleeper Console now uses fancy NanoUI. Added printout feature. Added sanity checks.</li>
|
|
<li class="bugfix">Removed animation on emagging robotic limbs.</li>
|
|
<li class="bugfix">Fixed CCIAA turret whitelist.</li>
|
|
<li class="bugfix">Fixed fax machine cooldown.</li>
|
|
<li class="rscadd">Added ability to expand monkey cubes at water tanks.</li>
|
|
<li class="rscadd">Added stationwide fax broadcast.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">30 October 2016</h2>
|
|
<h3 class="author">inselc updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed hungry Shades.</li>
|
|
<li class="bugfix">Fixed AI being able to interact with IV drips.</li>
|
|
<li class="bugfix">Fixed Alt-Clicking PDA on ground displaying wrong message.</li>
|
|
<li class="bugfix">Fixed smallbot controls access.</li>
|
|
<li class="bugfix">Fixed mice being able to open and close laptop computers.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">29 October 2016</h2>
|
|
<h3 class="author">inselc updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed welding tool not using fuel when repairing IPCs, and repairing IPCs in switched-off state.</li>
|
|
<li class="bugfix">Fixed Artificers healing other constructs.</li>
|
|
<li class="bugfix">Fixed invisible runes triggering message when trying to clean the tile they're on.</li>
|
|
<li class="rscadd">Added Juggernaut ability to smash machines.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">13 October 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Flashing someone should not turn them into a revolutionary anymore.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">07 October 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Space bears should not attack ssd players anymore.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">02 October 2016</h2>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Contest v2.5 is a thing now. Passive pro-synth objectives are gone, all major known exploits are gone, and a more aggressive pro-synth objective has been added.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 October 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Stun-batons should not deal twice their damage when offline.</li>
|
|
</ul>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Harvesting bears with a knife now skins them too.</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Started gathering statistics about the IE version players have installed. Intent is to figure out how wide spread HTML5/CSS3 capability is.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">28 September 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed space lube never drying.</li>
|
|
</ul>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Beepsky and other bots now affected by EMPs.</li>
|
|
<li class="bugfix">Fixed power cells disappearing when removed from held mag locks.</li>
|
|
<li class="spellcheck">Fixed missing pronoun when chewing your hand.</li>
|
|
<li class="rscadd">Added admin notices when someone chews their hand off.</li>
|
|
<li class="bugfix">Emptying a container into a sink correctly 'empties' it.</li>
|
|
<li class="bugfix">Fixed Spider-bots not being able to ventcrawl.</li>
|
|
<li class="rscadd">Adding an adminlog to vent clog events.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">25 September 2016</h2>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added several new items to research and engineering grippers, allows research borgs to build some bots and work in xenoflora. Engineering units can make motion sensing cameras. Also added some small items to research module to assist in robotics/xenoflora, and a rollingpin+knife to the service borg for kitchen work.</li>
|
|
<li class="bugfix">Fixed borgs being unable to set transfer amount on beakers. Beakers can now be alt-clicked to set the transfer amount, including when held in a gripper.</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Rules viewport enlarged, to make space for the prettier rules formatting.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">21 September 2016</h2>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed Diona Nymphs not having vision while ventcrawling.</li>
|
|
<li class="bugfix">Thanks Zuhayr: Fixed behaviour where interacting with some atmos machinery caused you to pseudo ventcrawl.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">19 September 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">The improvised handgun now has a chance to jam when being fired.</li>
|
|
<li class="rscadd">You can now spin revolver cylinders.</li>
|
|
<li class="soundadd">The bolt action rifle has unique sounds now.</li>
|
|
<li class="tweak">Unathi and Tajaran mercenaries should not spawn barefoot anymore.</li>
|
|
<li class="tweak">Cult constructs can now properly speak basic once more.</li>
|
|
<li class="rscadd">Simple animals, and cult constructs, can force unpowered or broken firedoors now.</li>
|
|
<li class="rscadd">Blue security has returned.</li>
|
|
<li class="rscadd">Added duffel bags from the old aurora code.</li>
|
|
<li class="rscadd">Added mercenary and wizard unique backpack options from old code.</li>
|
|
<li class="tweak">Replaced most of the references of the Nyx system with Tau Ceti.</li>
|
|
<li class="tweak">Voidsuits, armor and armored uniforms should have a better resistance to taser and baton hits.</li>
|
|
<li class="tweak">Head of security armor's options were tweaked to be more like each other.</li>
|
|
<li class="tweak">Syndicate borgs can now select their own name when deployed.</li>
|
|
<li class="bugfix">Fixed the syndicate borg having the wrong eye lights.</li>
|
|
<li class="tweak">Laser guns, laser cannons and pulse rifles can be wielded now, increasing their accuracy and fire rate.</li>
|
|
<li class="tweak">Changed the energy gun to be an energy carbine.</li>
|
|
<li class="rscadd">Added the energy pistol, it should replace the old energy gun in the heads of staff and warden lockers.</li>
|
|
<li class="rscadd">Added shotgun shell boxes, that work like speed-loaders, at the cargo supply console.</li>
|
|
<li class="rscadd">Added incendiary shotgun shells.</li>
|
|
<li class="imageadd">Shotgun shells should have a different sprites when spent.</li>
|
|
<li class="rscadd">Stun batons emit light now.</li>
|
|
<li class="rscadd">New heavy asset protection and syndicate commando equipment loadout.</li>
|
|
<li class="rscdel">Removed yelling over the radio when breaking cuffs.</li>
|
|
<li class="tweak">The cult of Nar'sie should be more secretive now.</li>
|
|
<li class="rscadd">Ninjas have access to a contract uplink now.</li>
|
|
<li class="imageadd">Masks when worn by unathi and tajaran have different sprites that don't conflict with their anatomy.</li>
|
|
<li class="rscadd">Added suit cooling units to mercenary and heister bases.</li>
|
|
<li class="tweak">Reworked the captain's space armor to be a proper voidsuit.</li>
|
|
<li class="bugfix">Vaurca can now use the ninja hardsuit.</li>
|
|
<li class="tweak">Vaurca can't wear voidsuits anymore, with some exceptions, but are able to use softsuits now.</li>
|
|
</ul>
|
|
<h3 class="author">Arrow768 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Rewrite of the API - This enables more advanced features in the webpanel</li>
|
|
</ul>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Air alarm frames now have their correct sprite.</li>
|
|
<li class="bugfix">Rotating the shield capacitor now turns the correct direction.</li>
|
|
<li class="bugfix">Secure safes will no longer appear to viewers on the other side of a wall.</li>
|
|
<li class="bugfix">Fixed cyborgs not being able to unwrench rechargers.</li>
|
|
<li class="tweak">Using magnetic grippers with rechargers gives more feedback to the player.</li>
|
|
<li class="rscadd">Ported Bay12's ventcrawling by Zuhayr, originally from vg.</li>
|
|
<li class="tweak">Dice now have to be physically thrown to work.</li>
|
|
</ul>
|
|
<h3 class="author">Fire and Glory updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fork sprites are now more consistent and less bizarre.</li>
|
|
<li class="bugfix">Knife sprites are now more consistent and less bizarre.</li>
|
|
<li class="bugfix">Cigarette sprites are now more consistent and will stop disappearing if held in the hand.</li>
|
|
<li class="tweak">Adjusted some custom item sprites with owner's consent.</li>
|
|
<li class="rscadd">Increasing Ivan the Space Carp's presence around the station.</li>
|
|
</ul>
|
|
<h3 class="author">Nadrew updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Cleanbots are now fixed, and work better than ever.</li>
|
|
<li class="bugfix">The Rapid Part Exchanger didn't properly update the Destructive Analyzer when used.</li>
|
|
<li class="rscadd">The Rapid Part Exchanger can now utilize beakers.</li>
|
|
</ul>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">You can now quickly point at things using alt+rightclick</li>
|
|
<li class="tweak">Alt click can now be used to quickly eject an ID from records computers, PDAs, and ATMs</li>
|
|
<li class="rscadd">Added automatic feeding to most animals which can eat. They will eat food nearby, and beg for food held by others. Animals may take a while to notice food near them. Also tweaked a few animal sizes, metabolisms and meat amounts. Animals are a little less needy for food. Except dogs.</li>
|
|
<li class="tweak">Disciplining a dog with a rolled up newspaper will make it stop stealing food for a little while.</li>
|
|
<li class="bugfix">Dead mice don't squeak.</li>
|
|
<li class="tweak">Adjusted feedback messages for animals climbing onto people, and animals being fed by people.</li>
|
|
<li class="bugfix">Improved animal AI, and fixed issues of runtime moving around while dead.</li>
|
|
<li class="imageadd">Mice can now be worn on your shoulder (ear slot). Special thanks to superballs for making sprites</li>
|
|
<li class="tweak">Maintenance drone lawset has been altered based on administrative feedback.</li>
|
|
<li class="rscadd">Drink dispensers and fax machines on tables, can now be walked under by small animals. Including cats.</li>
|
|
<li class="rscadd">Examining a held animal now works properly.</li>
|
|
<li class="bugfix">Space bears can now control their movement in space.</li>
|
|
<li class="rscadd">Bears are now stronger in space or low pressure, weaker in pressurised environments</li>
|
|
<li class="soundadd">Rawr! Kthunk!</li>
|
|
<li class="rscadd">Added more bears and events!</li>
|
|
<li class="bugfix">Attempting to grab or pull bee swarms no longer works</li>
|
|
<li class="bugfix">Fixed bee swarms still flying around when dead and appearing to be unkillable.</li>
|
|
<li class="tweak">Bees now take double damage from fire.</li>
|
|
<li class="tweak">Thick material clothing now protects against beestings.</li>
|
|
<li class="tweak">Beekeeping crate is no longer contraband in cargo.</li>
|
|
<li class="bugfix">You can no longer buckle people into a chair/bed/etc which is already occupied.</li>
|
|
<li class="tweak">Buckling yourself into something is no longer a visible action, only you will see the message.</li>
|
|
<li class="bugfix">LOOC, visible messages and visible emotes now work properly for contained mobs, including PAIs in card form, and any kind of held anima/nymph/drone</li>
|
|
<li class="bugfix">MAJOR USABILITY FIX: Distant ghosts no longer see emotes from NPC mobs, like squeaking mice and clacking crabs. Ghost sight will now only show emotes from distant players, turning it on is now useful.</li>
|
|
<li class="tweak">LOOC Colour changed to an older one.</li>
|
|
<li class="bugfix">Fixed many hideflags not working, causing headsets, masks, uniforms, etc to be hidden or show when they shouldn't.</li>
|
|
<li class="tweak">Fixed giving items while sitting, added some feedback messages if giving fails.</li>
|
|
<li class="tweak">People who are restrained can't give or be given items.</li>
|
|
<li class="imageadd">Implemented new sprites for industrial, advanced and experimental welding tools, credit goes to Araskael</li>
|
|
<li class="rscadd">Added a Crash ability to exosuits. Uses the suit's mass to attempt to break through obstacles, sustaining some damage in the process.</li>
|
|
<li class="tweak">Buffed Ripley exosuit armor values significantly, and durand armour slightly. Firefighter ripley also buffed, but is slower than base ripley.</li>
|
|
<li class="tweak">Greatly increased the health values of some high-security airlocks.</li>
|
|
<li class="bugfix">Airlocks, tables, girders and windows now behave a bit more consistently when exploded. All airlocks are a bit more resistant to explosions when bolted.</li>
|
|
<li class="rscadd">Added some more narrator voices to exosuits.</li>
|
|
<li class="rscadd">Added some warning sounds for exosuits when low on power, or badly damaged.</li>
|
|
<li class="tweak">The power drain of EMPs used on exosuits no longer scales with the cell. A better power cell can now survive more EMP hits. Drain level is a little lower for the starting cell.</li>
|
|
<li class="tweak">EMP damage against exosuits reduced by 20%</li>
|
|
<li class="tweak">Adjusted event many weights. Made meteors and vendor breakdowns less common, ion storms more common.</li>
|
|
<li class="tweak">Slightly reduced overall frequency of random events.</li>
|
|
<li class="rscadd">Reworked the infestation event!! Can now spawn in a wider variety of locations, and spawn a wider variety of creatures.</li>
|
|
<li class="rscadd">Spiders spawned by the infestation event will now grow up, but much slower.</li>
|
|
<li class="rscadd">Reduced length of meteor storm a little. Total meteors not changed.</li>
|
|
<li class="rscadd">Light Replacers can now be used on a box of lights to automatically refill them.</li>
|
|
<li class="rscadd">Added an Advanced Light Replacer, creatable at science. It sucks up broken bulbs into an internal storage, greatly expediting mass-light-fixing</li>
|
|
<li class="tweak">Custodial cyborg module now comes with an advanced light replacer.</li>
|
|
<li class="tweak">Surgeon and Crisis cyborg modules renamed to Medical and Rescue, Janitor cyborg module renamed to Custodial.</li>
|
|
<li class="tweak">Tweaked equipment of cyborg modules.</li>
|
|
<li class="rscadd">Grippers can now grab valid items inside any unsecure container</li>
|
|
<li class="tweak">Lethal damage of rubber bullets and beanbag shells reduced. They will be far less likely to cause broken bones and internal damage now.</li>
|
|
<li class="tweak">Halloss (Pain) from rubber and beanbag rounds is now blocked by armour.</li>
|
|
<li class="tweak">Spiderbots no longer block movement.</li>
|
|
<li class="tweak">Spiderbots can now use airlock maintenance hatches.</li>
|
|
<li class="rscadd">PAIs can now have the owner's ID card scanned onto them to share access.</li>
|
|
<li class="tweak">PAIs can now use airlock maintenance hatches, but only on airlocks they have access to. Requires a scanned ID</li>
|
|
<li class="tweak">Added new rodent speech verbs for PAIs</li>
|
|
<li class="tweak">Positronic brains and MMIs outside of a chassis can now use ping/beep/buzz audio emotes.</li>
|
|
<li class="bugfix">Newly protolathed/fabricated power cells now spawn with no charge.</li>
|
|
<li class="rscdel">Added entropy to all cell-charging operations.</li>
|
|
<li class="tweak">Most chargers are now faster. Cyborg charging stations are significantly slower.</li>
|
|
<li class="bugfix">Fixed newly spawned cells showing the incorrect charge state.</li>
|
|
<li class="bugfix">Fixed and overhauled diona light mechanics. Diona will survive comfortably in darkness for two minutes, suffer and lose health for a farther two minutes, and then spend a minute lying helplessly until death. Nymphs last 20% longer.</li>
|
|
<li class="tweak">Diona nymphs can no longer just evolve into a gestalt after waiting a short amount of time. They must now eat things and accumulate a stockpile of biomass in order to evolve.</li>
|
|
<li class="rscadd">Added a devouring system to allow mobs to eat other mobs and gain nutrition from it, either by swallowing them whole (if small enough), or eating them piece by piece if larger.</li>
|
|
<li class="rscadd">Diona Nymphs and Unathi can use devouring to eat organic (non-humanoid, non-synthetic, non-supernatural) mobs.</li>
|
|
<li class="rscadd">Cows are now worth much more meat.</li>
|
|
<li class="rscadd">Diona nymphs can now process chemicals properly, and can consume normal food items (meals, fruit, meat, etc).</li>
|
|
<li class="rscadd">Diona nymphs can now harvest fully grown plants from botany, and can eat dead plants and weeds. Requires tray lids to be open.</li>
|
|
<li class="rscadd">Nymphs and other small creatures can now gnaw open cardboard boxes to get to their contents.</li>
|
|
<li class="rscadd">Many carryable/wearable light sources are now directional. and will project more light infront of you than other directions.</li>
|
|
<li class="tweak">Diona are now only affected by one worn light at a time (the strongest one is chosen). A flashlight and a PDA, or multiple flashlights, will not stack up to keep them alive in the dark.</li>
|
|
<li class="rscdel">Diona heat resistance completely removed.</li>
|
|
<li class="tweak">Diona cold levels adjusted - Diona are now more sensitive to cold temperatures than any other species. This does not affect space.</li>
|
|
<li class="tweak">Diona regeneration now scales with their body temperature, dropping down towards zero as they get cold, and accelerating as they get hot. This works out to make them still very resistant to fire, but no longer completely immune.</li>
|
|
<li class="tweak">Dionaea are now weak to cold. Cold temperatures will slow or disable their regeneration, reduce their movespeed, and damage them.</li>
|
|
<li class="tweak">Fire in tiles, and burning mobs, now emit more light.</li>
|
|
<li class="tweak">Cryotubes are now harmful to diona. Very harmful, do not put them in one unless you want to kill it.</li>
|
|
<li class="tweak">Diona internal organs now regenerate too.</li>
|
|
<li class="tweak">Added more choices for the diona random name generator.</li>
|
|
<li class="soundadd">Added audio for diona splitting and nymphs growing into gestalts.</li>
|
|
<li class="bugfix">Completely overhauled diona merging/absorbing/splitting/evolving mechanics, fixed many bugs and inconsistencies with them.</li>
|
|
<li class="tweak">Diona evolution is now more accurately named Exponential Growth.</li>
|
|
<li class="tweak">Diona gestalts now have six live nymphs inside them. These nymphs can be damaged by explosions, cold, and darkness. If they are too damaged they will be born dead when the gestalt splits.</li>
|
|
<li class="rscadd">Diona nymphs can now drain blood from people to sample their DNA and learn any languages they know. Three samples of a language (from different lifeforms) are required to learn it.</li>
|
|
<li class="rscadd">Diona nymphs who have learned new languages will pass them onto a gestalt if they merge or grow into one. Nymphs splitting from a gestalt have a chance to inherit each language, otherwise they will forget it. Forgetting how to speak or understand basic is possible.</li>
|
|
<li class="tweak">Diona nymphs grown from replicant pods will only know rootsong when born, they must learn basic. In addition, all diona have rootsong as their default language on roundstart.</li>
|
|
<li class="rscadd">Diona gestalts can now regenerate all lost limbs, organs and nymphs. This requires energy and biomass, eating some food may be necessary</li>
|
|
<li class="tweak">Diona are now vulnerable to being stunned by flashes, although a flash will also restore some of their light energy.</li>
|
|
<li class="rscadd">Added a new mundane event involving smoke!</li>
|
|
<li class="tweak">Smoke created by chemical smoke grenades will now persist much longer</li>
|
|
<li class="rscadd">Added a very alarming new event.</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Ghosts with +ADMIN or +MOD can now alt-left-click on canisters and digital valves in order to toggle them open and shut.</li>
|
|
<li class="rscadd">Opening of digital valves provides adminlogs once more.</li>
|
|
<li class="tweak">Unwinding now requires that a prompt be confirmed. This should stop wind-unwind-wind shenanigans from happening.</li>
|
|
<li class="bugfix">Antags will now be spawned with their proper count at round start again.</li>
|
|
<li class="rscadd">Implemented BOREALIS II into the game. Updates and other information from the game will now be transmitted to both the public and private Discords, as necessary.</li>
|
|
<li class="tweak">Diona can no longer be ninjas, due to the restrictions on what they can wear.</li>
|
|
<li class="tweak">Random antag event will no longer be ran during extended. It also has a narrower selection of antags: namely, all antags with a long start-up time have been excluded (such as cult).</li>
|
|
<li class="rscadd">Gave the developers proper mechanics to access and review runtime logs with.</li>
|
|
</ul>
|
|
<h3 class="author">SoundScopes updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Stripping mobs now requires both mobs to stay still.</li>
|
|
<li class="tweak">Drones can no longer push objects they can't pull.</li>
|
|
<li class="bugfix">Vairous runtimes, given a healthy home.</li>
|
|
<li class="tweak">Simple Animals can no longer take items of people.</li>
|
|
<li class="bugfix">resisting on cargo trains actually unbuckles you properly, no more bluespace teleport</li>
|
|
<li class="bugfix">breaking a crate on a cargo tug no longer leaves a hidden crate on the trolly</li>
|
|
<li class="tweak">Holding items up to cameras no longer forces a window in the AI players face.</li>
|
|
<li class="bugfix">Having ' in your name no longer breaks when holding items up to cameras</li>
|
|
<li class="bugfix">Ian now needs to stand next to something to eat. No more eating through doors(single side windows are an issue)</li>
|
|
<li class="bugfix">Welding mask toggle verb when first used now displays the correct icon</li>
|
|
<li class="bugfix">Voting on code red or above notifys when it isn't allowed</li>
|
|
<li class="tweak">Using a screwdriver on heater/cooler circuitboards now changes the direction.</li>
|
|
<li class="bugfix">Viruses only affect the correct species.</li>
|
|
<li class="bugfix">IPC's can't eat from forks.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">31 August 2016</h2>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added species check helpers to the code.</li>
|
|
<li class="rscadd">ATMs will now announce their ID and location when put in lockdown.</li>
|
|
<li class="tweak">ATMs can no longer scan a person for an ID, must be inserted.</li>
|
|
<li class="wip">Various bits of code reorganizing.</li>
|
|
<li class="bugfix">HOTFIX: Printing paper from an ATM should no longer be able to be spammed.</li>
|
|
<li class="bugfix">You can no longer use an ATM if not adjacent to it.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">25 August 2016</h2>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">IV Drips not letting you set allowable rates.</li>
|
|
<li class="tweak">Min chemical volume lowered to avoid weird behaviour at low rates.</li>
|
|
<li class="rscadd">Examining an IV Drip will tell you the transfer rate.</li>
|
|
<li class="bugfix">Spiderbots are no longer invulnerable.</li>
|
|
<li class="tweak">Destroyed spiderbots will leave behind a brain.</li>
|
|
<li class="tweak">Spiderbot health increased from 10 to 25.</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Potassium-water and nitroglycerin grenades now work again properly.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">15 August 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added the tommygun to the traitor uplink, as well with their magazine options.</li>
|
|
<li class="rscadd">Added more magazines, with different callibers, to the autolathe.</li>
|
|
<li class="rscadd">You can now print a portable suit cooling unit at the autolathe.</li>
|
|
<li class="bugfix">Fixed a secret crate at mining spawning a broken hardsuit module.</li>
|
|
<li class="imageadd">The telebaton has now a sprite in hand when extended.</li>
|
|
<li class="rscadd">Added combat hyposprays, available in the traitor uplink, that come loaded with stimulants.</li>
|
|
<li class="rscadd">Ported the switch belt layer function from bay, now you can set if you want your belt to appear under or above your suit.</li>
|
|
<li class="rscadd">Added new hair options, some from old code and other ported from Polaris.</li>
|
|
<li class="imageadd">Added unathi, tajaran and skrell sprites for the gem-encrusted voidsuit.</li>
|
|
<li class="rscadd">Added more horns and horns related facial options for Unathi.</li>
|
|
<li class="tweak">Cult swords, and claymores, won't get stuck into people anymore.</li>
|
|
</ul>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">BloodPacks can now be labeled with their bloodtype using a pen.</li>
|
|
<li class="rscadd">BloodPacks can be slashed open using a sharp weapon spraying blood everywhere.</li>
|
|
<li class="tweak">Walking away from an IV you're connected to can now cause bleeding.</li>
|
|
<li class="tweak">Tweak to ripped needle notice.</li>
|
|
<li class="rscadd">The transfer rate of an IV can now be set by right clicking or in Object->Set Transfer Rate.</li>
|
|
