Automatic changelog compile, [ci skip]

This commit is contained in:
sybil-tgstation13
2016-07-01 16:54:23 +00:00
parent 35475f9a3f
commit 5df0bbc33f
21 changed files with 106 additions and 190 deletions
+54 -104
View File
@@ -55,6 +55,60 @@
-->
<div class="commit sansserif">
<h2 class="date">01 July 2016</h2>
<h3 class="author">Flavo updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">fixed a bug where lights would not update.</li>
</ul>
<h3 class="author">Joan updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Clockwork Slabs now use an action button to communicate instead of the "Report" option in the menu after using a slab.</li>
<li class="tweak">Clockwork Slabs now fit in pockets, the belt slot, or in the suit storage slot(if wearing clockwork armor), where they can be used as hands-free communication.</li>
<li class="imageadd">Clockwork items with action buttons have a new, clockwork-y background.</li>
<li class="rscadd">Judicial Visors now tell the user how many targets the Judicial Blast struck.</li>
<li class="soundadd">Judicial Markers now have sounds when appearing and exploding.</li>
<li class="tweak">Wet turfs should remain that way for slightly longer than 5 seconds now.</li>
<li class="rscadd">Drones and Swarmers should now sound more robotic.</li>
<li class="tweak">Ratvarian Spears will stun cyborgs and cultists for twice as long when thrown; on cyborgs, this should be long enough to use Guvax on them.</li>
<li class="rscdel">Removed the Justicar's Gavel application scripture.</li>
<li class="tweak">Vitality Matrices will drain and heal 50% faster, and the base cost to revive is 20% lower; 20, from 25.</li>
<li class="rscadd">Vitality Matrices will not revive or heal corpses unless they can grab the ghost of the corpse, and will immediately grab the ghost when reviving.</li>
<li class="rscadd">Swarmers consuming swarmer shells now refunds the swarmer the entire cost of the shell instead of 2% of the shell's cost.</li>
<li class="experiment">Application scriptures require at least 75 CV, from 50.</li>
<li class="experiment">Revenant scriptures require at least 4 Caches, from 3, and at least 150 CV, from 100.</li>
<li class="experiment">Judgement scripture requires at least 12 servants, from 10, 5 Caches, from 3, and at least 250 CV, from 100.</li>
<li class="experiment">Script and Application scripture have had their component costs and requirements tweaked to reduce overuse of certain components.</li>
<li class="wip">Invoke times for a few scriptures that were instant are now very short instead.</li>
</ul>
<h3 class="author">Kor updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Holoparasites are no longer in the uplink</li>
</ul>
<h3 class="author">NikNak updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Showcases are now movable and deconstructable. Wrench them to unanchor and then screwdriver and crowbar to deconstruct.</li>
</ul>
<h3 class="author">Papa Bones updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Security now has energy bolas available to them in their vending machines, check them out!</li>
</ul>
<h3 class="author">bobdobbington updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added skub to the AutoDrobe as a premium item.</li>
</ul>
<h3 class="author">coiax updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The CTF arena regenerates every round, and the blue team now shoot blue lasers.</li>
<li class="rscadd">Adds some descriptions to alien surgery tools</li>
<li class="rscadd">The agent vest can be locked and unlocked (toggling the NODROP flag)</li>
<li class="rscadd">An abductor team can spend data points to purchase an agent vest (note that only abductor agents are trained in their use)</li>
<li class="rscadd">The nuke disk reappears on the station in far more random locations, but tends to re-materialise in safe pressurised areas that aren't on fire.</li>
</ul>
<h3 class="author">name: Lzimann updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Mulebots with pAI cards no longer stun people</li>
</ul>
<h2 class="date">29 June 2016</h2>
<h3 class="author">Joan updated:</h3>
<ul class="changes bgimages16">
@@ -1178,110 +1232,6 @@
<ul class="changes bgimages16">
<li class="rscadd">Nanotrasen has released Cards Against Spess! Visit your local library for a copy. Warning: may cause breakage of the fourth wall.</li>
</ul>
<h2 class="date">29 April 2016</h2>
<h3 class="author">Bawhoppen updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Several lesser-used uplink's TC cost have been rebalanced.</li>
<li class="tweak">Steckhin down from 9TC to 7TC.</li>
<li class="tweak">Tactical medkit down from 9TC to 4TC.</li>
<li class="tweak">Syndicate magboots from 3TC to 2TC.</li>
<li class="tweak">Powersinks down from 10TC to 6TC.</li>
<li class="tweak">Stealth rad-laser down from 5TC to 3TC.</li>
<li class="tweak">Bundles have been updated accordingly.</li>
</ul>
<h3 class="author">Incoming5643 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The staff/wand of door creation can now also be used to open airlock doors.</li>
<li class="rscadd">Doors spawned by the staff/wand now start open. Keep this in mind the next time you try to turn every wall on the escape shuttle into a door.</li>
</ul>
<h3 class="author">Robustin updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">The Teleport Other, Veil, Imbue, Reveal, Disguise, Blood Drain, Timestop, Stun, Deafen, Blind, Armaments, Construct Shell and Summon Tome runes are gone.</li>
<li class="rscadd">Disguise, Veil/Reveal, Construct Shell and Armaments are now talismans. The Construction talisman requires 25 sheets of metal.</li>
<li class="rscadd">Cultists will now receive a warning when attempting to use emergency communion or create the Nar-Sie rune</li>
<li class="rscadd">Cultists can now create talismans with a super-simple Talisman-Creation rune. It takes about 10 seconds to invoke and will present a menu of all the talisman choices available. Its as simple as tossing the paper on, clicking the rune, and selecting your talisman.</li>
<li class="rscadd">Cultists now have a proc, "How to Play" that will give a basic explanation of how to succeed as a cultist.</li>
<li class="rscadd">The new Talisman of Horror is a stealthy talisman that will cause hallucinations in the victim. Great for undermining security without having to commit to murder them in middle of the hall.</li>
<li class="rscadd">Creating the Summon Nar-Sie rune does takes slightly less time, but now adds a 3x3 square of red barrier shields (60hp each) to prevent the rune-scriber from being bumped by other idiots. This works in conjunction with the rune's warning to give crew a chance to stop the summoning. Manifest ghost has a weaker 1x1 shield to prevent bumps as well.</li>
<li class="rscadd">Talismans are now color-coded by their effect so you can easily organize and deploy talismans.</li>
<li class="rscadd">You can now make colored paper in the washing machine using crayons or stamps, honk.</li>
<li class="rscadd">The Electromagnetic Disruption rune will now scale with the number of cultists invoking the rune. **A full 9-cultist invocation will EMP the entire station!**</li>
<li class="rscadd">Armaments will now give the recipient a new cult bola.</li>
<li class="rscadd">The new Talisman of