<li class="bugfix">Vampires: Drinking blood from a bloodpack correctly adds to Useable Blood instead of Total Blood</li>
|
|
<li class="tweak">Vampires: Drinking non-fresh blood will no longer raise your blood level for upgrades.</li>
|
|
<li class="rscadd">Vampires: Drinking from a bloodpack adds a desc and a saliva residue that the Detective can swab for.</li>
|
|
</ul>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Tweaked surgeon cyborg modules: Added chemistry gripper, removed fire extinguisher, and added soporific to their hypospray.</li>
|
|
<li class="tweak">Removed chemistry gripper from crisis borg.</li>
|
|
<li class="maptweak">The chemistry and botany fridges are now see-through, so you can more easily chat with people on the other side.</li>
|
|
<li class="tweak">Cost of cyborg renaming module vastly decreased</li>
|
|
<li class="tweak">Renamed medical's Chemical Closet, to Chemistry Equipment Closet. Nobody ever stores chemicals in an unrefridgerated closet.</li>
|
|
<li class="rscadd">Added two boxes of empty spraybottles to the chemistry equipment closet.</li>
|
|
<li class="rscadd">Chainswords now have an improved animation.</li>
|
|
<li class="rscadd">Chainswords and energy blades can no longer get embedded in people.</li>
|
|
<li class="rscadd">Chainswords and energy blades can now be used as surgical tools to amputate limbs. Chainswords are messy. Energy blades will cut clean and cauterize the wound</li>
|
|
<li class="tweak">Surgery messages about amputating bodyparts are now very noticeable</li>
|
|
<li class="tweak">Cauterising wounds with a welding tool is much more reliable. Cauterising with a cigarette is no longer effective.</li>
|
|
<li class="bugfix">Fixed chainsword held sprite not updating when toggled</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed a bug where A-OOC was removed from antagonists upon a disconnect. It's now added back in during a reconnect.</li>
|
|
<li class="bugfix">AOOC mutes now work properly.</li>
|
|
<li class="bugfix">Autotraitor now sets the mind.special_role properly. This means that they can now request objectives properly, autotraitor borgs work properly, etcetera.</li>
|
|
<li class="tweak">Tweaked contest mechanics to give a little bit more feedback to the player as to what he's about to do.</li>
|
|
<li class="bugfix">Objectives will now report their success properly on the feedback screen. If an objective was completed/failed but the report showcases another result, then please report it on Github.</li>
|
|
<li class="bugfix">Spider bots no longer become hungry.</li>
|
|
<li class="bugfix">Simple animals (like mice) can no longer become antags.</li>
|
|
<li class="tweak">Vampire's Hypnotise ability now renders the victim unable to speak while stunned, much like the changeling's silence sting.</li>
|
|
<li class="tweak">Vampire scaling boosted, we should now see the game spawn more than one vampire.</li>
|
|
<li class="tweak">Vampires now lose frenzy faster while feeding. One victim, completely drained, should be enough to get out of a mid-level frenzy.</li>
|
|
<li class="bugfix">Vampire thralls are no longer given vampiric abilities/powers.</li>
|
|
<li class="wip">Added debug logs relating to antag spawning. Will keep these active for a bit to see what's going where.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">13 August 2016</h2>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed mice being paralysed and duplicating after being picked up.</li>
|
|
<li class="bugfix">-1 squeak</li>
|
|
</ul>
|
|
|
|
<h2 class="date">12 August 2016</h2>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed Check Held Location verb for held mobs not being there.</li>
|
|
<li class="tweak">Mouse starting nutrition randomised a little.</li>
|
|
<li class="bugfix">Fixed hungry constructs.</li>
|
|
<li class="tweak">Nerfed mice.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">10 August 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Combat cyborgs should have access to security channel, and be able to be tracked via cameras consoles.</li>
|
|
<li class="tweak">Replaced the thermal vision module with a sechud.</li>
|
|
<li class="rscadd">Added the thermal vision module to the syndicate borg.</li>
|
|
<li class="tweak">The improvised handgun has a bigger delay between shots and less accuracy.</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Chat mark-up will work now. The closing tags in HTML are utilized properly once more.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">08 August 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Only unathi are able to wear and deploy the breacher suit, both the NanoTrasen and the original version.</li>
|
|
<li class="tweak">You can now carry some security related items in the breacher storage slot.</li>
|
|
<li class="rscadd">Replaced the detective colt with a .38 revolver.</li>
|
|
<li class="rscadd">Added a syndicate cyborg teleporting device, available to traitors and mercenaries in their uplinks.</li>
|
|
<li class="rscadd">Added departamental related voidsuits crates to the supply console.</li>
|
|
<li class="rscadd">Added security and engineering maglock crates to the supply console.</li>
|
|
<li class="tweak">Costumes crates do not require theater access anymore.</li>
|
|
<li class="rscadd">Added a firefighting suit and helmet for atmos techs.</li>
|
|
<li class="imageadd">New, and better, firesuits sprites.</li>
|
|
<li class="rscadd">Cyborgs can now select the combat module when the security level is red or higher.</li>
|
|
<li class="rscadd">Added some meat-based unathi snacks in the vending machines around the station.</li>
|
|
<li class="rscadd">Added an improved wish granter.</li>
|
|
<li class="rscadd">Added skeletons.</li>
|
|
<li class="rscadd">Melee energy weapons, such as sword, glaives and axes, can now slice apart regular walls and their girders.</li>
|
|
<li class="rscadd">Added more skrellian head garments, available in the custom loadout.</li>
|
|
<li class="rscadd">Added some neckerchief bandanna, available in the custom loadout.</li>
|
|
<li class="rscadd">Added a cigar case cigarettes to the custom loadout.</li>
|
|
<li class="tweak">Lowered the unathi resistance to alcohol and getting drunk as whole.</li>
|
|
<li class="rscadd">Added the first Moghes related animal.</li>
|
|
<li class="imageadd">Ported engineering and atmospheric jumpsuits from oldcode.</li>
|
|
</ul>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Changing the commstation_name to NTCC Odin as per Jackboot</li>
|
|
<li class="tweak">Allowing command reports to have the CCIAAMS signature</li>
|
|
<li class="bugfix">Writing [date] on paper will now show the correct lore date</li>
|
|
<li class="bugfix">Cyborgs can now repair airlocks with their steel synthesizer</li>
|
|
<li class="bugfix">Ghosts and other creatures can no longer rotate shield capacitors</li>
|
|
<li class="rscadd">Kois has been added to the Xenobiology seed vendor</li>
|
|
</ul>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Non-wizards using wizard items may experience fun stuff.</li>
|
|
<li class="tweak">Mental focus damage level's have returned to old-code, to better compete with Mutate.</li>
|
|
<li class="bugfix">Mental focus staff has had its area of effect mode returned.</li>
|
|
</ul>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed AI being unable to set network on telecomms traffic control console.</li>
|
|
<li class="rscadd">Added hunger and feeding system for simple animals, this includes cats, dogs, mice, lizards, chickens, cows, etc</li>
|
|
<li class="rscadd">Animals can now actually consume food instead of nibbling them eternally.</li>
|
|
<li class="rscadd">Animals can now be hand-fed by using food on them.</li>
|
|
<li class="rscadd">Animals will move more slowly when starving. Examining an animal will show if its hungry.</li>
|
|
<li class="bugfix">Fixed a bug where examining an APC at close range would show its description twice</li>
|
|
<li class="rscadd">Roboticists now have master-access to all bots</li>
|
|
<li class="bugfix">Fixed an exploit where security cam consoles could give xray vision</li>
|
|
<li class="tweak">Added cancel buttons to several input dialogs, including say, me, and PDA messaging</li>
|
|
<li class="imageadd">Forensics/crimescene kit now has a held sprite</li>
|
|
<li class="bugfix">Fixed a bug with forensics kit not holding as much as it should</li>
|
|
<li class="tweak">All event probabilities reworked for a more varied and interesting event system.</li>
|
|
<li class="bugfix">Fixed many small instances where voidsuits were erroneously referred to as hardsuits. Mainly in EVA airlocks</li>
|
|
<li class="bugfix">Animals climbing onto people will now show a different, correct message, instead of the scooped one</li>
|
|
<li class="bugfix">Fixed an issue where a held animal could be duplicated</li>
|
|
<li class="bugfix">Fixed animals bugging out when placed in crates or unworn containers</li>
|
|
<li class="rscadd">Corgis, including Ian, will now automatically eat nearby food when they're hungry, and beg for any food held by crewmembers</li>
|
|
<li class="tweak">Ian is now an insatiable eating machine.</li>
|
|
<li class="tweak">Ian now gets more energetic when food is around, but slows down if left alone for a while to save performance</li>
|
|
<li class="rscadd">Animals can now heal slowly by eating food.</li>
|
|
<li class="rscadd">Increased number of janitor slots to two.</li>
|
|
<li class="rscadd">Janitorial carts can now be constructed with metal sheets, and deconstructed with a wrench, welder or plasmacutter if empty.</li>
|
|
<li class="tweak">Janicarts now come without a bucket. Click and drag a mop bucket onto a cart to mount it, and you can unmount it from the janicart interface.</li>
|
|
<li class="tweak">Placing a mop into a janicart, and pouring containers into the bucket, is now done with alt-click. A leftclick will now always wet the mop, and throw objects into the trashbag, respectively.</li>
|
|
<li class="rscadd">Janicarts can now be climbed over like tables - Click and drag your sprite onto it.</li>
|
|
<li class="tweak">Custodial closet's Spraycleaner, cleaning grenades, and spare lights, are now inside the janitorial locker instead of on table/floor.</li>
|
|
<li class="tweak">Added an extra janitorial locker in the custodial closet.</li>
|
|
<li class="bugfix">Fixed the Captain's deluxe soap being unuseable for cleaning</li>
|
|
<li class="tweak">Soap can now clean more tiles when wetted</li>
|
|
<li class="tweak">Soap and rags can now be wetted in buckets, mopbuckets, watertanks and janicarts</li>
|
|
<li class="rscadd">Lighters can now fit into cigarette packets.</li>
|
|
<li class="bugfix">Lighters will now go out when placed into a container</li>
|
|
<li class="bugfix">Resisting out of lockers now works properly</li>
|
|
<li class="tweak">Breaking out of a locker which is welded AND locked takes longer than if it's only one of those two.</li>
|
|
<li class="bugfix">Fixed pAI and vampire candidacy settings not working properly.</li>
|
|
<li class="bugfix">Fixed pAI Personality window not populating automatically</li>
|
|
<li class="rscadd">Added a greeting blurb for pAIs</li>
|
|
<li class="rscadd">Respawn timers are now tracked individually for playing as animals (mice), small synthetics (drones and pAIs) and crew (everything else). This means you can now play as a mouse or drone while waiting to respawn as a full crewmember.</li>
|
|
<li class="tweak">You can now spawn as a drone immediately upon joining as an observer, without having to wait ten minutes. There is still a cooldown between respawning as a drone if you just died as one.</li>
|
|
<li class="tweak">Slightly improved the error messages if you try to respawn when you've not waited long enough.</li>
|
|
<li class="bugfix">Fixed a major issue where alien species with cybernetic limbs on spawn would always be the species default colour.</li>
|
|
<li class="bugfix">Fixed preview images of nonhumans with cybernetic limbs being tinted the body colour.</li>
|
|
<li class="bugfix">Spraying water will now wet all mobs in the tile, dividing reagents amongst them. This fixes some issues where slimes would be unsprayable.</li>
|
|
<li class="rscadd">Bomb suit and hood are now far more robust, and resistant to all types of damage</li>
|
|
<li class="rscadd">Bomb suits now protect all bodyparts except the hands</li>
|
|
<li class="tweak">Bomb suit slowdown significantly increased</li>
|
|
<li class="rscadd">Bomb suits now cause the wearer to gradually overheat and will eventually cause heatstroke, their materials are very bad for dissipating bodyheat</li>
|
|
<li class="rscadd">Bomb hoods now restrict peripheral vision like welding goggles, but do not protect your eyes from light</li>
|
|
<li class="tweak">Bomb suits and bomb hoods are now too large to fit in a backpack</li>
|
|
<li class="rscadd">Bulletproof, ablative and riot suits are no longer cripplingly overspecialised, their resistance to the non-primary damage types has been increased</li>
|
|
<li class="rscadd">Mice now have a sprite for resting</li>
|
|
<li class="soundadd">Added a few squeak verbs for mice with new audio, based on samples recorded from real mice!</li>
|
|
<li class="tweak">Mice will now occasionally squeak, and squeak chance increased. Player-controlled mice will also automatically squeak but less often</li>
|
|
<li class="tweak">Mice will now squeal in pain when killed, and sometimes when stepped on</li>
|
|
<li class="bugfix">Fixed a bug where mice would permanantly stop squeaking after sleeping once</li>
|
|
<li class="rscadd">The cover of broken APCs can now be opened with a welding tool</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Implemented the antag contest base code. This is due for changes as the contest progresses, but should be workable for the time being.</li>
|
|
<li class="bugfix">Objectives like brig should now work properly.</li>
|
|
<li class="tweak">HTML parsing is re-enabled in direct and global narrate, for admins.</li>
|
|
<li class="bugfix">Spam prevention is no longer activated by automated emotes.</li>
|
|
</ul>
|
|
<h3 class="author">alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added a buildable improvised handgun.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">03 August 2016</h2>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">The demoleculariser is now constructable via RnD.</li>
|
|
<li class="bugfix">Fixed Gatling Lasers and Railguns fitting into bags.</li>
|
|
<li class="bugfix">Fixed railguns projectiles not exploding if they missed their target, and generally improved their target criteria.</li>
|
|
<li class="tweak">Zo'ra blasters now fit on the belt-slot and into holsters.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">24 July 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added departamental related voidsuits crates to the supply console.</li>
|
|
<li class="rscadd">Added security and engineering maglock crates to the supply console.</li>
|
|
<li class="tweak">Costumes crates do not require theater access anymore.</li>
|
|
</ul>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Command reports now only ask for a name if you used a template</li>
|
|
<li class="bugfix">MalfAI's fake command report plays the regular report sound so the Malf can't be metaguessed</li>
|
|
</ul>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed certain items being unable to acquire via RnD due to impossibly high research requirements.</li>
|
|
<li class="bugfix">Fixed lawgiver not displaying a name for its entry in the protolathe.</li>
|
|
<li class="tweak">Halved the effectiveness of the Zo'ra blaster.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">20 July 2016</h2>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">You can now shoot at cargo trains, or their passangers specifically. If you click on the train, you will hit it, and thus can destroy it while the passanger is still onboard.</li>
|
|
<li class="tweak">Gibbing or husking a Diona will no longer have them split off into nymphs. A gibbed or husked Diona is now permadead.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">18 July 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added the unique drinks from the old code.</li>
|
|
<li class="tweak">Renamed Galatic Common back to Ceti Basic.</li>
|
|
<li class="imageadd">Ported the id sprites from old aurora code.</li>
|
|
<li class="rscadd">The improvised shotgun has now a chance to explode when being fired.</li>
|
|
<li class="rscadd">Added a jukebox crate to the supply console.</li>
|
|
<li class="rscadd">Added a chainsword.</li>
|
|
<li class="rscadd">Added new flavors of swords; rapiers, sabers, trench knives and etc.</li>
|
|
<li class="tweak">You can't hide claymore and katanas inside bags anymore.</li>
|
|
<li class="rscadd">You can now print some hardsuit modules in the robotics fabricator, most of them will require high tech and even rare resources.</li>
|
|
<li class="rscadd">You can also print nanopaste from the robotics fabricator now.</li>
|
|
<li class="tweak">Zipguns should not start with flash and stun rounds anymore.</li>
|
|
</ul>
|
|
<h3 class="author">Arrow768 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fix for lawgiver crowdcontrol spelling</li>
|
|
<li class="rscadd">Display CCIA Records of the char on the employment record console</li>
|
|
<li class="rscadd">Display Active CCIA Actions assigned to the char record console</li>
|
|
</ul>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added the ability to pull template command reports from the WI</li>
|
|
<li class="rscadd">Added the ability to cancel sending a command report</li>
|
|
<li class="tweak">Changed command reports to ask for a name separately</li>
|
|
<li class="rscadd">Adding a helper in commstation_name() which returns NMSS Odin currently</li>
|
|
<li class="tweak">Changed the order of no/yes to yes/no in the give prompt</li>
|
|
</ul>
|
|
<h3 class="author">Fire and Glory updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="imageadd">Made Unique sprites for when the AMI and Industrial Hardsuit is being worn by Tajara, Unathi, and Skrell.</li>
|
|
<li class="imageadd">Added Unique sprites for all colors of the ERT Hardsuit when worn by Tajara, Unathi, and Skrell.</li>
|
|
<li class="rscadd">Made it possible to undo the top buttons of most suits via the roll-down-jumpsuit verb.</li>
|
|
<li class="rscadd">Gave the Janitor's wet floor signs lights that can be used by activating them in-hand or alt-clicking them on the ground.</li>
|
|
<li class="rscadd">Porting foxes and Chauncey from oldcode, not in any maps, currently.</li>
|
|
</ul>
|
|
<h3 class="author">Lord Lag updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Custom Synthetic sprites are returning from the old code base.</li>
|
|
<li class="tweak">Memetic anomaly possession has been adjusted.</li>
|
|
<li class="bugfix">Memetic anomaly thought now functions.</li>
|
|
<li class="experiment">Memetic anomaly code has been introduced</li>
|
|
</ul>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Age limits are now based upon lore-standards for each race.</li>
|
|
<li class="tweak">Home system, citizenship, and religion defaults have been tailored to the lore standards.</li>
|
|
<li class="tweak">Numbers may be used in chargen for naming, strictly for the purpose of allowing numbers in IPC names.</li>
|
|
<li class="rscadd">Age, citizenship, and religion can now be viewed on an ID card.</li>
|
|
<li class="rscadd">Citizenship, religion, and home system can be viewed and modified via the employment records consoles.</li>
|
|
<li class="rscadd">Vaurca filtration bit organ added. When destroyed or removed, oxygen becomes poisonous to the Vaurca.</li>
|
|
<li class="tweak">Vaurca lungs have been made organic.</li>
|
|
<li class="tweak">Vaurca take 3x toxin damage, as a result of their rather alien biology.</li>
|
|
<li class="tweak">Vaurca lose additional blood when an opportunity to lose blood presents itself, due to their open-circulatory system.</li>
|
|
<li class="bugfix">Vaurca organs are no longer all robotic, except for the neural socket and filtration bit.</li>
|
|
<li class="bugfix">Vaurca organ surgery is now possible.</li>
|
|
</ul>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed dizziness effects on alcohol, psilocybin, and cryptobiolin taking a long to start up and sometimes never starting for low doses.</li>
|
|
<li class="tweak">Reduced the strength of the confusion effect</li>
|
|
<li class="tweak">Sip size from alcohol bottles is now the same as for glasses, which is half what it was.</li>
|
|
<li class="tweak">Rebalanced all alcoholic drinks with more believable alcohol values, and adjusted alcohol metabolism. Generally drinks are stronger but metabolise more slowly, pace yourself!</li>
|
|
<li class="tweak">Drinking now causes temporary clumsiness until you sober up. Please don't drink and operate heavy machinery.</li>
|
|
<li class="tweak">Excessive drinking now has a chance to cause vomiting.</li>
|
|
<li class="rscadd">Different species now have varying susceptibility to alcohol. Tajarans get drunk slightly faster, skrell are twice as fast as humans, unathi can drink more, and vaurca get drunk very slowly, but alcohol poisons them.</li>
|
|
<li class="bugfix">Dousing people in alcohol and setting them on fire, now only works with spirits and liqeurs stronger than 40% ABV, and the heat of the resulting fire is based on the strength.</li>
|
|
<li class="tweak">Ethylredoxrazine now removes alcohol from the patient's blood and stomach, and decreases their intoxication. A large enough dose will make them completely sober.</li>
|
|
<li class="tweak">Ethylredoxrazine now metabolises and does its effects much more slowly.</li>
|
|
<li class="tweak">Coffee now sobers up drunk people a little.</li>
|
|
<li class="bugfix">Fixed a bug where almost half of all meteors spawned would instantly delete without hitting anything</li>
|
|
<li class="bugfix">Meteors that impact energy shields will no longer bug out and spin forever in space</li>
|
|
<li class="rscadd">Meteor showers and storms now last a lot longer, and are far more punishing if the station isn't shielded</li>
|
|
<li class="rscadd">Meteors are now far more likely to make an audible explosion on impact. Explosion power reduced a bit though</li>
|
|
<li class="rscadd">Meteor events now give a three minute advance warning, allowing time to turn on station shield generators</li>
|
|
<li class="rscadd">All meteors that impact a shield now make a special sound effect.</li>
|
|
<li class="tweak">Small and normal sized meteors are now vaporised harmlessly on contact with a shield. Large meteors will explode, but with reduced power</li>
|
|
<li class="bugfix">Fixed a bug where placing held mobs into containers would make them vanish</li>
|
|
<li class="tweak">pAIs can now examine objects while in card form</li>
|
|
<li class="rscadd">Moving pAIs and held mobs around on your person is now a visible action, and the mob or pAI is notified of where its moved to</li>
|
|
<li class="rscadd">Added a verb for pAIs and held mobs, to check where on the holder they are.</li>
|
|
<li class="bugfix">Pepperspray will no longer make a spraying sound if used while the safety is on</li>
|
|
<li class="rscadd">Spray bottles can now be locked by alt-clicking</li>
|
|
<li class="rscadd">Added maintenance hatches to most airlocks and hazard shutters, for drones to pass through without opening the door. Hatches do not allow gases through or spread breaches</li>
|
|
<li class="rscadd">Welding tools can now be used to burn paper</li>
|
|
<li class="tweak">The upgraded and experimental welding tools will now fit in a toolbelt. Upgraded renamed to advanced</li>
|
|
<li class="rscadd">Fixed and implemented the Experimental Welding Tool, which has a regenerating fuel supply. Can be produced in R&D, requires 4 research in engineering and materials</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">All chats are now properly logged into the server log, to include the language they were spoken in.</li>
|
|
<li class="bugfix">Changeling revive after using the suicide verb will now work properly.</li>
|
|
<li class="bugfix">Evidence bag boxes now work like real boxes again. Note that in order to put an object into a bag, you drag that obejct onto the bag.</li>
|
|
<li class="bugfix">Borgs will now understand the Tajaran language again.</li>
|
|
<li class="bugfix">Alien species should no longer have oddly coloured fur/skin/scales/slime after being cloned.</li>
|
|
<li class="bugfix">Fixed the unlimited virus food exploit.</li>
|
|
<li class="tweak">Markup is no longer awful and will not break links. Proper keys have changed: / = italics, _ = underline, ~ = strikethrough, * = bold.</li>
|
|
<li class="tweak">Trash bags can now be used to pick up bullet casings.</li>
|
|
<li class="tweak">Antag-OOC (AOOC) is now available to all antagonists. Moderators also have access to this. Intended usage: general round coordination (motives, backstories, gimmicks, etcetera). The rules regarding IC in OOC still apply, however. Do not use it for metagaming.</li>
|
|
<li class="rscadd">Ported the game ID system from Baystation12. When filing complaints, please fill out the appropriate field with it.</li>
|
|
<li class="rscadd">Added a new "Server Greeting" system to replace the massive garbled dump of info people get in the lower right panel. Coloured tabs indicated things that need attention. The window can be opened from the OOC tab as well, via the "Open Greeting" button.</li>
|
|
<li class="rscadd">Admins (with R_SERVER flag) can now edit the message of the day from within the game, with the "Edit MotD" button in the Server tab. Memos can be edited by any admin from the "Edit Memo" button in the same tab.</li>
|
|
<li class="rscadd">Radio jammers added (syndicate uplink for 2 TC, or improvised out of a signaller/signaller assembly, with a cell added to it). These will jam headsets, PDAs, messaging servers, and Vaurca hivenet.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">12 July 2016</h2>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed Vaurca being immune to tasers and stun batons.</li>
|
|
<li class="bugfix">Fixed Magic Missile and Fireball.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">10 July 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Science armbands should be available again in the custom loadout.</li>
|
|
<li class="rscadd">Added medical scrubs to the custom loadout.</li>
|
|
<li class="imageadd">Workboots should have a better sprite.</li>
|
|
</ul>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Various weapons added by the last patch are properly included in RnD research.</li>
|
|
<li class="bugfix">Game year is set properly to 2458.</li>
|
|
<li class="bugfix">Wizard laser eyes via mutate now work properly.</li>
|
|
<li class="bugfix">Brig exit door in security now functions appropriately.</li>
|
|
<li class="bugfix">Arrivals maintainence disposals now functions properly.</li>
|
|
<li class="bugfix">Doctors now have the appropriate access to EVA.</li>
|
|
<li class="bugfix">Abstract items such as grabs can no longer be placed into crates.</li>
|
|
<li class="bugfix">The chaplain's null rod can be used properly as a weapon if intent is set to harm.</li>
|
|
<li class="bugfix">Droppers now appropriately display transferred units.</li>
|
|
<li class="bugfix">All pAI faces can now be selected.</li>
|
|
<li class="bugfix">Soaps, janiborgs, and mops can no longer remove cultist runes.</li>
|
|
<li class="bugfix">Soaps, janiborgs, and mops can remove paint applicated via paint-can from turfs.</li>
|
|
<li class="bugfix">All instances of Thaler have been replaced with credit chip.</li>
|
|
<li class="bugfix">All instances of Hesphaistos have been replaced with Hesphaestus.</li>
|
|
<li class="tweak">Mechanics of the coin slightly tweaked to prevent duping exploits.</li>
|
|
<li class="tweak">Mobs can no longer be painted via paint-cans.</li>
|
|
<li class="rscadd">Quartermasters now start with the cargo account details in their memory notes.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">05 July 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Removed the delay from the shuttle call in revolution, it should be 10 minutes now, instead of 20 minutes.</li>
|
|
<li class="bugfix">Cult blades are properly sharp now.</li>
|
|
<li class="tweak">Removed the helmet camera from the heist industrial hardsuit.</li>
|
|
<li class="bugfix">Interns positions should not start with an extra internal box anymore.</li>
|
|
<li class="bugfix">The lethal injection syringe should have a proper sprite now.</li>
|
|
</ul>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Mice will no longer spawn in closed systems with nowhere to ventcrawl to</li>
|
|
<li class="bugfix">Mice can no longer spawn in breached areas and die immediately. A spawnpoint with a safe environment will always be chosen</li>
|
|
</ul>
|
|
|
|
<h2 class="date">29 June 2016</h2>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Vampires can no longer have negative amounts of blood or frenzy. This also means that frenzy from low levels of blood is acheivable again.</li>
|
|
<li class="bugfix">Dominate and presence no longer affect loyalty implanted personnel, unless the casting vampire has attained full power.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">27 June 2016</h2>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed being unable to remove tactical armour</li>
|
|
<li class="bugfix">Fixed being unable to place held animals into disposal units</li>
|
|
<li class="bugfix">Fixed missing held/onhead icons for cats</li>
|
|
<li class="bugfix">Fixed being unable to install robot cameras</li>
|
|
</ul>
|
|
|
|
<h2 class="date">25 June 2016</h2>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed Vaurca hivenet broadcasting into OoC.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">24 June 2016</h2>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Vaurca hivemind language added.</li>
|
|
<li class="rscadd">Vaurca appropriate name generator added.</li>
|
|
<li class="rscadd">Tied Vaurca language to their neural socket organ.</li>
|
|
<li class="rscadd">Added a method for non-Vaurca to intercept the Vaurca hivenet so long as they construct the correct item.</li>
|
|
<li class="rscadd">Sprites for Vaurca organs.</li>
|
|
<li class="rscadd">Neutered all Vaurca.</li>
|
|
<li class="rscadd">Cutting open a Vaurca for surgery now requires heavier equipment.</li>
|
|
<li class="rscadd">Injecting a Vaurca with a syringe now will take time.</li>
|
|
<li class="rscadd">Adds various Vaurca cosmetic items available via loadout.</li>
|
|
<li class="rscadd">Adds a few new burst-fire weapons exploiting the burstfire fix - obtainable via research or adminbus.</li>
|
|
<li class="rscadd">Ports the ability to stick heads on spears from Paradise-code.</li>
|
|
<li class="rscadd">Added an error message when trying to bite someone before the cooldown expires.</li>
|
|
<li class="rscdel">Removed spoken Vaurca language.</li>
|
|
<li class="tweak">Heavily nerfed K'ois' properties.</li>
|
|
<li class="tweak">Halved the nutrition value of nutriment, returning it to old-code state.</li>
|
|
<li class="tweak">Nerfed the damage dealt by bite, while reducing the cooldown.</li>
|
|
<li class="bugfix">Fixed burstfire weapons spamming attack messages when fired, allowing for more automatic weapons.</li>
|
|
<li class="bugfix">Fixed Vaurca player ability to select coloured eyes.</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Fax machines and Request Consoles can now be linked with PDAs to alert the PDA upon message arrival. These options are available in the machine's UI.</li>
|
|
<li class="rscadd">Unbanning staff will now be prompted for an unban reason. Any lifting of bans will now also be logged in the player's notes.</li>
|
|
<li class="tweak">Tajarans now speak Siik'maas, as per their lore.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">23 June 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added bolt action rifles, raiders have a chance to spawn with one.</li>
|
|
<li class="rscadd">Added 7.62mm ammo clips to the hacked autolathe.</li>
|
|
<li class="rscadd">Added a new abandoned crate to mining.</li>
|
|
<li class="rscadd">Added a tommygun, raiders also get it for now, and two different magazines.</li>
|
|
<li class="rscadd">Added a derringer.</li>
|
|
<li class="tweak">Fixed uzis and added a magazine to them.</li>
|
|
<li class="imageadd">A lot of old aurora sprites are back now, as well new sprites for guns.</li>
|
|
<li class="rscadd">Added more tajaran hairstyles from old code.</li>
|
|
<li class="tweak">Security officers, the warden and detectives can be changelings, traitors and vampires now.</li>
|
|
<li class="bugfix">The round should end normally, when the gamemode is heist, after the emergency shuttle docks on central command.</li>
|
|
<li class="rscadd">Force gloves are now available on the traitor uplink.</li>
|
|
<li class="tweak">Roboticists starts now with a toolbelt, full of tools, instead of a toolbox.</li>
|
|
<li class="rscadd">Added a buildable improvised shotgun.</li>
|
|
<li class="imageadd">Added more nine different barsigns.</li>
|
|
</ul>
|
|
<h3 class="author">Bedshaped updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed Object->Remove cartridge not showing the correct message.</li>
|
|
<li class="bugfix">Fixed the name of the cartridge not showing when removed.</li>
|
|
</ul>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added pockets to all armours. 2 slots for vests, 4 slots for coats and fullbody suits</li>
|
|
<li class="tweak">Useability improvement for Tactical Armour internal holster, functions like a uniform-attached holster now</li>
|
|
<li class="rscadd">Cyborg jetpack can now be used by security, combat, engineering, construction, mining and crisis borgs</li>
|
|
<li class="bugfix">Fixed cyborg jetpack not being installable</li>
|
|
<li class="rscadd">Cyborg jetpacks can now be removed and reused</li>
|
|
<li class="rscadd">Cyborgs now use less power when moving in space</li>
|
|
<li class="bugfix">Fixed jetpacking cyborgs not drifting when stabilisers are disabled</li>
|
|
<li class="tweak">All jetpacks now use twice as much gas when stabilisers are enabled</li>
|
|
<li class="rscadd">Most small animals can now be scooped up, including mice, lizards, chickens, chicks, kittens and walking mushrooms</li>
|
|
<li class="rscadd">All scoopable animals now have an individually appropriate size set, which determines whether they can fit in pockets/boxes/backpacks/trashbags, etc</li>
|
|
<li class="rscadd">Small animals now have a density of zero, allowing them to move under people, or be walked over, without blocking the tile</li>
|
|
<li class="rscadd">Scooped critters can now be petted or crushed while held in your hands, using help/harm intent</li>
|
|
<li class="rscadd">Drones and nymphs can now be petted while alive. They are picked up by dragging them onto yourself</li>
|
|
<li class="tweak">Dead cats can be picked up</li>
|
|
<li class="bugfix">Tabby cats now look correct when held in hand</li>
|
|
<li class="bugfix">Medical Records Laptops and Employment Records Consoles are no longer solid. Creatures that can walk on tables, can walk on them</li>
|
|
<li class="rscadd">Fixed trays. Trays can now be unloaded by placing them down on a table, then either alt+clicking themn, or rightclicking and selecting Unload Tray</li>
|
|
<li class="rscadd">Trays can now load individual items by using it on them, or using the item on the tray, or alt+click to attempt to load everything on the tile</li>
|
|
<li class="rscadd">Trays will now spill their contents when dropped, thrown, or when you try to place it into a container</li>
|
|
<li class="tweak">Trays now only hold specific things: Food/drinks, reagent containers, utensils, and smoking supplies</li>
|
|
<li class="tweak">Tray capacity increased</li>
|
|
<li class="bugfix">Laptop camera monitors will no longer reset the scrollbar position after every click</li>
|
|
<li class="bugfix">Medical huds will now properly update as wounds heal passively, or when bandaged</li>
|
|
<li class="rscadd">Added a new Medical HUD state between 70 and 100%, to better recognise very small amounts of damage</li>
|
|
<li class="rscadd">Medical huds will no longer show the healthbar on crewmembers who are at full health</li>
|
|
<li class="rscadd">Added a healthbar fadeout effect for when someone heals up to 100% while you're watching</li>
|
|
<li class="tweak">Medical huds now update more frequently</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Adds Skype/Discord style mark-up to OOC, LOOC, and say. The tags that can be used are: *, /, and _. Bold is disabled by default over OOC channels.</li>
|
|
<li class="tweak">Makes the code BYOND 510 compatible.</li>
|
|
<li class="tweak">Updates the processScheduler with the usage of the world.tick_usage variable. This should effectively mean less noticeable lag, though tweaking will most likely be required in order to make it work well. Credit to the GOON dev team for this.</li>
|
|
<li class="rscadd">Client version control added. Joining with a lower version than required is now impossible for non-staff.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">22 June 2016</h2>
|
|
<h3 class="author">Alberyk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added tajaran and unathi gloves, a wallet and a new armband to the custom loadout.</li>
|
|
<li class="rscadd">Added the Synthetic Intelligence Movement armband.</li>
|
|
<li class="bugfix">Fixed wet floor tiles not drying over time.</li>
|
|
<li class="rscadd">Added book bags, the librarian starts with one.</li>
|
|
<li class="rscadd">Added syndicate belts.</li>
|
|
<li class="rscadd">Added janibelt.</li>
|
|
<li class="tweak">Added skrell snacks to the Getmore Chocolate Corp vending machine.</li>
|
|
</ul>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Skrell are now immune to slipping on wet floors</li>
|
|
<li class="tweak">All sources of vomiting now work the same way</li>
|
|
<li class="rscadd">Vomiting now removes 30u of reagents from your stomach and splashes them on the floor</li>
|
|
<li class="tweak">Vomiting now doesn't work if your stomach is empty</li>
|
|
<li class="rscadd">Added Ipecac, an emetic medicine to induce vomiting when given orally. Made from dylovene, ethanol and hydrogen 1:1:1</li>
|
|
<li class="rscadd">Increased the biogenerator's capacity to be able to hold an entire plant bag</li>
|
|
<li class="bugfix">Fixed icons getting stuck onscreen when emptying a plantbag into a biogenerator or grinder</li>
|
|
<li class="rscadd">Watering hydroponics trays with a bucket of water will no longer waste the excess water.</li>
|
|
<li class="rscadd">Fertilizer bottles now contain 60u. Amounts in vendors and biogenerator cost adjusted appropriately</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixes toggleable vampire powers. They can now be turned off properly, even if you lack the blood required to activate them.</li>
|
|
<li class="bugfix">Fixed Presence not turning off when the vampire is knocked unconcious.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">20 June 2016</h2>
|
|
<h3 class="author">Arrow768 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Mercenary Gamemode: Antag identities/ckeys not revealed at roundend</li>
|
|
</ul>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed female Vaurca sprites.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">04 June 2016</h2>
|
|
<h3 class="author">Arrow768 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed telescience</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Saving characters that use species without hair is now fixed.</li>
|
|
<li class="rscdel">Cleanbots are temporarily disabled, due to infinite loops.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 June 2016</h2>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">K'ois spores will now properly spawn in hydroponics seed storages.</li>
|
|
<li class="bugfix">Vaurca will now spawn with appropriate footwear.</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Skills are now properly loaded from SQL.</li>
|
|
<li class="bugfix">Skills are no longer nuked whenever importing characters onto SQL.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">31 May 2016</h2>
|
|
<h3 class="author">Nanako updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Sterilizine will now clean wounds, to reduce and prevent infection</li>
|
|
<li class="tweak">Spraybottles now display a message when sprayed on any mob</li>
|
|
<li class="tweak">Proteins now restore blood twice as effectively</li>
|
|
<li class="rscadd">Unathi will no longer digest nutriment, only proteins</li>
|
|
<li class="rscadd">Added seafood protein. Space-carp fillets, and all recipes made with them, now contain seafood protein instead of animal protein</li>
|
|
<li class="rscadd">Skrell are able to safely digest seafood protein</li>
|
|
<li class="tweak">Unathi are now immune to Carpotoxin</li>
|
|
<li class="tweak">Mobs breathing a poisonous gas now get that chemical added to their bloodstream, instead of generic 'toxin'.</li>
|
|
<li class="tweak">Air alarms now properly say phoron instead of toxin</li>
|
|
<li class="tweak">Engine cooling computers now identify phoron as Ph instead of Tx</li>
|
|
<li class="bugfix">Passengers can now be removed from exosuit passenger compartments via the maintenance panel</li>
|
|
<li class="rscadd">Added a new Chemistry Gripper for cyborgs. It holds beakers, bottles, pills, pillbottles, spraybottles, labellers, and phoron sheets</li>
|
|
<li class="bugfix">Removed Large Beaker from crisis and research cyborgs, replaced with chemistry gripper</li>
|
|
<li class="bugfix">Cyborgs can now interact with reagent grinders</li>
|
|
<li class="rscadd">Cyborgs can now place objects in their gripper, on a table</li>
|
|
<li class="rscadd">Cyborgs can now place objects from their gripper into a disposal bin</li>
|
|
<li class="rscadd">Cyborgs can now use a gripper to take valid objects out of cardboard boxes</li>
|
|
<li class="tweak">Cyborgs can now use their other tools, on things held in their gripper</li>
|
|
<li class="tweak">Using an empty gripper on a machine now interacts with it</li>
|
|
<li class="tweak">Cyborgs can now use items held in their gripper on rechargers</li>
|
|
<li class="bugfix">Fixed the mutation chance on unstable mutagen. It was 1% of what it should have been</li>
|
|
<li class="rscadd">Added a little RP message when unstable mutagen does its thing</li>
|
|
<li class="bugfix">Sleepers will no longer eject their dialysis beaker and bug out when you eject a patient</li>
|
|
<li class="bugfix">Fixed a bug with medical machines where a patient could be duplicated</li>
|
|
<li class="rscadd">The dialysis beaker can now be checked and removed while a sleeper has no occupant</li>
|
|
<li class="rscadd">Male unathi can now break handcuffs.</li>
|
|
<li class="bugfix">Tajarans can now wear tajaran-specific gloves</li>
|
|
<li class="bugfix">Tajaran wardens, detectives and heads of security will properly spawn wearing black tajara gloves</li>
|
|
</ul>
|
|
|
|
<h2 class="date">30 May 2016</h2>
|
|
<h3 class="author">Akrilla updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="wip">Setup character menu available while a ghost/observing.</li>
|
|
<li class="tweak">Taking damage or attacking while stealthed now deactives it.</li>
|
|
<li class="tweak">Unathi don't gain nutriment from protein.</li>
|
|
<li class="tweak">Slimes now take damage when under this cold threshold.</li>
|
|
<li class="bugfix">Necrotic organ repair now works as it should.</li>
|
|
<li class="bugfix">Certain chemical effects now no longer allow random movement in space.</li>
|
|
<li class="bugfix">Certain chemicals now have the correct heartstopping logic.</li>
|
|
<li class="bugfix">Cleanbots lag should hopefully be fixed. Report if that isn't the case.</li>
|
|
</ul>
|
|
<h3 class="author">Arrow768 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="soundadd">Lawgiver ID Fail sound</li>
|
|
<li class="rscadd">Various improvements to the Lawgiver</li>
|
|
<li class="bugfix">Highlander Gamemode, working again</li>
|
|
<li class="tweak">A few changes to telescience</li>
|
|
</ul>
|
|
<h3 class="author">Brightdawn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added a Coffee Machine.</li>
|
|
<li class="rscadd">Added Black Coffee</li>
|
|
<li class="rscadd">Added Cafe Au Lait (Black Coffee and Milk)</li>
|
|
<li class="rscadd">Added Cafe Melange (Black Coffee and Cream)</li>
|
|
</ul>
|
|
<h3 class="author">Lord Lag updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">Memetic anomaly code has been introduced</li>
|
|
<li class="tweak">Emergency Shutters no longer have alert pop-ups.</li>
|
|
<li class="bugfix">Xenomorph facehuggers now react to protection properly.</li>
|
|
<li class="bugfix">Vaurca Insulation fixed.</li>
|
|
</ul>
|
|
<h3 class="author">LordFowl updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added the option for Vaurca to have unique skin colours.</li>
|
|
<li class="rscadd">Vaurca selection screen has a blurb + preview image.</li>
|
|
<li class="rscadd">Added K'ois paste and fungi</li>
|
|
<li class="rscadd">Phoron no longer poisons Vaurca nor damages their eyes.</li>
|
|
<li class="rscadd">Vaurca will recieve toxin damage if they breathe oxygen with broken lungs.</li>
|
|
<li class="rscadd">Vaurca can no longer wear normal gloves or shoes.</li>
|
|
<li class="rscdel">Vaurca can no longer gib lesser mobs via bite.</li>
|
|
<li class="rscdel">Vaurca no longer have a slowness debuff.</li>
|
|
<li class="bugfix">Vaurca are fully insulated again.</li>
|
|
<li class="bugfix">Vaurca sprites have been fixed.</li>
|
|
<li class="maptweak">Added various atmospheric substations throughout the station.</li>
|
|
<li class="maptweak">Added employment records console, security records console, and request console to the IAA Office.</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Imported autotraitor fix from Baystation12.</li>
|
|
<li class="tweak">Initial antagonist counts balanced and should now be working. No more 6 ops for 15 total players.</li>
|
|
<li class="rscadd">Web interface button added up top! Use it!</li>
|
|
<li class="rscadd">Staff can now look up the mirrors for various bans.</li>
|
|
<li class="bugfix">Bans now work properly. Specially those of the permanent kind.</li>
|
|
<li class="rscadd">Characters are now saved to, and loaded from the SQL database. Along with user preferences. All file saves will be automatically transferred over and retained just in case. Hopefully everything makes it there in one piece. Important things to note for players: no more slots, instead, you have characters that you can delete. You can also make new characters.</li>
|
|
<li class="rscadd">Vampire is completely rewritten. Most of the powers have been tweaked at the very least, if not completely reworked. New vampire players can consult the 'Vampire Help' command ingame for further info.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">25 March 2016</h2>
|
|
<h3 class="author">Lord Lag updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Glasses may once again be combined with HUDs</li>
|
|
<li class="rscadd">Borers have a full compliment of abilities once more.</li>
|
|
<li class="bugfix">:9 is the new new Vaurcese hotkey.</li>
|
|
<li class="tweak">The broken Temperature gun has been replaced with the Freeze ray</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">The 2/3rd majority rule for crew transfer is back. Before 3 hours, the majority is required to pass a vote.</li>
|
|
<li class="rscadd">Transfer vote timeout added as a config option. Default is 2 hours. No transfer vote may be called before that time.</li>
|
|
<li class="tweak">Sleeper and body scanner consoles can be walked through once more.</li>
|
|
<li class="tweak">Most hardsuit modules can no longer be utilized inside mechs.</li>
|
|
<li class="tweak">+MODs can now cancel votes and start ones regardless of timer.</li>
|
|
<li class="tweak">+MODs now get check_contents, check_words (cult words), and check_ai_laws verbs.</li>
|
|
<li class="tweak">Holders no longer get debug_variables (view variables) verb.</li>
|
|
<li class="tweak">Processor hang alerts now have numbers to showcase severity of the issue. The higher the number, the worse the issue.</li>
|
|
<li class="tweak">Revolution no longer auto-recalls the shuttle. Nor is the death of the antagonists a valid end condition.</li>
|
|
<li class="tweak">Voting system tweaked. Crew transfer votes are now special, and run on their own timers. This means that cancelled votes no longer interfere with them.</li>
|
|
<li class="tweak">A lot of JMP macros added to attack logs.</li>
|
|
<li class="bugfix">Ghosts can no longer drag people into sleepers, cryo chambers, etcetera.</li>
|
|
<li class="bugfix">You can no longer generate infinite plasmacutters with RIGs.</li>
|
|
<li class="bugfix">Cuffing people now checks whether or not the target is interfered with before slapping the cuffs on.</li>
|
|
<li class="bugfix">The pAI cable no longer spams itself spooling.</li>
|
|
<li class="bugfix">Uploading to the library is possible again.</li>
|
|
<li class="bugfix">Conveyor belts will no longer consume objects.</li>
|
|
<li class="bugfix">You can no longer split stacks with a non-functional hand.</li>
|
|
<li class="bugfix">Janitors can no longer access medical records. Medical records now require medical bay equipment access.</li>
|
|
<li class="bugfix">Telescience consoles are no longer an infinite source of telecrystals upon reconstruction. Further, you can now insert TCs into them again.</li>
|
|
<li class="bugfix">Cell 1 has its own locker again.</li>
|
|
<li class="rscadd">Integrated the web interface with the game. Players can now create linking requests from the web interface, and accept them ingame. This will be used for more feature integration between the two later.</li>
|
|
<li class="rscadd">Integrated the syndicate contract database with the game. Players can interact with contracts from the web interface (create new ones, post comments, report completion, etcetera), and review the contracts from syndicate uplinks. This means that antags with access to an uplink can now roleplay with contracts, fulfilling missions and so forth.</li>
|
|
<li class="rscadd">Heisters now spawn with contract uplinks, which are effectively syndicate uplinks without the telecrystals, for checking up on the contracts database.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">03 March 2016</h2>
|
|
<h3 class="author">Lord Lag updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Vaurca's language key is now M. Also it should work.</li>
|
|
<li class="bugfix">cyborgs should now autoconnect to malfs at round start</li>
|
|
</ul>
|
|
|
|
<h2 class="date">21 February 2016</h2>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">IPCs can change their body colour again.</li>
|
|
<li class="tweak">Supermatter's radiation range is lowered by 1/3rd if you don't have a direct sightline to it.</li>
|
|
<li class="tweak">Mods can now toggle attack logs.</li>
|
|
<li class="tweak">Practice lasers no longer generate attack logs.</li>
|
|
<li class="tweak">Wizard related balancing: magic missile recharge time doubled, to make stunlocking no longer possible; subjugate's effect timers halved, recharge cost lowered by 50; horsemask spells are now targeted again.</li>
|
|
<li class="tweak">Purple colour for DO chat.</li>
|
|
<li class="tweak">Medical Interns and Engineering Apprentices given slightly better access, so they're not completely useless with this new map.</li>
|
|
<li class="tweak">Tesla engine components brought inline with Bay12 coding standards. This means you can set them up properly now, whereas before, wrenching or screwdrivering them failed.</li>
|
|
<li class="tweak">A few quality of life improvements for the map: suit cycler for Heist ship, cooling units for engineering and general EVA, traffic computer in telecomms.</li>
|
|
<li class="bugfix">Nursing Interns now spawn properly.</li>
|
|
<li class="bugfix">Standard severity warnings work properly.</li>
|
|
<li class="bugfix">You can no longer suicide with weapons that do no damage. Less than lethal weaponry still works.</li>
|
|
<li class="bugfix">IPCs no longer gain toxins damage, nor are they affected by hallucinations.</li>
|
|
<li class="bugfix">Fixed a SQL query for the library that was referencing an invalid table.</li>
|
|
<li class="bugfix">Hydroponics trays work properly now, with how they consume liquids and reagents.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">16 February 2016</h2>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Adds discordbot, nicknamed BOREALIS. Basically: this enables admins to interact with the game without even being on the server. Should push come to shove, we can restart the server remotely, and answer adminhelps remotely. Also makes some other functionality possible.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">15 February 2016</h2>
|
|
<h3 class="author">Lord Lag updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Synthetics should now be able to understand Rootspeak and Vaurcese.</li>
|
|
<li class="bugfix">Core Vaurca mechanics are back</li>
|
|
</ul>
|
|
|
|
<h2 class="date">12 February 2016</h2>
|
|
<h3 class="author">Ryan784 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed ChemMaster pill creation spam.</li>
|
|
<li class="bugfix">Chaplains can no longer be Vampires.</li>
|
|
<li class="bugfix">IPCs will no longer be considered for innapropriate antag positions (Vampire and Changeling).</li>
|
|
<li class="bugfix">Changelings will now retain proper abilities using lesser form, and the ability to transform back.</li>
|
|
<li class="bugfix">pAI suicide now works correctly.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 February 2016</h2>
|
|
<h3 class="author">Lady of Ravens updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Ported Aurora's stungloves and modified force gloves.</li>
|
|
<li class="rscadd">Ported Aurora's mechanics of heavy machinery eating hair.</li>
|
|
</ul>
|
|
<h3 class="author">Lord Lag updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Ported the Vaurca.</li>
|
|
</ul>
|
|
<h3 class="author">Mahzel updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Ported Aurora's intern positions.</li>
|
|
<li class="rscadd">Ported Aurora's magnetic door locks.</li>
|
|
<li class="rscadd">Ported Aurora's prisoner suits.</li>
|
|
</ul>
|
|
<h3 class="author">Ryan784 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Ported Aurora's null-rod conversion mechanics for cult.</li>
|
|
<li class="rscadd">Ported Aurora's welderbomb delay and related admin/mod actions.</li>
|
|
<li class="rscadd">Ported Aurora's horsemask removal spell.</li>
|
|
<li class="rscadd">Ported Aurora's glove kits for aliens.</li>
|
|
<li class="rscadd">Ported Aurora's gold slime mechanics.</li>
|
|
<li class="rscadd">Ported Aurora's lawgiver.</li>
|
|
<li class="rscadd">Ported the AI HUD, originally by Jack-Fractal.</li>
|
|
<li class="rscadd">Ported Aurora's footstep sounds.</li>
|
|
<li class="experiment">Ported the vampire code. Needs a lot of testing and may break.</li>
|
|
</ul>
|
|
<h3 class="author">Skull132 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Ported Telescience from TGStation.</li>
|
|
<li class="rscadd">Ported Aurora's old rifle code, with minor refractors.</li>
|
|
<li class="rscadd">Ported Aurora's forensics code. Code refractored by Zuhayr.</li>
|
|
<li class="rscadd">Ported SQL based whitelisting, playernotes, warnings. Refractored where necessary.</li>
|
|
<li class="tweak">Adjusted the Bay12 paralyze player function to work as our wind function used to work. It also now gives warnings to people nearby if someone was winded.</li>
|
|
<li class="tweak">Made tasers to actually fire projectiles again. And not lasers. Tasers are not lasers, sillys.</li>
|
|
<li class="tweak">Handcuffing does not require you to have the person in level 2 grab, as it does in vanilla bay.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">06 December 2015</h2>
|
|
<h3 class="author">Hubblenaut updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Welding a broken camera will use the correct icon.</li>
|
|
<li class="tweak">Camera assemblies remember their tag and network from previous usage.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">22 November 2015</h2>
|
|
<h3 class="author">neersighted updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Laptop Vendors now accept ID Containers (PDA, Wallet, etc).</li>
|
|
<li class="bugfix">Personal Lockers now accept ID Containers (PDA, Wallet, etc).</li>
|
|
</ul>
|
|
|
|
<h2 class="date">27 October 2015</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">When affected by pepperspray, eye protection now prevents blindness and face protection now prevents stun, instead of face protection doing both.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">14 October 2015</h2>
|
|
<h3 class="author">Hubblenaut updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Airlock backup power test light properly offline when backup power down.</li>
|
|
<li class="bugfix">Empty flavor texts no longer draw an empty line on examination.</li>
|
|
<li class="bugfix">Material stacks now properly merge upon creation.</li>
|
|
<li class="bugfix">Messages for adding to existing stack appear again.</li>
|
|
</ul>
|
|
<h3 class="author">TheWelp updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscdel">Removed higher Secret player requirements.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">10 October 2015</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Rubber bullets and beanbags now are now resisted by melee armour.</li>
|
|
<li class="bugfix">Fixed a couple of bugs causing phoron gas fires to burn cooler and slower than they were supposed to.</li>
|
|
<li class="bugfix">Merc bombs are now appropriately explosive again. Same goes for bombs made by toxins.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">11 September 2015</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Made flares brighter.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">05 September 2015</h2>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Auto-traitor should now be fixed.</li>
|
|
<li class="bugfix">The Secret game mode should now be fixed.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">24 August 2015</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Girders are now reinforced by using a screwdriver on the girder before applying the material sheets. Use a screwdriver again instead to cancel reinforcing.</li>
|
|
<li class="bugfix">Mechanical traps no longer spawn in the janitor's locker.</li>
|
|
<li class="rscadd">Mechanical traps can now be printed with a hacked autolathe.</li>
|
|
</ul>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Pariahs are now a subspecies of Vox with less atmos/cold protection, a useless brain, and lower health.</li>
|
|
<li class="rscadd">Leap now only gives a passive grab and has a shorter range. It also stuns Pariahs longer than it does their target.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">17 August 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Station time and duration now available in the Status tab.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">11 August 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">0.1.19 is live.</li>
|
|
<li class="tweak">Crew monitors now update every 5th second instead of every other. Reduces lag and gives antags a larger window of opportunity to disable suit sensors if they have to harm someone.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">31 July 2015</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed projectiles being able to hit people in body parts that they don't have. This will also mean that the less limbs someone has the less effective they will be as a body shield.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">29 July 2015</h2>
|
|
<h3 class="author">Karolis2011 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Made tagger and sorting pipes dispensible.</li>
|
|
<li class="bugfix">Unwelding and welding sorting/tagger pipes, no longer delete data about them.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">27 July 2015</h2>
|
|
<h3 class="author">Kelenius updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Borg shaker now works similarly to hypospray. It generates reagents that can be poured into glasses.</li>
|
|
<li class="bugfix">Therefore, they can no longer duplicate rare reagents such as phoron.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">14 July 2015</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixes wrong information being reported when analyzing locked abandoned crates with a multitool.</li>
|
|
</ul>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Ninjas can no longer teleport unto turfs that contain solid objects.</li>
|
|
<li class="tweak">Wizards can no longer etheral jaunt unto turfs that contain solid objects.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">11 July 2015</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="imageadd">Added inhand sprites for flashes, flashbangs, emp and other grenades.</li>
|
|
</ul>
|
|
<h3 class="author">Loganbacca updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Turrets no longer burn holes through the AI.</li>
|
|
<li class="tweak">Projectiles now have a chance of hitting mobs riding cargo trains.</li>
|
|
<li class="bugfix">Fixed visual bugs with projectile effects.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">10 July 2015</h2>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Ninja now spawns on a little pod on Z2 and can teleport to the main level.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">06 July 2015</h2>
|
|
<h3 class="author">GinjaNinja32 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">'Provisional' is now also a valid temporary position prefix for manifest sorting.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">04 July 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Portable turrets now only blocks movement while deployed.</li>
|
|
<li class="tweak">Portable turrets are no longer invincible while undeployed, however they have increased damage resistance in this state.</li>
|
|
<li class="bugfix">Crescent portable turrets should no longer act up during attempts to (un)wrench and alter their settings.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">30 June 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="maptweak">Non-general areas on Crescent are now protected by blast doors to enforce area restrictions. Admins can operate these from the central checkpoint.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">24 June 2015</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed Tajaran name generation producing names without a space between first and last.</li>
|
|
<li class="wip">Adds docking to the mercenary shuttle. Works similarly to other shuttles, except docking and undocking is manually initiated and not automatic. A system to approve or deny dock requests still to be implemented.</li>
|
|
<li class="rscadd">Toolboxes can now hold larger items, such as stacks of metal or power cells, at the cost of having less space for other things.</li>
|
|
<li class="tweak">Gloves/shoes can now be worn even if you have one hand/foot missing. The other one still has to be present, of course. The items still drop when you first lose the hand/foot.</li>
|
|
<li class="tweak">Budget insulated gloves are somewhat less useless. On average, they will stop half the damage from getting shocked, and the worst case insulation is not as bad as it used to be. Budget gloves that are as good as regular insulated gloves are still as rare as they were before though.</li>
|
|
<li class="tweak">PTR bullets are now hitscan, to make them somewhat better for actual sniping.</li>
|
|
<li class="maptweak">The telecoms server room now has an actual cycling airlock into it.</li>
|
|
<li class="tweak">Non-vital body parts will no longer take further damage above a certain amount, and will inflict paincrit effects instead. On most humaniods the head, chest, and groin are vital.</li>
|
|
<li class="rscadd">Engineers now spawn with industrial workboots (credit: ChessPiece/Bishop).</li>
|
|
<li class="bugfix">Damaged robotic legs now more likely to have an effect.</li>
|
|
<li class="bugfix">Fixed bug preventing internal organs from taking damage in some cases.</li>
|
|
<li class="maptweak">New flavours of tables around the station. Engineering starts with more plastic.</li>
|
|
<li class="bugfix">Fixed worn items not appearing in some cases. Most notably crossbows and certain guns when worn on the back. As a side effect, laundry machines no longer transform items.</li>
|
|
<li class="bugfix">Crit oxyloss now runs in game time instead of real time. So if lag is slowing your movement the same slowdown applies to the dying person you're trying to reach.</li>
|
|
<li class="rscadd">Breathmasks can now be adjusted by clicking on them in your hand, in addition to the verb.</li>
|
|
<li class="rscadd">Wearing a space helmet or similar face-covering gear now prevents eating and force-feeding food, drink, and pills.</li>
|
|
<li class="rscadd">Phoron in air ignites above it's flashpoint temperature and a certain (very small) minimum concentration. Environments that have oxygen and are hot enough, and have phoron but not enough concentration to burn will produce flareouts, which are mostly a visual effect.</li>
|
|
<li class="rscadd">Adds animation when making unarmed attacks or attacking with melee weapons, to help make it clearer who is attacking.</li>
|
|
<li class="soundadd">Opening an unpowered door now has an appropriate sound.</li>
|
|
<li class="rscadd">Ingesting diseased blood may contract the disease.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">19 June 2015</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Prevents being on fire from merely warming mobs up slightly in some cases. Mob fires also burn hotter.</li>
|
|
<li class="rscadd">Matches can now be used to light things adjacent to you when thrown.</li>
|
|
<li class="tweak">Made the effects of having a damaged robotic leg more prominent.</li>
|
|
<li class="bugfix">Robot limbs no longer cause pain messages. A reminder that you can still check their status with 'Help Intent' -> 'Click Self'.</li>
|
|
<li class="tweak">Knifing damage scales with weapon force and throat protection. Helmets only provide throat protection if they are air tight. Trying to cut someone's throat with wirecutters and/or while wearing an armoured sealed helmet will require several attempts before the victim passes out.</li>
|
|
<li class="tweak">Knifing switches on harm intent, in case you just wanted to beat on the victim for some reason.</li>
|
|
<li class="bugfix">Prevents knifing bots or silicons.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">05 June 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Split stacks no longer lose their coloring.</li>
|
|
<li class="tweak">Can no longer merge cables of different colors.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">04 June 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">AI eyes can now be found in the observer follow list.</li>
|
|
<li class="rscadd">Synths can now review all law modules that can be found on the station from their law manager.</li>
|
|
<li class="rscadd">Synths can state these laws if desired, however this is strongly discouraged unless subverted/malfunctioning.</li>
|
|
<li class="bugfix">Astral projecting mobs, such as wizards or cultists, may no longer respawn as something else while their body lives.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">02 June 2015</h2>
|
|
<h3 class="author">Techhead updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Re-adds extended capacity emergency oxygen tanks to relevant jobs.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">30 May 2015</h2>
|
|
<h3 class="author">Atlantis updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Malfunction Overhaul - Whole gamemode was completely reworked from scratch. Most old abilities have been removed and quite a lot of new abilities was added. AI also has to hack APCs to unlock higher tier abilities faster, instead of having access to them from the round start. Most forced things, such as, shuttle recalling were removed and are instead controlled by the AI. Code is fully modular allowing for future modifications.</li>
|
|
</ul>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixes Engineer ERT gloves not being insulated.</li>
|
|
<li class="tweak">IV stands are no longer bullet shields. They also allow mice, drones, pAIs et al to pass though.</li>
|
|
</ul>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">You can now review the server revision date and hash by using the 'Show Server Revision' verb in the OOC category.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">27 May 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">The inactive check process now respects client holder status and can be configured how long clients may remain inactive before being kicked.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">22 May 2015</h2>
|
|
<h3 class="author">Ccomp5950 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Beepsky no longer kills goats.</li>
|
|
<li class="tweak">Goats will move towards vines that are 4 spaces away now instead of 1</li>
|
|
<li class="bugfix">Goats will eat the spawning plants for vines as well as the vines themselves.</li>
|
|
</ul>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Ghetto diagnosis. Grab patient, aim at bodypart you want to check, click on them with help intent. This will tell you about their wounds, fractures and other oddities (toxins/oxygen) for that bodypart.</li>
|
|
<li class="rscadd">Fractures are visible on very damaged limbs. Dislocations are always visible. Surgery incisions now visible too.</li>
|
|
<li class="rscadd">Stethoscopes actually make sense now. They care for heart/lungs status when reporting pulse and respiration now.</li>
|
|
</ul>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Re-implemented fuel fires. Tweaked fire behaviour overall.</li>
|
|
</ul>
|
|
<h3 class="author">Yoshax updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Bear traps now do damage when stood on, enough to break bones! Bear traps can now affect any limb of a person who is on the ground, including head! Bear traps are no longer legcuffs and instead embed in the limb they attack.</li>
|
|
<li class="tweak">Bear traps now take several seconds to deploy and cannot be picked up when armed, they must be disarmed by clicking on them. They also cannot be moved then they are deployed.</li>
|
|
</ul>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Massive material refactor. Walls, beds, chairs, stools, tables, ashtrays, knives, baseball bats, axes, simple doors, barricades, so on.</li>
|
|
<li class="rscadd">Tables are now built via steel then another sheet on the resulting frame. They can then be reinforced by dragging a stack of sheets onto the table.</li>
|
|
<li class="rscadd">Walls are built with steel for girders, then right-click the girder and select the reinforce verb while holding a stack, then click the girders with a final sheet.</li>
|
|
<li class="rscadd">Various things can be built with various sheet types. Experiment! Just keep in mind that uranium is now radioactive and phoron is now flammable.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">18 May 2015</h2>
|
|
<h3 class="author">Hubblenaut updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Adds a light for available backup power on airlocks.</li>
|
|
</ul>
|
|
<h3 class="author">Kelenius updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">There has been a big update to the reagent system. A full-ish changelog can be found here: http://pastebin.com/imHXTRHz. In particular:</li>
|
|
<li class="tweak">Reagents now differentiate between being ingested (food, pills, smoke), injected (syringes, IV drips), and put on the skin (sprays, beaker splashing).</li>
|
|
<li class="tweak">Injecting food and drinks will cause bad effects.</li>
|
|
<li class="tweak">Healing reagents, generally speaking, have stronger effects when injected.</li>
|
|
<li class="tweak">Toxins now work slower and deal more damage. Seek medical help!</li>
|
|
<li class="tweak">Alcohol robustness has been lowered.</li>
|
|
<li class="tweak">Acid will no longer melt large numbers of items at once.</li>
|
|
<li class="tweak">Synaptizine is no longer hilariously deadly.</li>
|
|
</ul>
|
|
<h3 class="author">Loganbacca updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Changed MULE destination selection to be list based.</li>
|
|
</ul>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Destroying a camera by brute force now has a chance to break the wiring within.</li>
|
|
<li class="rscadd">Turf are now processed. This, for example, causes radioactive walls to regularly irradiate nearby mobs.</li>
|
|
<li class="bugfix">Welders should now always update their icon and inhand states properly.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">17 May 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Teleporter artifacts should no longer teleport mobs inside objects.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">16 May 2015</h2>
|
|
<h3 class="author">GinjaNinja32 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Rewrote tables. To construct a table, use steel to make a table frame, then plate the frame with a material such as steel, gold, wood, etc. Hold a stack in your hand and drag it to the table to reinforce it. To deconstruct a table, use a screwdriver to remove the reinforcements (if present), then a wrench to remove the plating, and a wrench again to dismantle the frame. Use a welder to repair any damage. Use a carpet tile on a table to add felt, and a crowbar to remove it.</li>
|
|
</ul>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Adds tail animations for tajaran and unathi. Animations are controlled using emotes.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">14 May 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="maptweak">Should now be more evident that the brig disposal chute sends its goods to the common brig area.</li>
|
|
<li class="bugfix">Cells now drain when using more charge than what is available.</li>
|
|
<li class="tweak">The rig stealth module now requires as much power to run as the energy blade module.</li>
|
|
</ul>
|
|
<h3 class="author">Techhead updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Vox will spawn with emergency nitrogen tanks in their survival boxes.</li>
|
|
<li class="rscadd">Diona will spawn with an emergency flare instead of a survival box.</li>
|
|
<li class="rscdel">Engineers no longer spawn with extended-capacity oxygen tanks.</li>
|
|
<li class="bugfix">Vox spawning without backpacks will have their nitrogen tank equipped to their back.</li>
|
|
<li class="tweak">The Bartender's spare beanbag shells have been moved into bar backroom with the shotgun.</li>
|
|
<li class="bugfix">Portable air pumps now fill based on external/airtank pressure when pumping in.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">12 May 2015</h2>
|
|
<h3 class="author">Dennok updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="imageadd">New buildmode icons made by BartNixon.</li>
|
|
</ul>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Masks and helmets that cover the face block feeding food, drinks, and pills.</li>
|
|
</ul>
|
|
<h3 class="author">MrSnapwalk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="imageadd">Added seven new AI core displays.</li>
|
|
<li class="tweak">Changed the pAI sprite and added several new expressions.</li>
|
|
</ul>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">The space vine event now comes with a station announcement.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">11 May 2015</h2>
|
|
<h3 class="author">Mloc updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">Rewritten lighting system.</li>
|
|
<li class="rscadd">Better coloured lights.</li>
|
|
<li class="rscadd">Animated transitions.</li>
|
|
</ul>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">As an observer, using antagHUD should now always restrict you from respawning without admin intervention.</li>
|
|
</ul>
|
|
<h3 class="author">Techhead updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Voidsuits can have tanks inserted into the storage slot.</li>
|
|
<li class="rscadd">Voidsuits display helpful information on their contents on examine.</li>
|
|
<li class="rscadd">Magboots can be equipped over other shoes. Except other magboots.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">10 May 2015</h2>
|
|
<h3 class="author">GinjaNinja32 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Acting jobs on the manifest will now sort with their non-acting counterparts. All assignments beginning with the word 'acting', 'temporary', or 'interim' will do this.</li>
|
|
</ul>
|
|
<h3 class="author">Yoshax updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Removes sleepy chems from being cloned, adds a consistent period of 30 tick sleep.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">09 May 2015</h2>
|
|
<h3 class="author">Yoshax updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Maps in the top mounted 9mm practice rounds, .45 practice rounds, and practice shotgun shells into the armory.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">07 May 2015</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Breaking out of lockers now has sound and animation.</li>
|
|
</ul>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">The cloning computer can again successfully locate nearby cloning vats and DNA scanners at round start.</li>
|
|
<li class="rscadd">Security equipment now treats individuals with CentCom ids with the greatest respect.</li>
|
|
<li class="maptweak">Adds stretches of power cable around the construction outpost, ensuring one does not have to climb over machines to being laying cables.</li>
|
|
</ul>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Muzzle-flash lighting effect for guns</li>
|
|
<li class="rscadd">Energy guns now display shots remaining on examine</li>
|
|
</ul>
|
|
|
|
<h2 class="date">06 May 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Examining a pen or crayon now lists the available special commands in the examine tab.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">05 May 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Grilles no longer return too many rods when destroyed (using means other than wirecutters).</li>
|
|
</ul>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Intent menu now appears while zooming with a sniper rifle.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">02 May 2015</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Neck-grabbing someone now stuns them properly.</li>
|
|
</ul>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">The spider infestation event now makes an announcement much sooner.</li>
|
|
<li class="rscadd">Admins can now toggle OOC/LOOC separately.</li>
|
|
<li class="tweak">Mice are now numbered to aid admins.</li>
|
|
</ul>
|
|
<h3 class="author">Yoshax updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Adds an option and verb to the AI to send emergency messages to Central, functions same as comms console option.</li>
|
|
<li class="tweak">Changes comms console to only have one level of ID require, meaning all heads of staff have what was captain access, allowing them to change alert, send emergency messages and make announcements.</li>
|
|
<li class="rscadd">Adds an emergency bluespace relay machine which is mapped into teletcomms, this machine takes emergency messages and sends them to central, if one does not exist on any Z, you cannot send any emergency messages.</li>
|
|
<li class="rscadd">Adds an emergency bluespace relay assembly kit orderable from cargo for when the ones on telecomms are destroyed. Assembly is required.</li>
|
|
<li class="rscadd">Adds the emergency bluespace relay circuitboard to be researchable and printable in R&D, with sufficient tech levels.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">30 April 2015</h2>
|
|
<h3 class="author">Yoshax updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Adds more items to custom loadout, including a number of dressy suits and some other things.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">29 April 2015</h2>
|
|
<h3 class="author">Daranz updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Paper bundles can now have papers inserted at arbitrary points. This can be done by clicking the previous/next page links with a sheet of paper in hand.</li>
|
|
</ul>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added new fire modes to various guns: c20r, STS-35, WT-550, Z8, L6 SAW, and double barreled shotgun. The firing modes work the same way as the egun; click on the weapon with it in your active hand to cycle between modes. Unloading these weapons now requires that you click on them with an empty hand.</li>
|
|
</ul>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Portable atmospheric pumps and scrubbers now use NanoUI.</li>
|
|
<li class="rscadd">Two new events which will cause damage to APCs or cameras when triggered.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">28 April 2015</h2>
|
|
<h3 class="author">Jarcolr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added 9 new bar sign designs/sprites.</li>
|
|
</ul>
|
|
<h3 class="author">Kelenius updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Good news to the roboticists! The long waited firmware update for the bots has arrived. You can expect the following changes:</li>
|
|
<li class="rscadd">Medbots have improved the disease detection algorithms.</li>
|
|
<li class="rscadd">Floorbot firmware has been bugtested. In particular, they will no longer get stuck near the windows, hopelessly trying to fix the floor under the glass.</li>
|
|
<li class="rscadd">Floorbots have also received an internal low-power metal synthesizer. They will use it to make their own tiles. Slowly.</li>
|
|
<li class="rscadd">Following the complains from humanitarian organizations regarding securitron brutality, stength of their stunners has been toned down. They will also politely demand that you get on the floor before arresting you. Except for the taser-mounted guys, they will still tase you down.</li>
|
|
<li class="rscadd">Other minor fixes.</li>
|
|
<li class="rscdel">The lasertag bots are now forbidden to build and use following the incident #1526672. Please don't let it happen again.</li>
|
|
<li class="rscadd">The farmbot design has been finished! Made from a watertank, robot arm, plant analyzer, bucket, minihoe and a proximity sensor, these small (not really) bots will be a useful companion to any gardener and/or xenobotanist.</li>
|
|
<li class="tweak">Spider learning alert: they have learned to recognize the bots and will mercilessly attack them.</li>
|
|
<li class="rscadd">An experimental CPU upgrade would theoretically allow any of the bots to function with the same intelligence capacity as the maintenance drones. We still have no idea what causes it to boot up. Science!</li>
|
|
<li class="rscadd">INCOMING TRANSMISSION: Greetings to agents, pirates, operatives, and anyone who otherwise uses our equipment. Following the NT update of bot firmware, we have updated the cryptographic sequencer's hacking routines as well. The medbots you emag will not poison you anymore, the clanbots won't clean after themselves immediately, and floorbots... wear a space suit. Oh, and it works on the new farmbots, too.</li>
|
|
</ul>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Beware. Airlocks can now crush more things than just mobs.</li>
|
|
<li class="rscadd">AIs now have a personal atmospherics control subsystem.</li>
|
|
<li class="rscadd">Some borg modules now have additional subsystems.</li>
|
|
<li class="tweak">Improves borg module handling.</li>
|
|
<li class="tweak">Secure airlocks now buzz when access is denied.</li>
|
|
<li class="tweak">The mental health office door now requires psychiatrist access, and the related button now opens/closes the door instead of bolting.</li>
|
|
<li class="soundadd">Restores an old soundtrack 'Thunderdome.ogg'.</li>
|
|
<li class="rscadd">Some holodeck programs now have custom ambience tracks.</li>
|
|
</ul>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">The phoron research lab has been renovated to include a heat-exchange system, a gas mixer/filter and a waste gas disposal pump.</li>
|
|
<li class="tweak">Candles now burn for about 30 mintutes.</li>
|
|
</ul>
|
|
<h3 class="author">Yoshax updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Adds items to the orderable antag surgical kit so its actually useful for surgery.</li>
|
|
<li class="tweak">Adjusts custom loadout costs to be more standardised and balances. Purely cosmetic items, shoes, hats, and all things that do not provide a straight advtange (sterile mask, or pAI, protection from viruses and possible door hacking or records access, respectively), each cost 1 point, items that provide an advantage like those just mentioned, or provide armor or storage cost 2 points.</li>
|
|
<li class="rscadd">Adds practice rounds, both .45 for Sec and Detective's guns, also 9mm top mounted for the Saber, and for the Bulldog.</li>
|
|
<li class="rscadd">Adds the .45 and 9mm practice rounds to the armory.</li>
|
|
<li class="rscadd">Adds all the practice rounds to the autolathe.</li>
|
|
<li class="tweak">Adds r_walls to the back of the firing range, leaves the sides normal.</li>
|
|
<li class="bugfix">Fixes HoS' office door to not be CMO locked.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">24 April 2015</h2>
|
|
<h3 class="author">Dennok updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixes overmap ship speed calculations.</li>
|
|
<li class="rscadd">Adds overmap ship rotation.</li>
|
|
<li class="rscadd">Added a floorlayer.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">23 April 2015</h2>
|
|
<h3 class="author">Dennok updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added an automatic pipelayer.</li>
|
|
<li class="rscadd">Added an automatic cablelayer.</li>
|
|
</ul>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Shower curtains no longer lose their default color upon being washed.</li>
|
|
<li class="bugfix">Emergency shutters can again be examined, and from the proper distance.</li>
|
|
<li class="bugfix">The virus event will now only infect mobs on the station, currently controlled by player that has been active in the last 5 minutes.</li>
|
|
<li class="bugfix">Laptops now use the proper proc for checking camera status.</li>
|
|
<li class="rscadd">Makes it possible to eject PDA cartridges using a verb.</li>
|
|
<li class="rscadd">Makes it possible to shake tables with one's bare hands to stop climbers.</li>
|
|
<li class="bugfix">Added a mass driver door in disposals to prevent trash from floating out into space before proper ejection.</li>
|
|
<li class="rscadd">Rig/Hardsuit module tab - Less informative than the NanoUI hardsuit interface but allows quicker access to the various rig modules.</li>
|
|
<li class="rscadd">Silicons with the medical augmentation sensors enabled now also see alive/dead status if sensors are set accordingly.</li>
|
|
<li class="rscadd">Emergency shutters opened by silicons are now treated as having been forced open by a crowbar.</li>
|
|
<li class="rscadd">An active AI chassis can now be pushed, just as an empty chassis can be.</li>
|
|
<li class="rscadd">The AI can now use the crew monitor console to track crew members with full sensors enabled.</li>
|
|
<li class="rscadd">The AI now has a shortcut to track people holding up messages to cameras.</li>
|
|
<li class="rscadd">The AI now has a shortcut to track people sending PDA messages.</li>
|
|
<li class="rscadd">Multiple AIs can now share the same holopad.</li>
|
|
<li class="rscadd">Admin ghosts can now transfer other ghosts into mobs by drag-clicking.</li>
|
|
<li class="rscadd">Ghosts can now toggle seeing darkness and other ghosts separately.</li>
|
|
<li class="rscadd">Moving while dead now auto-ghosts you.</li>
|
|
<li class="rscadd">Two new random events: Space dust and gravitation failure.</li>
|
|
<li class="rscadd">Upgraded wizard spell interface and new spells.</li>
|
|
<li class="rscadd">More uplink items.</li>
|
|
<li class="rscadd">Uplink items now have rudimentary descriptions.</li>
|
|
</ul>
|
|
<h3 class="author">Yoshax updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Adjusts fruits and other stuff to have a minmum of 10 units of juice and stuff.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">18 April 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added a changelog editing system that should cause fewer conflicts and more accurate timestamps.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">07 April 2015</h2>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">You can now pay vending machines and EFTPOS scanners without removing your ID from your PDA or wallet. Clicking on the vending machine with your ID/PDA/wallet/cash also brings up the menu now instead of attacking the vending machine.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">24 February 2015</h2>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">Major changes to the kitchen and hydroponics mechanics. Review the detailed changelog <a href="https://github.com/Baystation12/Baystation12/pull/8038">here</a>,</li>
|
|
</ul>
|
|
|
|
<h2 class="date">18 February 2015</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Synths now have timestamped radio and chat messages.</li>
|
|
<li class="rscadd">New and updated uplink items.</li>
|
|
<li class="rscadd">Multiple AIs can now share the same holopad.</li>
|
|
<li class="rscadd">The AI now has built-in consoles, accessible from the subsystem tab.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">16 February 2015</h2>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Say hello to the new Thermoelectric Supermatter Engine. Read the operating manual to get started.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">12 February 2015</h2>
|
|
<h3 class="author">Daranz updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Vending machines now use NanoUI and accept cash. The vendor account can now be suspended to disable all sales in all machines on station.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">04 February 2015</h2>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Holodeck is now bigger and better, with toggleable gravity and a new courtroom setting</li>
|
|
</ul>
|
|
<h3 class="author">TwistedAkai updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Purple Combs should now be visible and have their proper icon</li>
|
|
</ul>
|
|
|
|
<h2 class="date">09 January 2015</h2>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Voice changers no longer use ID cards. They have Toggle and Set Voice verbs on the actual mask object now.</li>
|
|
<li class="rscadd">Readded moonwalking. Alt-dir to face new dir, or Face-Direction verb to face current dir.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">22 November 2014</h2>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added the /obj/item/weapon/rig class - back-mounted deployable hardsuits.</li>
|
|
<li class="rscadd">Replaced existing hardsuits with 'voidsuits', functionally identical.</li>
|
|
<li class="rscdel">Removed the mounted device and helmet/boot procs from voidsuits.</li>
|
|
<li class="tweak">Refactored a shit-ton of ninja code into the new rig class.</li>
|
|
<li class="wip">This is more than likely going to take a lot of balancing to get into a good place.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">08 November 2014</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Service personnel now have their own frequency to communicate over. Use "say :v".</li>
|
|
<li class="rscadd">The AI can now has proper quick access to its private channel. Use "say :o".</li>
|
|
<li class="rscadd">Newscasters supports photo captions. Simply pen one on the attached photo.</li>
|
|
<li class="rscadd">Once made visible by a cultist ghosts can toggle visiblity at will.</li>
|
|
<li class="rscadd">Detonating cyborgs using the cyborg monitor console now notifies the master AI, if any.</li>
|
|
<li class="rscadd">More machinery, such as APCs, air alarms, etc., now support attaching signalers to the wires.</li>
|
|
<li class="tweak">Random event overhaul. Admins may wish check the verb "Event Manager Panel".</li>
|
|
</ul>
|
|
|
|
<h2 class="date">04 November 2014</h2>
|
|
<h3 class="author">TwistedAkai updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Almost any window which has been fully unsecured can now be dismantled with a wrench.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 November 2014</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Adds the last missing step to deconstruct fire alarms. Apply wirecutters.</li>
|
|
<li class="rscadd">There's a "new" mining outpost nearby the Research outpost.</li>
|
|
<li class="rscadd">Manifest ghosts now have spookier names.</li>
|
|
<li class="rscadd">Adds a gas monitor computer for the toxin mixing chamber.</li>
|
|
<li class="rscadd">AI can now change the display of individual AI status screens.</li>
|
|
<li class="rscadd">More ion laws..</li>
|
|
<li class="rscadd">All turrets have been replaced with portable variants. Potential targets can be configured on a per turret basis.</li>
|
|
<li class="bugfix">Improved crew monitor map positioning.</li>
|
|
<li class="rscadd">Can now order plastic, body-, and statis bags from cargo</li>
|
|
<li class="rscadd">PDAs now receive newscasts.</li>
|
|
<li class="rscadd">(De)constructable emergency shutters.</li>
|
|
<li class="rscadd">Borgs can now select to simply state their laws or select a radio channel, same as the AI.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 October 2014</h2>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Zooming with the sniper rifle now adds a view offset in the direction you are facing.</li>
|
|
<li class="rscadd">Added binoculars - functionally similar to sniper scope. Adminspawn-only for now.</li>
|
|
<li class="rscadd">Bottles from chemistry now, like beakers, use chemical overlays instead of fixed sprites.</li>
|
|
<li class="rscadd">Being in space while not magbooted to something will cause your sprite to bob up and down.</li>
|
|
</ul>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added species organ checks to several areas (phoron burn, welder burn, appendicitis, vox cortical stacks, flashes).</li>
|
|
<li class="rscadd">Added VV option to add or remove organs.</li>
|
|
<li class="rscadd">Added simple bioprinter (adminspawn).</li>
|
|
<li class="rscadd">Added smashing/slashing behavior from xenos to some unarmed attacks.</li>
|
|
<li class="rscadd">Added some new state icons for diona nymphs.</li>
|
|
<li class="rscadd">Added borer husk functionality (cortical borers can turn dead humans into zombies).</li>
|
|
<li class="rscadd">Added tackle verb.</li>
|
|
<li class="rscadd">Added NO_SLIP.</li>
|
|
<li class="rscadd">Added species-specific orans to Dionaea, new Xenomorphs and vox.</li>
|
|
<li class="rscadd">Added colour and species to blood data.</li>
|
|
<li class="rscadd">Added lethal consequences to missing your heart.</li>
|
|
<li class="rscdel">Removed robot_talk_understand and alien_talk_understand.</li>
|
|
<li class="rscdel">Removed attack_alien() and several flavours of is_alien() procs.</li>
|
|
<li class="rscdel">Removed /mob/living/carbon/alien/humanoid.</li>
|
|
<li class="rscdel">Removed alien_hud().</li>
|
|
<li class="rscdel">Removed IS_SLOW, NEEDS_LIGHT and RAD_ABSORB.</li>
|
|
<li class="rscdel">Renamed is_larva() to is_alien().</li>
|
|
<li class="tweak">Refactored a ton of files, either condensing or expanding them, or moving them to new directories.</li>
|
|
<li class="tweak">Refactored some attack vars from simple_animal to mob/living level.</li>
|
|
<li class="tweak">Refactored internal organs to /mob/living/carbon level.</li>
|
|
<li class="tweak">Refactored rad and light absorbtion to organ level.</li>
|
|
<li class="tweak">Refactored brains to /obj/item/organ/brain.</li>
|
|
<li class="tweak">Refactored a lot of blood splattering to use blood_splatter() proc.</li>
|
|
<li class="tweak">Refactored broadcast languages (changeling and alien hiveminds, drone and binary chat) to actual languages.</li>
|
|
<li class="tweak">Refactored xenomorph abilities to work for humans.</li>
|
|
<li class="tweak">Refactored xenomorphs into human species.</li>
|
|
<li class="tweak">Rewrote larva_hud() and human_hud(). The latter now takes data from the species datum.</li>
|
|
<li class="tweak">Rewrote diona nymphs as descendents of /mob/living/carbon/alien.</li>
|
|
<li class="tweak">Rewrote xenolarva as descendents of /mob/living/carbon/alien.</li>
|
|
<li class="tweak">Rewrote /mob/living/carbon/alien.</li>
|
|
<li class="tweak">Moved alcohol and toxin processing to the liver.</li>
|
|
<li class="tweak">Moved drone light proc to robot level, added integrated_light_power and local_transmit vars to robots.</li>
|
|
<li class="tweak">Moved human brainloss onto the brain organ.</li>
|
|
<li class="tweak">Shuffled around and collapsed several redundant procs down to carbon level (hide, ventcrawl, Bump).</li>
|
|
<li class="tweak">Fixed species swaps from NO_BLOOD to those with blood killing the subject instantly.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">28 September 2014</h2>
|
|
<h3 class="author">Gamerofthegame updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Hoverpods fully supported, currently orderable from cargo. Two slots, three cargo, space flight and a working mech for all other intents and purposes.</li>
|
|
<li class="rscadd">Added the Rigged laser and Passenger Compartment equipment. The rigged laser is a weapon for working exosuits - just a ordinary laser, but with triple the cool down and rather power inefficient. The passenger compartment allows other people to board and hitch a ride on the mech - such as in fire rescue or for space flight.</li>
|
|
</ul>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Organs can now be removed and transplanted.</li>
|
|
<li class="tweak">Brain surgery is now the same as chest surgery regarding the steps leading up to it.</li>
|
|
<li class="tweak">Appendix and kidney now share the groin and removing the first will prevent appendicitis.</li>
|
|
<li class="tweak">Lots of backend surgery/organ stuff, see the PR if you need to know.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">20 September 2014</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixes evidence bags and boxes eating each other. Evidence bags now store items by dragging the bag onto the item to be stored.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">05 September 2014</h2>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">NewPipe implemented: Supply and scrubber pipes can be run in parallel without connecting to each other.</li>
|
|
<li class="rscadd">Supply pipes will only connect to supply pipes, vents and Universal Pipe Adapters(UPAs).</li>
|
|
<li class="rscadd">Scrubber pipes will only connect to scrubber pipes, scrubbers and UPAs.</li>
|
|
<li class="rscadd">UPAs will connect to regular, scrubber and supply pipes.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">31 August 2014</h2>
|
|
<h3 class="author">Whitellama updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Matches and candles can be used to burn papers, too.</li>
|
|
<li class="bugfix">Observers have a bit more time (20 seconds, instead of 7.5) before the Diona join prompt disappears.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">27 August 2014</h2>
|
|
<h3 class="author">Whitellama updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Made destination taggers more intuitive so you know when you've tagged something</li>
|
|
<li class="rscadd">Ported package label and tag sprites</li>
|
|
<li class="rscadd">Ported using a pen on a package to give it a title, or to write a note</li>
|
|
<li class="rscadd">Donut boxes and egg boxes can be constructed out of cardboard</li>
|
|
</ul>
|
|
|
|
<h2 class="date">05 August 2014</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Atmos Rewrite. Many atmos devices now use power according to their load and gas physics</li>
|
|
<li class="rscadd">Pressure regulator device. Replaces the passive gate and can regulate input or output pressure</li>
|
|
<li class="rscadd">Gas heaters and gas coolers are now constructable and can be upgraded with parts from research</li>
|
|
<li class="bugfix">Fixes recharger and cell charger power draw. Rechargers draw 15 kW, wall chargers draw 25 kW, and heavy-duty cell chargers draw 40 kW. Cyborg charging stations draw 75 kW.</li>
|
|
<li class="bugfix">Laptops, and various other machines, now draw more reasonable amounts of power</li>
|
|
<li class="bugfix">Machines will periodically update their powered status if moved from a powered to an unpowered area and vice versa</li>
|
|
</ul>
|
|
|
|
<h2 class="date">02 August 2014</h2>
|
|
<h3 class="author">Whitellama updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Arcane tomes can now be stored on bookshelves.</li>
|
|
<li class="bugfix">Dionaea players no longer crash on death, and now become nymphs properly.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">31 July 2014</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Stun batons now work like tasers and deal agony instead of stun</li>
|
|
<li class="rscadd">Being hit in the hands with a stun weapon will cause whatever is being held to be dropped</li>
|
|
<li class="tweak">Handcuffs now require an aggressive grab to be used</li>
|
|
</ul>
|
|
|
|
<h2 class="date">26 July 2014</h2>
|
|
<h3 class="author">Whitellama updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added dynamic flavour text.</li>
|
|
<li class="bugfix">Fixed bug with suit fibers and fingerprints.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">20 July 2014</h2>
|
|
<h3 class="author">PsiOmegaDelta updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">AI can now store up to five camera locations and return to them when desired.</li>
|
|
<li class="rscadd">AI can now alt+left click turfs in camera view to list and interact with the objects.</li>
|
|
<li class="rscadd">AI can now ctrl+click turret controls to enable/disable turrets.</li>
|
|
<li class="rscadd">AI can now alt+click turret controls to toggle stun/lethal mode.</li>
|
|
<li class="rscadd">AI can now select which channel to state laws on.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">06 July 2014</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Re-enabled and rewrote the wound infection system</li>
|
|
<li class="rscadd">Infections can be prevented by properly bandaging and salving wounds</li>
|
|
<li class="rscadd">Infections are cured by spaceacillin</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 July 2014</h2>
|
|
<h3 class="author">Various updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">Hardsuit breaching.</li>
|
|
<li class="experiment">Rewritten fire.</li>
|
|
<li class="experiment">Supermatter now glows and sucks things into it as it approaches criticality.</li>
|
|
<li class="rscadd">Station Vox (Vox pariahs) are now available.</li>
|
|
<li class="rscadd">Wheelchairs.</li>
|
|
<li class="rscadd">Cargo Trains.</li>
|
|
<li class="rscadd">Hardsuit cycler machinery.</li>
|
|
<li class="rscadd">Rewritten lighting (coloured lights!)</li>
|
|
<li class="rscadd">New Mining machinery and rewritten smelting.</li>
|
|
<li class="rscadd">Rewritten autolathe</li>
|
|
<li class="rscadd">Mutiny mode.</li>
|
|
<li class="rscadd">NanoUI airlock and docking controllers.</li>
|
|
<li class="rscadd">Completely rewritten shuttle code.</li>
|
|
<li class="rscadd">Derelict Z-level replacement: construction site.</li>
|
|
<li class="rscadd">Computer3 laptops.</li>
|
|
<li class="rscadd">Constructable SMES units.</li>
|
|
<li class="rscadd">Omni-directional atmos machinery.</li>
|
|
<li class="rscadd">Climbable tables and crates.</li>
|
|
<li class="rscadd">Xenoflora added to Science.</li>
|
|
<li class="rscadd">Utensils can be used to eat food.</li>
|
|
<li class="rscadd">Decks of cards are now around the station.</li>
|
|
<li class="rscadd">Service robots can speak languages.</li>
|
|
<li class="wip">Xenoarch updates and fixes.</li>
|
|
<li class="tweak">Rewritten species-specific gear icon handling.</li>
|
|
<li class="tweak">Cats and borers can be picked up.</li>
|
|
<li class="tweak">Botanist renamed to Gardener.</li>
|
|
<li class="tweak">Hydroponics merged with the Kitchen.</li>
|
|
<li class="tweak">Latejoin spawn points (Arrivals, Cryostorage, Gateway).</li>
|
|
<li class="rscadd">Escape pods only launch automatically during emergency evacuations</li>
|
|
<li class="rscadd">Escape pods can be made to launch during regular crew transfers using the control panel inside the pod, or by emagging the panel outside the pod</li>
|
|
<li class="rscadd">When swiped or emagged, the crew transfer shuttle can be delayed in addition to being launched early</li>
|
|
</ul>
|
|
|
|
<h2 class="date">20 June 2014</h2>
|
|
<h3 class="author">Cael_Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">New discoverable items added to xenoarchaeology, and new features for some existing ones. Artifact harvesters can now harvest the secondary effect of artifacts as well as the primary one.<br>
|
|
</br></li>
|
|
<li class="tweak">Artifact utilisers should be much nicer/easier to use now.<br>
|
|
<li class="bugfix">Alden-Saraspova counters and talking items should work properly now.<br>
|
|
</br></li>
|
|
</br></li>
|
|
</ul>
|
|
|
|
<h2 class="date">19 June 2014</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Adds guest terminals on the map. These wall terminals let anyone issue temporary IDs. Only access that issuer has can be granted, and maximum time pass can be issued for is 20 minutes. All operations are logged in terminals.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">15 June 2014</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed wound autohealing regardless of damage amount. The appropriate wound will now be assigned correctly based on damage amount and type</li>
|
|
<li class="bugfix">Fixed several other bugs related wounds that resulted in damage magically disappearing</li>
|
|
<li class="bugfix">Fixed various sharp objects not being counted as sharp, bullets in particular</li>
|
|
<li class="bugfix">Fixed armour providing more protection from bullets than it was supposed to</li>
|
|
</ul>
|
|
|
|
<h2 class="date">13 June 2014</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added docking ports for shuttles</li>
|
|
<li class="rscadd">Shuttle airlocks will automatically open and close, preventing people from being sucked into space by because someone on another z-level called a shuttle</li>
|
|
<li class="rscadd">Some docking ports can also double as airlocks</li>
|
|
<li class="rscadd">Docking ports can be overriden to prevent any automatic action. Shuttles will wait for players to open/close doors manually</li>
|
|
<li class="rscadd">Shuttles can be forced launched, which will make them not wait for airlocks to be properly closed</li>
|
|
</ul>
|
|
|
|
<h2 class="date">03 June 2014</h2>
|
|
<h3 class="author">Hubblenaut updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added wheelchairs</li>
|
|
<li class="tweak">Replaced stool in Medical Examination with wheelchair</li>
|
|
<li class="tweak">Using a fire-extinguisher to propel you on a chair can have consequences (drive into walls and people, do it!)</li>
|
|
</ul>
|
|
|
|
<h2 class="date">31 May 2014</h2>
|
|
<h3 class="author">Jarcolr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">21 New cargo crates, go check them out!</li>
|
|
<li class="rscadd">Peanuts have now been added, food items are now being developed.</li>
|
|
<li class="rscadd">2 new cargo groups, Miscellaneous and Supply.</li>
|
|
<li class="rscadd">Sugarcane seeds can now be gotten from the seed dispenser.</li>
|
|
<li class="rscadd">5 new satchels when selecting "satchel" for RD, scientist, botanist, virologist, geneticist (disabled) and chemist.</li>
|
|
<li class="rscadd">Clicking on a player with a paper/book when you have the eyes selected shows them the book/paper forcefully.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">28 May 2014</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Adds few new paperBBcode tags, to make up for HTML removal.</li>
|
|
<li class="rscadd">[logo] tag draws NT logo image (one from wiki).</li>
|
|
<li class="rscadd">[table] [/table] tags mark borders of tables. [grid] [/grid] are borderless tables, useful of making layouts. Inside tables following tags are used: [row] marks beginning of new table row, [cell] - beginning of new table cell.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">23 May 2014</h2>
|
|
<h3 class="author">Hubble updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Personal lockers are now resettable</li>
|
|
<li class="rscadd">Take off people's accessories or change their sensors in the drag and drop-interface</li>
|
|
<li class="rscadd">Merge paper bundles by hitting one with another</li>
|
|
<li class="tweak">Line breaks in Security, Medical and Employment Records</li>
|
|
<li class="tweak">Record printouts will have names on it</li>
|
|
<li class="tweak">Set other people's internals in belt and suit storage slots</li>
|
|
<li class="bugfix">No longer changing suit sensors while cuffed</li>
|
|
<li class="bugfix">No longer emptying other people's pockets when they are not full yet</li>
|
|
</ul>
|
|
|
|
<h2 class="date">16 May 2014</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Silicon mob types (AI, cyborgs, PAI) can now speak certain species languages depending on type and module</li>
|
|
<li class="rscadd">Languages can now be whispered when using the language code with either the whisper verb or the whisper speech code</li>
|
|
</ul>
|
|
|
|
<h2 class="date">06 May 2014</h2>
|
|
<h3 class="author">Hubble updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Clip papers together by hitting a paper with a paper or photo</li>
|
|
<li class="imageadd">Adds icons for copied stamps</li>
|
|
</ul>
|
|
|
|
<h2 class="date">03 May 2014</h2>
|
|
<h3 class="author">Cael_Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Coming out of nowhere the past few months, the Garland Corporation has made headlines with a new prehistoric theme park delighting travellers with species thought extinct. Now available for research stations everywhere is the technology that made it all possible! Features include: <br>
|
|
- 13 discoverable prehistoric species to clone from fossils (including 5 brand new ones).<br>
|
|
- 11 discoverable prehistoric plants to clone from fossils (including 9 brand new ones).<br>
|
|
- New minigame that involves correctly ordering the genomes inside each genetic sequence to unlock an animal/plant.<br>
|
|
- Some prehistoric animals and plants may seem strangely familiar... while others may bring more than the erstwhile scientist bargains for.<br>
|
|
</br></br></br></br></br></li>
|
|
</ul>
|
|
|
|
<h2 class="date">29 April 2014</h2>
|
|
<h3 class="author">HarpyEagle updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Webbing vest storage can now be accessed by clicking on the item in inventory</li>
|
|
<li class="rscadd">Holsters can be accessed by clicking on them in inventory</li>
|
|
<li class="rscadd">Webbings and other suit attachments are now visible on the icon in inventory</li>
|
|
<li class="tweak">Removing jumpsuits now requires drag and drop to prevent accidental undressing</li>
|
|
<li class="rscadd">Added an action icon for magboots that can be used to toggle them similar to flashlights</li>
|
|
<li class="rscadd">Fuel tanks now spill fuel when wrenched open</li>
|
|
</ul>
|
|
|
|
<h2 class="date">25 April 2014</h2>
|
|
<h3 class="author">Various updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Overhauled saycode, you can now use languages over the radio.</li>
|
|
<li class="rscadd">Chamelon items beyond just the suit.</li>
|
|
<li class="rscadd">NanoUI Virology</li>
|
|
<li class="rscadd">3D Sounds</li>
|
|
<li class="rscadd">AI Channel color for when they want to be all sneaky</li>
|
|
<li class="rscadd">New inflatable walls and airlocks for your breach sealing pleasure.</li>
|
|
<li class="rscadd">Carbon Copy papers, so you can subject everyone to your authority and paperwork, but mainly paperwork</li>
|
|
<li class="rscadd">Undershirts and rolling down jumpsuits</li>
|
|
<li class="rscadd">Insta-hit tasers, can be shot through glass as well.</li>
|
|
<li class="rscadd">Changeling balances, an emphasis put more on stealth.</li>
|
|
<li class="rscdel">Genetics disabled</li>
|
|
<li class="rscdel">Telescience removed, might be added again when we come up with a less math headache enducing version of it.</li>
|
|
<li class="bugfix">Bugfixes galore!</li>
|
|
</ul>
|
|
|
|
<h2 class="date">11 April 2014</h2>
|
|
<h3 class="author">Jarcolr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">You can now flip coins like a D2</li>
|
|
<li class="tweak">Miscellaneous cargo crates got a tiny buff, Standard Costume crate is now Costume Crate</li>
|
|
<li class="tweak">Grammar patch,telekinesis/amputated arm exploit fixes,more in the future</li>
|
|
<li class="tweak">Grille kicking now does less damage</li>
|
|
<li class="tweak">TELESCOPIC baton no longer knocks anybody down,still got a lot of force though</li>
|
|
<li class="tweak">Other small-ish changes and fixes that aren't worth mentioning</li>
|
|
</ul>
|
|
|
|
<h2 class="date">06 April 2014</h2>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Tape recorders and station-bounced radios now work inside containers and closets.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">30 March 2014</h2>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Inflatable walls and doors added. Useful for sealing off hull breaches, but easily punctured by sharp objects and Tajarans.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">10 March 2014</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Viruses now affect certain range of species, different for each virus</li>
|
|
<li class="tweak">Spaceacilline now prevents infection, and has a small chance to cure viruses at Stage 1. It does not give them antibodies though, so they can get sick again!</li>
|
|
<li class="tweak">Biosuits and spacesuits now offer more protection against viruses. Full biosuit competely prevents airborne infection, when coupled with gloves they both protect quite well from contact ones</li>
|
|
<li class="rscadd">Sneezing now spreads viruses in front of mob. Sometimes he gets a warning beforehand though</li>
|
|
</ul>
|
|
|
|
<h2 class="date">05 March 2014</h2>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Smartfridges added to the bar, chemistry and virology. No more clutter!</li>
|
|
<li class="rscadd">A certain musical instrument has returned to the bar.</li>
|
|
<li class="rscadd">There is now a ten second delay between ingesting a pill/donut/milkshake and regretting it.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 March 2014</h2>
|
|
<h3 class="author">Various updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Paint Mixing, red and blue makes purple!</li>
|
|
<li class="rscadd">New posters to tell you to respect those darned cat people</li>
|
|
<li class="rscadd">NanoUI for APC's, Canisters, Tank Transfer Valves and the heaters / coolers</li>
|
|
<li class="tweak">PDA bombs are now less annoying, and won't always blow up / cause internal bleeding</li>
|
|
<li class="tweak">Blob made less deadly</li>
|
|
<li class="rscadd">Objectiveless Antags now a configuration option, choose your own adventure!</li>
|
|
<li class="wip">Engineering redesign, now with better monitoring of the explodium supermatter!</li>
|
|
<li class="rscadd">Security EOD</li>
|
|
<li class="rscadd">New playable race, IPC's, go beep boop boop all over the station!</li>
|
|
<li class="rscadd">Gamemode autovoting, now players don't have to call for gamemode votes, it's automatic!</li>
|
|
</ul>
|
|
|
|
<h2 class="date">19 February 2014</h2>
|
|
<h3 class="author">Aryn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">New air model. Nothing should change to a great degree, but temperature flow might be affected due to closed connections not sticking around.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 February 2014</h2>
|
|
<h3 class="author">Various updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">NanoUI for PDA</li>
|
|
<li class="rscadd">Write in blood while a ghost in cult rounds with enough cultists</li>
|
|
<li class="rscadd">Cookies, absurd sandwiches, and even cookable dioanae nymphs!</li>
|
|
<li class="rscadd">A bunch of new guns and other weapons</li>
|
|
<li class="rscadd">Species specific blood</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 January 2014</h2>
|
|
<h3 class="author">Various updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">AntagHUD and MedicalHUD for ghosts, see who the baddies are, check for new configuration options.</li>
|
|
<li class="rscadd">Ghosts will now have bold text if they are in the same room as the person making conversations easier to follow.</li>
|
|
<li class="rscadd">New hairstyles! Now you can use something other then hotpink floor length braid.</li>
|
|
<li class="wip">DNA rework, tell us how you were cloned and became albino!</li>
|
|
<li class="rscadd">Dirty floors, so now you know exactly how lazy the janitors are!</li>
|
|
<li class="rscadd">A new UI system, feel free to color it yourself, don't set it to completely clear or you will have a bad time.</li>
|
|
<li class="rscadd">Cryogenic storage, for all your SSD needs.</li>
|
|
<li class="rscadd">New hardsuits for those syndicate tajaran</li>
|
|
</ul>
|
|
|
|
<h2 class="date">18 December 2013</h2>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Mousetraps can now be "hidden" through the right-click menu. This makes them go under tables, clutter and the like. The filthy rodents will never see it coming!</li>
|
|
<li class="tweak">Monkeys will no longer move randomly while being pulled.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 December 2013</h2>
|
|
<h3 class="author">Various Developers banged their keyboards together: updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">New Engine, the supermatter, figure out what a cooling loop is, or don't and blow up engineering!</li>
|
|
<li class="rscadd">Each department will have it's own fax, make a copy of your butt and fax it to the admins!</li>
|
|
<li class="rscadd">Booze and soda dispensers, they are like chemmasters, only with booze and soda!</li>
|
|
<li class="rscadd">Bluespace and Cryostasis beakers, how do they work? Fuggin bluespace how do they work?</li>
|
|
<li class="rscadd">You can now shove things into vending machines, impress your friends on how things magically disappear out of your hands into the machine!</li>
|
|
<li class="rscadd">Robots and Androids (And gynoids too!) can now use custom job titles</li>
|
|
<li class="bugfix">Various bugfixes</li>
|
|
</ul>
|
|
|
|
<h2 class="date">24 November 2013</h2>
|
|
<h3 class="author">Yinadele updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">Supermatter engine added! Please treat your new engine gently, and report any strangeness!</li>
|
|
<li class="tweak">Rebalanced events so people don't explode into appendicitis or have their organs constantly explode.</li>
|
|
<li class="rscadd">Vending machines have had bottled water, iced tea, and grape soda added.</li>
|
|
<li class="rscadd">Head reattachment surgery added! Sew heads back on proper rather than monkey madness.</li>
|
|
<li class="rscadd">Pain crit rebalanced - Added aim variance depending on pain levels, nerfed blackscreen severely.</li>
|
|
<li class="rscadd">Cyborg alt titles: Robot, and Android added! These will make you spawn as a posibrained robot. Please enjoy!</li>
|
|
<li class="bugfix">Fixed the sprite on the modified welding goggles, added a pair to the CE's office where they'll be used.</li>
|
|
<li class="bugfix">Fixed atmos computers- They are once again responsive!</li>
|
|
<li class="tweak">Added in functionality proper for explosive implants- You can now set their level of detonation, and their effects are more responsively concrete depending on setting.</li>
|
|
<li class="rscadd">Hemostats re-added to autolathe!</li>
|
|
<li class="rscadd">Added two manuals on atmosia and EVA, by MagmaRam! Found in engineering and the engineering bookcase.</li>
|
|
<li class="bugfix">Fixed areas in medbay to have fully functional APC sectors.</li>
|
|
<li class="rscadd">Girders are now lasable.</li>
|
|
<li class="experiment">Please wait warmly, new features planned for next merge!</li>
|
|
</ul>
|
|
|
|
<h2 class="date">23 November 2013</h2>
|
|
<h3 class="author">Ccomp5950 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Players are now no longer able to commit suicide with a lasertag gun, and will feel silly for doing so.</li>
|
|
<li class="bugfix">Ghosts hit with the cult book shall now actually become visible.</li>
|
|
<li class="bugfix">The powercells spawned with Exosuits will now properly be named to not confuse bearded roboticists.</li>
|
|
<li class="bugfix">Blindfolded players will now no longer require eye surgery to repair their sight, removing the blindfold will be sufficient.</li>
|
|
<li class="rscadd">Atmospheric Technicians will now have access to Exterior airlocks.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 November 2013</h2>
|
|
<h3 class="author">Various updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Autovoting, Get off the station when your 15 hour workweek is done, thanks unions!</li>
|
|
<li class="rscadd">Some beach props that Chinsky finds useless.</li>
|
|
<li class="wip">Updated NanoUI</li>
|
|
<li class="rscadd">Dialysis while in sleepers - removes reagents from mobs, like the chemist, toss him in there!</li>
|
|
<li class="tweak">Pipe Dispensers can now be ordered by Cargo</li>
|
|
<li class="rscadd">Fancy G-G-G-G-Ghosts!</li>
|
|
</ul>
|
|
|
|
<h2 class="date">29 October 2013</h2>
|
|
<h3 class="author">Cael_Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Xenoarchaeology's chemical analysis and six analysis machines are gone, replaced by a single one which can be beaten in a minigame.</li>
|
|
<li class="rscadd">Sneaky traitors will find new challenges to overcome at the research outpost, but may also find new opportunities (transit tubes can now be traversed).</li>
|
|
<li class="rscadd">Finding active alien machinery should now be made significantly easier with the Alden-Saraspova counter.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">06 October 2013</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Return of dreaded side effects. They now manifest well after their cause disappears, so curing them should be possible without them reappearing immediately. They also lost last stage damaging effects.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">24 September 2013</h2>
|
|
<h3 class="author">Snapshot updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscdel">Removed hidden vote counts.</li>
|
|
<li class="rscdel">Removed hiding of vote results.</li>
|
|
<li class="rscdel">Removed OOC muting during votes.</li>
|
|
<li class="rscadd">Crew transfers are no longer callable during Red and Delta alert.</li>
|
|
<li class="wip">Started work on Auto transfer framework.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">18 September 2013</h2>
|
|
<h3 class="author">Kilakk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Fax machines! The Captain and IA agents can use the fax machine to send properly formatted messages to Central Command.</li>
|
|
<li class="imageadd">Gave the fax machine a fancy animated sprite. Thanks Cajoes!</li>
|
|
</ul>
|
|
|
|
<h2 class="date">08 August 2013</h2>
|
|
<h3 class="author">Erthilo updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Raise Dead rune now properly heals and revives dead corpse.</li>
|
|
<li class="bugfix">Admin-only rejuvenate verb now heals all organs, limbs, and diseases.</li>
|
|
<li class="bugfix">Cyborg sprites now correctly reset with reset boards. This means cyborg appearances can now be changed without admin intervention.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">04 August 2013</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Health HUD indicator replaced with Pain indicator. Now health indicator shows pain level instead of actual vitals level. Some types of damage contribute more to pain, some less, usually feeling worse than they really are.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 August 2013</h2>
|
|
<h3 class="author">Asanadas updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">The Null Rod has recovered its de-culting ability, for balance reasons. Metagaming with it is a big no-no!</li>
|
|
<li class="rscadd">Holy Water as a liquid is able to de-cult. Less effective, but less bloody. May be changed over the course of time for balance.</li>
|
|
</ul>
|
|
<h3 class="author">CIB updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Chilis and cold chilis no longer kill in small amounts</li>
|
|
<li class="bugfix">Chloral now again needs around 5 units to start killing somebody</li>
|
|
</ul>
|
|
<h3 class="author">Cael Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Security bots will now target hostile mobs, and vice versa.</li>
|
|
<li class="tweak">Carp should actually emigrate now, instead of just immigrating then squatting around the outer hull.</li>
|
|
<li class="tweak">Admins and moderators have been split up into separate 'who' verbs (adminwho and modwho respectively).</li>
|
|
</ul>
|
|
<h3 class="author">CaelAislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Re-added old ion storm laws, re-added grid check event.</li>
|
|
<li class="rscadd">Added Rogue Drone and Vermin Infestation random events.</li>
|
|
<li class="rscadd">Added/fixed space vines random event.</li>
|
|
<li class="tweak">Updates to the virus events.</li>
|
|
<li class="tweak">Spider infestation and alien infestation events turned off by default.</li>
|
|
<li class="tweak">Soghun, taj and skrell all have unique language text colours.</li>
|
|
<li class="tweak">Moderators will no longer be listed in adminwho, instead use modwho.</li>
|
|
</ul>
|
|
<h3 class="author">Cael_Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tgs">Updated server to tgstation r5200 (November 26th, 2012), see <a href="https://code.google.com/p/tgstation13/source/list">https://code.google.com/p/tgstation13/source/list</a> for tg's changelog.</li>
|
|
</ul>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Old new medical features:</li>
|
|
<li class="rscadd">Autoinjectors! They come preloaded with 5u of inapro, can be used instantly, and are one-use. You can replace chems inside using a syringe. Box of them is added to Medicine closet and medical supplies crate.</li>
|
|
<li class="rscadd">Splints! Target broken liimb and click on person to apply. Can be taken off in inventory menu, like handcuffs. Splinted limbs have less negative effects.</li>
|
|
<li class="rscadd">Advanced medikit! Red and mean, all doctors spawn with one. Contains better stuff - advanced versions of bandaids and aloe heal 12 damage on the first use.</li>
|
|
<li class="tweak">Wounds with damage above 50 won't heal by themselves even if bandaged/salved. Would have to seek advanced medical attention for those.</li>
|
|
</ul>
|
|
<h3 class="author">Erthilo updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed SSD (logged-out) players not staying asleep.</li>
|
|
<li class="bugfix">Fixed set-pose verb and mice emotes having extra periods.</li>
|
|
<li class="bugfix">Fixed virus crate not appearing and breaking supply shuttle.</li>
|
|
<li class="bugfix">Fixed newcaster photos not being censored.</li>
|
|
</ul>
|
|
<h3 class="author">Gamerofthegame updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Miscellaneous mapfixes.</li>
|
|
</ul>
|
|
<h3 class="author">GauHelldragon updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Servicebots now have RoboTray and Printing Pen. Robotray can be used to pick up and drop food/drinks. Printing pen can alternate between writing mode and rename paper mode by clicking it.</li>
|
|
<li class="rscadd">Farmbots. A new type of robot that weeds, waters and fertilizes. Use robot arm on water tank. Then use plant analyzer, mini-hoe, bucket and finally proximity sensor.</li>
|
|
<li class="rscadd">Chefs can clang their serving trays with a rolling pin. Just like a riot shield!</li>
|
|
</ul>
|
|
<h3 class="author">Jediluke69 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added 5 new drinks (Kira Special, Lemonade, Brown Star, Milkshakes, Rewriter)</li>
|
|
<li class="tweak">Nanopaste now heals about half of what it used to</li>
|
|
<li class="tweak">Ballistic crates should now come with shotguns loaded with actual shells no more beanbags</li>
|
|
<li class="bugfix">Iced tea no longer makes a glass of .what?</li>
|
|
</ul>
|
|
<h3 class="author">Jupotter updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fix the robotiscist preview in the char setupe screen</li>
|
|
</ul>
|
|
<h3 class="author">Kilakk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added the Xenobiologist job. Has access to the research hallway and to xenobiology.</li>
|
|
<li class="rscdel">Removed Xenobiology access from Scientists.</li>
|
|
<li class="rscdel">Removed the Xenobiologist alternate title from Scientists.</li>
|
|
<li class="rscadd">Added "Xenoarchaeology" to the RD, Scientists, and to the ID computer.</li>
|
|
<li class="tweak">Changed the Research Outpost doors to use "Xenoarchaeology" access.</li>
|
|
</ul>
|
|
<h3 class="author">Meyar updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">The syndicate shuttle now has a cycling airlock during Nuke rounds.</li>
|
|
<li class="rscadd">Restored the ability for the syndicate Agent ID to change the name on the card (reforge it) more than once.</li>
|
|
<li class="rscadd">ERT Radio now functional again.</li>
|
|
<li class="rscadd">Research blast doors now actually lock down the entirety of station-side Research.</li>
|
|
<li class="rscadd">Added lock down buttons to the wardens office.</li>
|
|
<li class="rscadd">The randomized barsign has made a return.</li>
|
|
<li class="rscadd">Syndicate Agent ID's external airlock access restored.</li>
|
|
</ul>
|
|
<h3 class="author">NerdyBoy1104 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">New Botany additions: Rice and Plastellium. New sheet material: Plastic.</li>
|
|
<li class="rscadd">Plastellium is refined into plastic by first grinding the produce to get plasticide. 20 plasticide + 10 polytrinic acid makes 10 sheets of plastic which can be used to make crates, forks, spoons, knives, ashtrays or plastic bags from.</li>
|
|
<li class="rscadd">Rice seeds grows into rice stalks that you grind to get rice. 10 Rice + 5 Water makes boiled rice, 10 rice + 5 milk makes rice pudding, 10 rice + 5 universal enzyme (in beaker) makes Sake.</li>
|
|
</ul>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">You can now stab people with syringes using the "harm" intent. This destroys the syringe and transfers a random percentage of its contents into the target. Armor has a 50% chance of blocking the syringe.</li>
|
|
</ul>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Meteor showers actually spawn meteors now.</li>
|
|
<li class="tweak">Engineering tape fits into toolbelt and can be placed on doors.</li>
|
|
<li class="rscadd">Pill bottles can hold paper.</li>
|
|
</ul>
|
|
<h3 class="author">SkyMarshal updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed ZAS</li>
|
|
<li class="bugfix">Fixed Fire</li>
|
|
</ul>
|
|
<h3 class="author">Spamcat updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Figured I should make one of these. Syringestabbing now produces a broken syringe complete with fingerprints of attacker and blood of a victim, so dispose your evidence carefully. Maximum transfer amount per stab is lowered to 10.</li>
|
|
</ul>
|
|
<h3 class="author">VitrescentTortoise updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added a third option for not getting any job preferences. It allows you to return to the lobby instead of joining.</li>
|
|
</ul>
|
|
<h3 class="author">Whitellama updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">One-antag rounds (like wizard/ninja) no longer end automatically upon death</li>
|
|
<li class="wip">Space ninja has been implemented as a voteable gamemode</li>
|
|
<li class="rscadd">Space ninja spawn landmarks have been implemented (but not yet placed on the map), still spawn at carps-pawns instead. (The code will warn you about this and ask you to report it, it's a known issue.)</li>
|
|
<li class="rscadd">Five new space ninja directives have been added, old directives have been reworded to be less harsh</li>
|
|
<li class="wip">Space ninjas have been given their own list as antagonists, and are no longer bundled up with traitors</li>
|
|
<li class="bugfix">Space ninjas with a "steal a functional AI" objective will now succeed by downloading one into their suits</li>
|
|
<li class="tweak">Space ninja suits' exploding on death has been nerfed, so as not to cause breaches</li>
|
|
<li class="rscadd">A few space ninja titles/names have been added and removed to be slightly more believable</li>
|
|
<li class="bugfix">The antagonist selector no longer chooses jobbanned players when it runs out of willing options</li>
|
|
</ul>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added pneumatic cannon and harpoons.</li>
|
|
<li class="experiment">Added embedded projectiles. Bullets and thrown weapons may stick in targets. Throwing them by hand won't make them stick, firing them from a cannon might. Implant removal surgery will get rid of shrapnel and stuck items.</li>
|
|
</ul>
|
|
<h3 class="author">faux updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="imageadd">Mixed Wardrobe Closet now has colored shoes and plaid skirts.</li>
|
|
<li class="imageadd">Dress uniforms added to the Captain, RD, and HoP wardrobe closets. A uniform jacket has also been added to the Captain's closet. HoS' hat has been re-added to their closet. I do not love the CMO and CE enough to give them anything.</li>
|
|
<li class="imageadd">Atheletic closet now has five different swimsuits *for the ladies* in them. If you are a guy, be prepared to be yelled at if you run around like a moron in one of these. Same goes for ladies who run around in shorts with their titties swaying in the space winds.</li>
|
|
<li class="imageadd">A set of dispatcher uniforms will spawn in the security closet. These are for playtesting the dispatcher role.</li>
|
|
<li class="imageadd">New suit spawns in the laundry room. It's for geezer's only. You're welcome, Book.</li>
|
|
<li class="imageadd">Nurse outfit variant, orderly uniform, and first responder jacket will now spawn in the medical wardrobe closet.</li>
|
|
<li class="imageadd">A white wedding dress will spawn in the chaplain's closet. There are also several dresses currently only adminspawnable. Admins: Look either under "bride" or "dress." The bride one leads to the colored wedding dresses, and there are some other kinds of dresses under dress.</li>
|
|
<li class="tweak">No more luchador masks or boxing gloves or boxing ring. You guys have a swimming pool now, dip in and enjoy it.</li>
|
|
<li class="tweak">he meeting hall has been replaced with an awkwardly placed security office meant for prisoner processing.</li>
|
|
<li class="tweak">Added a couple more welding goggles to engineering since you guys liked those a lot.</li>
|
|
<li class="imageadd">Flasks spawn behind the bar. Only three. Don't fight over them. I don't know how to add them to the bar vending machine otherwise I would have done that instead. Detective, you have your own flask in your office, it's underneath the cigarettes on your desk.</li>
|
|
<li class="tweak">Added two canes to the medical storage, for people who have leg injuries and can't walk good and stuff. I do not want to see doctors pretending to be House. These are for patients. Do not make me delete this addition and declare you guys not being able to have nice things.</li>
|
|
<li class="tweak">Secondary entance to EVA now directly leads into the medbay hardsuit section. Sorry for any inconviences this will cause. The CMO can now fetch the hardsuits whenever they want.</li>
|
|
<li class="tweak">Secondary security hardsuit has been added to the armory. Security members please stop stealing engineer's hardsuits when you guys want to pair up for space travel.</li>
|
|
<li class="tweak">Firelocks have been moved around in the main hallways to form really ghetto versions of airlocks.</li>
|
|
<li class="tweak">Violin spawns in theatre storage now. I didn't put the piano there though, that was someone else.</li>
|
|
<li class="tweak">Psych office in medbay has been made better looking.</li>
|
|
</ul>
|
|
<h3 class="author">proliberate updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Station time is now displayed in the status tab for new players and AIs.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">30 July 2013</h2>
|
|
<h3 class="author">Erthilo updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">EFTPOS and ATM machines should now connect to databases.</li>
|
|
<li class="bugfix">Gravitational Catapults can now be removed from mechs.</li>
|
|
<li class="bugfix">Ghost manifest rune paper naming now works correctly.</li>
|
|
<li class="bugfix">Fix for newscaster special characters. Still not recommended.</li>
|
|
</ul>
|
|
<h3 class="author">Kilakk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added colored department radio channels.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">28 July 2013</h2>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Camera console circuits can be adjusted for different networks.</li>
|
|
<li class="rscadd">Nuclear operatives and ERT members have built-in cameras in their helmets. Activate helmet to initialize it.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">26 July 2013</h2>
|
|
<h3 class="author">Kilakk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Brig cell timers will no longer start counting down automatically.</li>
|
|
<li class="tweak">Separated the actual countdown timer from the timer controls. Pressing "Set" while the timer is counting down will reset the countdown timer to the time selected.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">11 July 2013</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Gun delays. All guns now have delays between shots. Most have less than second, lasercannons and pulse rifles have around 2 seconds delay. Automatics have zero, click-speed.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">06 July 2013</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Humans now can be infected with more than one virus at once.</li>
|
|
<li class="rscadd">All analyzed viruses are put into virus DB. You can view it and edit their name and description on medical record consoles.</li>
|
|
<li class="tweak">Only known viruses (ones in DB) will be detected by the machinery and HUDs.</li>
|
|
<li class="rscadd">Viruses cause fever, body temperature rising the more stage is.</li>
|
|
<li class="bugfix">Humans' body temperature does not drift towards room one unless there's big difference in them.</li>
|
|
<li class="tweak">Virus incubators now can transmit viuses from dishes to blood sample.</li>
|
|
<li class="rscadd">New machine - centrifuge. It can isolate antibodies or viruses (spawning virus dish) from a blood sample in vials. Accepts vials only.</li>
|
|
<li class="rscadd">Fancy vial boxes in virology, one of them is locked by ID with MD access.</li>
|
|
<li class="tweak">Engineered viruses are now ariborne too.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">05 July 2013</h2>
|
|
<h3 class="author">Spamcat updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Pulse! Humans now have hearbeat rate, which can be measured by right-clicking someone - Check pulse or by health analyzer. Medical machinery also has heartbeat monitors. Certain meds and conditions can influence it.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">03 July 2013</h2>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Security and medical cyborgs can use their HUDs to access records.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">28 June 2013</h2>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">AIs are now able to examine what they see.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">27 June 2013</h2>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">ID cards properly setup bloodtype, DNA and fingerprints again.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">26 June 2013</h2>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Autopsy scanner properly displays time of wound infliction and death.</li>
|
|
<li class="bugfix">Autopsy scanner properly displays wounds by projectile weapons.</li>
|
|
</ul>
|
|
<h3 class="author">Whitellama updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">One-antag rounds (like wizard/ninja) no longer end automatically upon death</li>
|
|
<li class="wip">Space ninja has been implemented as a voteable gamemode</li>
|
|
<li class="rscadd">Space ninja spawn landmarks have been implemented (but not yet placed on the map), still spawn at carps-pawns instead. (The code will warn you about this and ask you to report it, it's a known issue.)</li>
|
|
<li class="rscadd">Five new space ninja directives have been added, old directives have been reworded to be less harsh</li>
|
|
<li class="wip">Space ninjas have been given their own list as antagonists, and are no longer bundled up with traitors</li>
|
|
<li class="bugfix">Space ninjas with a "steal a functional AI" objective will now succeed by downloading one into their suits</li>
|
|
<li class="tweak">Space ninja suits' exploding on death has been nerfed, so as not to cause breaches</li>
|
|
<li class="rscadd">A few space ninja titles/names have been added and removed to be slightly more believable</li>
|
|
<li class="bugfix">The antagonist selector no longer chooses jobbanned players when it runs out of willing options</li>
|
|
</ul>
|
|
|
|
<h2 class="date">23 June 2013</h2>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Airlocks of various models can be constructed again.</li>
|
|
</ul>
|
|
<h3 class="author">faux updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">There has been a complete medbay renovation spearheaded by Vetinarix. http://baystation12.net/forums/viewtopic.php?f=20&t;=7847 <-- Please put any commentary good or bad, here.</li>
|
|
<li class="tweak">Some maintenance doors within RnD and Medbay have had their accesses changed. Maintenance doors in the joint areas (leading to the research shuttle, virology, and xenobiology) are now zero access. Which means anyone in those joints can enter the maintenance tunnels. This was done to add additional evacuation locations during radiation storms. Additional maintenance doors were added to the tunnels in these areas to prevent docs and scientists from running about.</li>
|
|
<li class="tweak">Starboard emergency storage isn't gone now, it's simply located in the escape wing.</li>
|
|
<li class="experiment">An engineering training room has been added to engineering. This location was previously where surgery was located. If you are new to engineering or need to brush up on your skills, please use this area for testing.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">22 June 2013</h2>
|
|
<h3 class="author">Cael_Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">The xenoarchaeology depth scanner will now tell you what energy field is required to safely extract a find.</li>
|
|
<li class="tweak">Excavation picks will now dig faster, and xenoarchaeology as a whole should be easier to do.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">21 June 2013</h2>
|
|
<h3 class="author">Jupotter updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fix the robotiscist preview in the char setupe screen</li>
|
|
</ul>
|
|
|
|
<h2 class="date">18 June 2013</h2>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed some bugs in windoor construction.</li>
|
|
<li class="tweak">Secure windoors are made with rods again.</li>
|
|
<li class="rscadd">Windoors drop their electronics when broken. Emagged windoors can have theirs removed by crowbar.</li>
|
|
<li class="rscadd">Airlock electronics can be configured to make door open for any single access on it instead of all of them.</li>
|
|
<li class="rscadd">Cyborgs can preview their icons before choosing.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">13 June 2013</h2>
|
|
<h3 class="author">Kilakk updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added the Xenobiologist job. Has access to the research hallway and to xenobiology.</li>
|
|
<li class="rscdel">Removed Xenobiology access from Scientists.</li>
|
|
<li class="rscdel">Removed the Xenobiologist alternate title from Scientists.</li>
|
|
<li class="rscadd">Added "Xenoarchaeology" to the RD, Scientists, and to the ID computer.</li>
|
|
<li class="tweak">Changed the Research Outpost doors to use "Xenoarchaeology" access.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">12 June 2013</h2>
|
|
<h3 class="author">Zuhayr updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added pneumatic cannon and harpoons.</li>
|
|
<li class="experiment">Added embedded projectiles. Bullets and thrown weapons may stick in targets. Throwing them by hand won't make them stick, firing them from a cannon might. Implant removal surgery will get rid of shrapnel and stuck items.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">11 June 2013</h2>
|
|
<h3 class="author">Meyar updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixes a security door with a firedoor ontop of it.</li>
|
|
<li class="bugfix">Fixed a typo relating to the admin Select Equipment Verb. (It's RESPONSE team not RESCUE team)</li>
|
|
<li class="rscadd">ERT are now automated, from their spawn to their shuttle. Admin intervention no longer required! (Getting to the mechs still requires admin permission generally)</li>
|
|
<li class="rscadd">Added flashlights to compensate for the weakened PDA lights</li>
|
|
<li class="tweak">ERT Uniforms updated to be in line with Centcom uniforms. No more turtlenecks, no sir.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">09 June 2013</h2>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Emagged supply console can order SpecOp crates again.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">06 June 2013</h2>
|
|
<h3 class="author">Asanadas updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added a whimsical suit to the head of personnel's secret clothing locker.</li>
|
|
</ul>
|
|
<h3 class="author">Meyar updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Disposal's mail routing fixed. Missing pipes replaced.</li>
|
|
<li class="bugfix">Chemistry is once again a part of the disposals delivery circuit.</li>
|
|
<li class="bugfix">Added missing sorting junctions to Security and HoS office.</li>
|
|
<li class="bugfix">Fixed a duplicate sorting junction.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">05 June 2013</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Load bearing equipment - webbings and vests for engineers and sec. Attach to jumpsuit, use 'Look in storage' verb (object tab) to open.</li>
|
|
</ul>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Exosuits now can open firelocks by walking into them.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">01 June 2013</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Bloody footprints! Now stepping in the puddle will dirty your shoes/feet and make you leave bloody footprints for a bit.</li>
|
|
<li class="rscadd">Blood now dries up after some time. Puddles take ~30 minutes, small things 5 minutes.</li>
|
|
<li class="bugfix">Untreated wounds now heal. No more toe stubs spamming you with pain messages for the rest of the shift.</li>
|
|
<li class="experiment">On the other side, everything is healed slowly. Maximum you cna squeeze out of first aid is 0.5 health per tick per organ. Lying down makes it faster too, by 1.5x factor.</li>
|
|
<li class="rscadd">Lids! Click beaker/bottle in hand to put them on/off. Prevent spilling</li>
|
|
<li class="rscadd">Added 'hailer' to security lockers. If used in hand, says "Halt! Security!". For those who can't run and type.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">31 May 2013</h2>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Portable canisters now properly connect to ports beneath them on map load.</li>
|
|
<li class="bugfix">Fixed unfastening gas meters.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">30 May 2013</h2>
|
|
<h3 class="author">Segrain updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Meteor showers actually spawn meteors now.</li>
|
|
<li class="tweak">Engineering tape fits into toolbelt and can be placed on doors.</li>
|
|
<li class="rscadd">Pill bottles can hold paper.</li>
|
|
</ul>
|
|
<h3 class="author">Spamcat updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Pill bottle capacity increased to 14 items.</li>
|
|
<li class="bugfix">Fixed Lamarr (it now spawns properly)</li>
|
|
</ul>
|
|
<h3 class="author">proliberate updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Station time is now displayed in the status tab for new players and AIs.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">28 May 2013</h2>
|
|
<h3 class="author">Erthilo updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixes everyone being able to understand alien languages. HERE IS YOUR TOWER OF BABEL</li>
|
|
</ul>
|
|
<h3 class="author">VitrescentTortoise updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Wizard's forcewall now works.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">26 May 2013</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Tentacles! Now clone damage will make you horribly malformed like examine text says.</li>
|
|
</ul>
|
|
<h3 class="author">Meyar updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">The syndicate shuttle now has a cycling airlock during Nuke rounds.</li>
|
|
<li class="rscadd">Restored the ability for the syndicate Agent ID to change the name on the card (reforge it) more than once.</li>
|
|
<li class="rscadd">ERT Radio now functional again.</li>
|
|
<li class="rscadd">Research blast doors now actually lock down the entirety of station-side Research.</li>
|
|
<li class="rscadd">Added lock down buttons to the wardens office.</li>
|
|
<li class="rscadd">The randomized barsign has made a return.</li>
|
|
<li class="rscadd">Syndicate Agent ID's external airlock access restored.</li>
|
|
</ul>
|
|
<h3 class="author">VitrescentTortoise updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added a third option for not getting any job preferences. It allows you to return to the lobby instead of joining.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">25 May 2013</h2>
|
|
<h3 class="author">Erthilo updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixes alien races appearing an unknown when speaking their language.</li>
|
|
<li class="bugfix">Fixes alien races losing their language when cloned.</li>
|
|
<li class="bugfix">Fixes UI getting randomly reset when trying to change it in Genetics Scanners.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">21 May 2013</h2>
|
|
<h3 class="author">SkyMarshal updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">ZAS will now speed air movement into/out of a zone when unsimulated tiles (e.g. space) are involved, in relation to the number of tiles.</li>
|
|
<li class="experiment">Portable Canisters will now automatically connect to any portable connecter beneath them on map load.</li>
|
|
<li class="bugfix">Bug involving mis-mapped disposal junction fixed</li>
|
|
<li class="bugfix">Air alarms now work for atmos techs (whoops!)</li>
|
|
<li class="bugfix">The Master Controller now properly stops atmos when it runtimes.</li>
|
|
<li class="bugfix">Backpacks can no longer be contaminated</li>
|
|
<li class="tweak">ZAS no longer logs air statistics.</li>
|
|
<li class="tweak">ZAS now rebuilds as soon as it detects a semi-complex change in geometry. (It was doing this already, but in a convoluted way which was actually less efficient)</li>
|
|
<li class="tweak">General code cleanup/commenting of ZAS</li>
|
|
<li class="tweak">Jungle now initializes after the random Z-level loads and atmos initializes.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">15 May 2013</h2>
|
|
<h3 class="author">Spamcat updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added <a href="http://www.safecity.com.au/aspchrlar.jpg">telescopic batons</a> to HoS's and captain's lockers. These are quite robust and easily concealable.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">14 May 2013</h2>
|
|
<h3 class="author">Cael_Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">Depth scanners can now be used to determine what material archaeological deposits are made of, meaning lab analysis is no longer required.</li>
|
|
<li class="tweak">Some useability issues with xenoarchaeology tools have been resolved, and the transit pods cycle automatically now.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">24 April 2013</h2>
|
|
<h3 class="author">Jediluke69 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added 5 new drinks (Kira Special, Lemonade, Brown Star, Milkshakes, Rewriter)</li>
|
|
<li class="tweak">Nanopaste now heals about half of what it used to</li>
|
|
<li class="tweak">Ballistic crates should now come with shotguns loaded with actual shells no more beanbags</li>
|
|
<li class="bugfix">Iced tea no longer makes a glass of .what?</li>
|
|
</ul>
|
|
<h3 class="author">NerdyBoy1104 updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">New Botany additions: Rice and Plastellium. New sheet material: Plastic.</li>
|
|
<li class="rscadd">Plastellium is refined into plastic by first grinding the produce to get plasticide. 20 plasticide + 10 polytrinic acid makes 10 sheets of plastic which can be used to make crates, forks, spoons, knives, ashtrays or plastic bags from.</li>
|
|
<li class="rscadd">Rice seeds grows into rice stalks that you grind to get rice. 10 Rice + 5 Water makes boiled rice, 10 rice + 5 milk makes rice pudding, 10 rice + 5 universal enzyme (in beaker) makes Sake.</li>
|
|
</ul>
|
|
<h3 class="author">faux updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="imageadd">Mixed Wardrobe Closet now has colored shoes and plaid skirts.</li>
|
|
<li class="imageadd">Dress uniforms added to the Captain, RD, and HoP wardrobe closets. A uniform jacket has also been added to the Captain's closet. HoS' hat has been re-added to their closet. I do not love the CMO and CE enough to give them anything.</li>
|
|
<li class="imageadd">Atheletic closet now has five different swimsuits *for the ladies* in them. If you are a guy, be prepared to be yelled at if you run around like a moron in one of these. Same goes for ladies who run around in shorts with their titties swaying in the space winds.</li>
|
|
<li class="imageadd">A set of dispatcher uniforms will spawn in the security closet. These are for playtesting the dispatcher role.</li>
|
|
<li class="imageadd">New suit spawns in the laundry room. It's for geezer's only. You're welcome, Book.</li>
|
|
<li class="imageadd">Nurse outfit variant, orderly uniform, and first responder jacket will now spawn in the medical wardrobe closet.</li>
|
|
<li class="imageadd">A white wedding dress will spawn in the chaplain's closet. There are also several dresses currently only adminspawnable. Admins: Look either under "bride" or "dress." The bride one leads to the colored wedding dresses, and there are some other kinds of dresses under dress.</li>
|
|
<li class="tweak">No more luchador masks or boxing gloves or boxing ring. You guys have a swimming pool now, dip in and enjoy it.</li>
|
|
<li class="tweak">he meeting hall has been replaced with an awkwardly placed security office meant for prisoner processing.</li>
|
|
<li class="tweak">Added a couple more welding goggles to engineering since you guys liked those a lot.</li>
|
|
<li class="imageadd">Flasks spawn behind the bar. Only three. Don't fight over them. I don't know how to add them to the bar vending machine otherwise I would have done that instead. Detective, you have your own flask in your office, it's underneath the cigarettes on your desk.</li>
|
|
<li class="tweak">Added two canes to the medical storage, for people who have leg injuries and can't walk good and stuff. I do not want to see doctors pretending to be House. These are for patients. Do not make me delete this addition and declare you guys not being able to have nice things.</li>
|
|
<li class="tweak">Secondary entance to EVA now directly leads into the medbay hardsuit section. Sorry for any inconviences this will cause. The CMO can now fetch the hardsuits whenever they want.</li>
|
|
<li class="tweak">Secondary security hardsuit has been added to the armory. Security members please stop stealing engineer's hardsuits when you guys want to pair up for space travel.</li>
|
|
<li class="tweak">Firelocks have been moved around in the main hallways to form really ghetto versions of airlocks.</li>
|
|
<li class="tweak">Violin spawns in theatre storage now. I didn't put the piano there though, that was someone else.</li>
|
|
<li class="tweak">Psych office in medbay has been made better looking.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">17 April 2013</h2>
|
|
<h3 class="author">SkyMarshal updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">ZAS is now more deadly, as per decision by administrative team. May be tweaked, but currently AIRFLOW is the biggest griefer.</li>
|
|
<li class="experiment">World startup optimized, many functions now delayed until a player joins the server. (Reduces server boot time significantly)</li>
|
|
<li class="tweak">Zones will now equalize air more rapidly.</li>
|
|
<li class="bugfix">ZAS now respects active magboots when airflow occurs.</li>
|
|
<li class="bugfix">Airflow will no longer throw you into doors and open them.</li>
|
|
<li class="bugfix">Race condition in zone construction has been fixed, so zones connect properly at round start.</li>
|
|
<li class="bugfix">Plasma effects readded.</li>
|
|
<li class="bugfix">Fixed runtime involving away mission.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">11 April 2013</h2>
|
|
<h3 class="author">SkyMarshal updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="experiment">Fire has been reworked.</li>
|
|
<li class="experiment">In-game variable editor is both readded and expanded with fire controlling capability.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">09 April 2013</h2>
|
|
<h3 class="author">SkyMarshal updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fire Issues (Firedoors, Flamethrowers, Incendiary Grenades) fixed.</li>
|
|
<li class="bugfix">Fixed a bad line of code that was preventing autoignition of flammable gas mixes.</li>
|
|
<li class="bugfix">Volatile fuel is burned up after a point.</li>
|
|
<li class="rscdel">Partial-tile firedoors removed. This is due to ZAS breaking when interacting with them.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">04 April 2013</h2>
|
|
<h3 class="author">SkyMarshal updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed ZAS</li>
|
|
<li class="bugfix">Fixed Fire</li>
|
|
</ul>
|
|
<h3 class="author">Spamcat updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Blood type is now saved in character creation menu, no need to edit it manually every round.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">27 March 2013</h2>
|
|
<h3 class="author">Asanadas updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">The Null Rod has recovered its de-culting ability, for balance reasons. Metagaming with it is a big no-no!</li>
|
|
<li class="rscadd">Holy Water as a liquid is able to de-cult. Less effective, but less bloody. May be changed over the course of time for balance.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">26 March 2013</h2>
|
|
<h3 class="author">Spamcat updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Chemmaster now puts pills in pill bottles (if one is inserted).</li>
|
|
<li class="tweak">Stabbing someone with a syringe now deals 3 damage instead of 7 because 7 is like, a crowbar punch.</li>
|
|
<li class="bugfix">Lizards can now join mid-round again.</li>
|
|
<li class="rscadd">Chemicals in bloodstream will transfer with blood now, so don't get drunk before your blood donation. Viruses and antibodies transfer through blood too.</li>
|
|
<li class="bugfix">Virology is working again.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">15 March 2013</h2>
|
|
<h3 class="author">Cael_Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Mapped a compact research base on the mining asteroid, with multiple labs and testing rooms. It's reachable through a new (old) shuttle dock that leaves from the research wing on the main station.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">14 March 2013</h2>
|
|
<h3 class="author">Spamcat updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Figured I should make one of these. Syringestabbing now produces a broken syringe complete with fingerprints of attacker and blood of a victim, so dispose your evidence carefully. Maximum transfer amount per stab is lowered to 10.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">11 March 2013</h2>
|
|
<h3 class="author">CIB updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Cloning now requires you to put slabs of meat into the cloning pod to replenish biomass.</li>
|
|
</ul>
|
|
<h3 class="author">Cael Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="wip">The xenoarchaeology update is here. This includes a major content overhaul and a bunch of new features for xenoarchaeology.</li>
|
|
<li class="tweak">Digsites (strange rock deposits) are now much more nuanced and interesting, and a huge number of minor (non-artifact) finds have been added.</li>
|
|
<li class="rscadd">Excavation is now a complex process that involves digging into the rock to the right depth.</li>
|
|
<li class="rscadd">Chemical analysis is required for safe excavation of the digsites, in order to determine how best to extract the finds.</li>
|
|
<li class="bugfix">Anomalous artifacts have been overhauled and many longstanding bugs with existing effects have been fixed - the anomaly utiliser should now work <i>much</i> more often.</li>
|
|
<li class="rscadd">Numerous new artifact effects have been added and some new artifact types can be dug up from the asteroid.</li>
|
|
<li class="rscadd">New tools and equipment have been added, including normal and spaceworthy versions of the anomaly suits, excavation tools and other neat gadgets.</li>
|
|
<li class="rscadd">Five books have been written by subject matter experts from around the galaxy to help the crew of the Exodus come to grips with this exacting new science (over 3000 words of tutorials!).</li>
|
|
</ul>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Sec HUDs now can see short versions of sec records.on examine. Med HUDs do same for medical records, and can set medical status of patient.</li>
|
|
<li class="rscadd">Damage to the head can now cause brain damage.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">09 March 2013</h2>
|
|
<h3 class="author">Cael Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Beekeeping is now possible. Construct an apiary of out wood and embed it into a hydroponics tray, then get a queen bee and bottle of BeezEez from cargo bay.
|
|
Hives produce honey and honeycomb, but be wary if the bees start swarming.</li>
|
|
</ul>
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|
|
|
<h2 class="date">06 March 2013</h2>
|
|
<h3 class="author">Cael Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Type 1 thermoelectric generators and the associated binary circulators are now moveable (wrench to secure/unsecure) and orderable via Quartermaster.</li>
|
|
<li class="wip">code/maps/rust_test.dmm contains an example setup for a functional RUST reactor. Maximum output is in the range of 12 to 20MW (12 to 20 million watts).</li>
|
|
<li class="bugfix">Removed double announcement for gridchecks, reduced duration of gridchecks.</li>
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|
</ul>
|
|
<h3 class="author">RavingManiac updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">You can now stab people with syringes using the "harm" intent. This destroys the syringe and transfers a random percentage of its contents into the target. Armor has a 50% chance of blocking the syringe.</li>
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|
</ul>
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<h2 class="date">05 March 2013</h2>
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|
<h3 class="author">CIB updated:</h3>
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|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added internal organs. They're currently all located in the chest. Use advanced scanner to detect damage. Use the same surgery as for ruptured lungs to fix them.</li>
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|
</ul>
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|
<h3 class="author">Cael Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="soundadd">Set roundstart music to randomly choose between space.ogg and traitor.ogg (see <a =href="http://baystation12.net/forums/viewtopic.php?f=5&t=6972">http://baystation12.net/forums/viewtopic.php?f=5&t;=6972</a>)</li>
|
|
<li class="experiment">All RUST components except for TEGs (which generate the power) are now obtainable ingame, bored engineers should get hold of them and setup an experimental reactor for testing purposes.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">27 February 2013</h2>
|
|
<h3 class="author">Gamerofthegame updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added the (base gear) ERT preset for the debug command.</li>
|
|
<li class="rscadd">Map fixes, Virology hole fixed. Atmospheric fixes for mining and, to a less extent, the science outpost. (No, not cycling airlocks)</li>
|
|
<li class="rscadd">Fiddled with the ERT set up location on Centcom. Radmins will now have a even easier time equiping a team of any real pratical size, especially coupled with the above debug command.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">25 February 2013</h2>
|
|
<h3 class="author">Cael Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">As well as building hull shield generators, normal shield gens can now be built (see <a href="http://baystation12.net/forums/viewtopic.php?f=1&t=6993">http://baystation12.net/forums/viewtopic.php?f=1&t;=6993</a>).</li>
|
|
<li class="rscadd">New random events: multiple new system wide-events have been have been added to the newscaster feeds, some not quite as respectable as others.</li>
|
|
<li class="rscadd">New random event: some lucky winners will win the TC Daily Grand Slam Lotto, while others may be the target of malicious hackers.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">23 February 2013</h2>
|
|
<h3 class="author">Cael Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="wip">RUST machinery components should now be researchable (with high requirements) and orderable through QM (with high cost).</li>
|
|
<li class="wip">Shield machinery should now be researchable (with high requirements) and orderable through QM (with high cost). This one is reportedly buggy.</li>
|
|
<li class="tweak">Rogue vending machines should revert back to normal at the end of the event.</li>
|
|
<li class="rscadd">New Unathi hair styles.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">22 February 2013</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">Change to body cavity surgery. Can only put items in chest, groind and head. Max size for item - 3 (chest), 2 (groin), 1 (head). For chest surgery ribs should be bent open, (lung surgery until second scalpel step). Surgery step needs preparation step, with drill. After that you can place item inside, or seal it with cautery to do other step instead.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">20 February 2013</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Added new surgery: putting items inside people. After you use retractor to keep incision open, just click with any item to put it inside. But be wary, if you try to fit something too big, you might rip the veins. To remove items, use implant removal surgery.</li>
|
|
<li class="rscadd">Crowbar can be used as alternative to retractor.</li>
|
|
<li class="rscadd">Can now unload guns by clicking them in hand.</li>
|
|
<li class="tweak">Fixed distance calculation in bullet missing chance computation, it was always assuming 1 or 0 tiles. Now distace REALLY matters when you shoot.</li>
|
|
<li class="rscadd">To add more FUN to previous thing, bullets missed to not disappear but keep going until they hit something else.</li>
|
|
<li class="bugfix">Compressed Matter and Explosive implants spawn properly now.</li>
|
|
<li class="tweak">Tweaks to medical effects: removed itch caused by bandages. Chemical effects now have non-100 chance of appearing, the stronger medicine, the more probality it'll have side effects.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">18 February 2013</h2>
|
|
<h3 class="author">Cael Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Security bots will now target hostile mobs, and vice versa.</li>
|
|
<li class="tweak">Carp should actually emigrate now, instead of just immigrating then squatting around the outer hull.</li>
|
|
<li class="tweak">Admins and moderators have been split up into separate 'who' verbs (adminwho and modwho respectively).</li>
|
|
</ul>
|
|
|
|
<h2 class="date">14 February 2013</h2>
|
|
<h3 class="author">CIB updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Medical side-effects(patients are going to come back for secondary treatment)</li>
|
|
<li class="rscadd">NT loyalty setting(affects command reports and gives antags hints who might collaborate with them)</li>
|
|
<li class="tweak">Simple animal balance fixes(They're slower now)</li>
|
|
</ul>
|
|
<h3 class="author">CaelAislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Re-added old ion storm laws, re-added grid check event.</li>
|
|
<li class="rscadd">Added Rogue Drone and Vermin Infestation random events.</li>
|
|
<li class="rscadd">Added/fixed space vines random event.</li>
|
|
<li class="tweak">Updates to the virus events.</li>
|
|
<li class="tweak">Spider infestation and alien infestation events turned off by default.</li>
|
|
<li class="tweak">Soghun, taj and skrell all have unique language text colours.</li>
|
|
<li class="tweak">Moderators will no longer be listed in adminwho, instead use modwho.</li>
|
|
</ul>
|
|
<h3 class="author">Gamerofthegame updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Miscellaneous mapfixes.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">13 February 2013</h2>
|
|
<h3 class="author">Erthilo updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Fixed SSD (logged-out) players not staying asleep.</li>
|
|
<li class="bugfix">Fixed set-pose verb and mice emotes having extra periods.</li>
|
|
<li class="bugfix">Fixed virus crate not appearing and breaking supply shuttle.</li>
|
|
<li class="bugfix">Fixed newcaster photos not being censored.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">31 January 2013</h2>
|
|
<h3 class="author">CIB updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Chilis and cold chilis no longer kill in small amounts</li>
|
|
<li class="bugfix">Chloral now again needs around 5 units to start killing somebody</li>
|
|
</ul>
|
|
|
|
<h2 class="date">23 January 2013</h2>
|
|
<h3 class="author">Cael_Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tgs">Updated server to tgstation r5200 (November 26th, 2012), see <a href="https://code.google.com/p/tgstation13/source/list">https://code.google.com/p/tgstation13/source/list</a> for tg's changelog.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">21 January 2013</h2>
|
|
<h3 class="author">Cael_Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="bugfix">Satchels and ore boxes can now hold strange rocks.</li>
|
|
<li class="rscadd">Closets and crates can now be built out of 5 and 10 plasteel respectively.</li>
|
|
<li class="rscadd">Observers can become mice once more.</li>
|
|
</ul>
|
|
|
|
<h2 class="date">13 January 2013</h2>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tweak">If you get enough (6) blood drips on one tile, it'll turn into a blood puddle. Should make bleeding out more visible.</li>
|
|
<li class="tweak">Security belt now able to hold taser, baton and tape roll.</li>
|
|
<li class="tweak">Added alternative security uniform to Security wardrobes.</li>
|
|
<li class="rscadd">Ported Urist cult runes. Down with the crayon drawings! Example: http://dl.dropbox.com/u/26846767/images/SS13/255_symbols.PNG</li>
|
|
<li class="bugfix">Engineering tape now require engineer OR atmos access instead of both.</li>
|
|
<li class="rscadd">Implants now will react to EMP, possibly in !!FUN!! ways</li>
|
|
</ul>
|
|
<h3 class="author">GauHelldragon updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Servicebots now have RoboTray and Printing Pen. Robotray can be used to pick up and drop food/drinks. Printing pen can alternate between writing mode and rename paper mode by clicking it.</li>
|
|
<li class="rscadd">Farmbots. A new type of robot that weeds, waters and fertilizes. Use robot arm on water tank. Then use plant analyzer, mini-hoe, bucket and finally proximity sensor.</li>
|
|
<li class="rscadd">Chefs can clang their serving trays with a rolling pin. Just like a riot shield!</li>
|
|
</ul>
|
|
|
|
<h2 class="date">07 January 2013</h2>
|
|
<h3 class="author">Cael_Aislinn updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="tgs">Updated server to tgstation r5200 (November 26th, 2012), see <a href="https://code.google.com/p/tgstation13/source/list">https://code.google.com/p/tgstation13/source/list</a> for tg's changelog.</li>
|
|
</ul>
|
|
<h3 class="author">Chinsky updated:</h3>
|
|
<ul class="changes bgimages16">
|
|
<li class="rscadd">Implants: Explosvie implant, exploding when victim hears the codephrase you set.</li>
|
|
<li class="rscadd">Implants: Compressed Matter implat, scan item (making it disappear), inject yourself and recall that item on will!</li>
|
|
<li class="rscadd">Implant removal surgery, with !!FUN!! results if you mess up it.</li>
|
|
<li class="rscadd">Coats now have pockets again.</li>
|
|
<li class="rscadd">Bash people on tabetops. an windows, or with stools. Grab people to bash them on tables or windows (better grab for better hit on windows). Drag stool sprite on you to pick it up, click on it in hand to make it usual stool again.</li>
|
|
<li class="rscadd">Surgical caps, and new sprites for bloodbags and fixovein.</li>
|
|
<li class="rscadd">Now some surgery steps will bloody your hands, Full-body blood coat in case youy mess up spectacualry.</li>
|
|
<li class="rscadd">Ported some crates (Art, Surgery, Sterile equiplemnt).</li>
|
|
<li class="tweak">Changed contraband crates. Posters moved to Art Crate, cigs and lipstick ot party crate. Now contraband crate has illegal booze and illicit drugs.</li>
|
|
<li class="bugfix">Finally got evac party lights</li>
|
|
<li class="bugfix">Now disfigurment,now it WILL happen when damage is bad enough.</li>
|
|
<li class="experiment">Now if you speak in depressurized area (less than 10 kPa) only people next to you can hear you. Radios still work though.</li>
|
|
</ul>
|
|
</div>
|
|
|
|
<b>GoonStation 13 Development Team</b>
|
|
<div class = "top">
|
|
<b>Coders:</b> Stuntwaffle, Showtime, Pantaloons, Nannek, Keelin, Exadv1, hobnob, Justicefries, 0staf, sniperchance, AngriestIBM, BrianOBlivion<br>
|
|
<b>Spriters:</b> Supernorn, Haruhi, Stuntwaffle, Pantaloons, Rho, SynthOrange, I Said No<br>
|
|
</div>
|
|
<br>
|
|
<p class="lic"><a name="license" href="http://creativecommons.org/licenses/by-nc-sa/3.0/"><img src="88x31.png" alt="Creative Commons License" /></a><br><i>Except where otherwise noted, Goon Station 13 is licensed under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/">Creative Commons Attribution-Noncommercial-Share Alike 3.0 License</a>.<br>Rights are currently extended to <a href="http://forums.somethingawful.com/">SomethingAwful Goons</a> only.</i></p>
|
|
<p class="lic">Some icons by <a href="http://p.yusukekamiyamane.com/">Yusuke Kamiyamane</a>. All rights reserved. Licensed under a <a href="http://creativecommons.org/licenses/by/3.0/">Creative Commons Attribution 3.0 License</a>.</p>
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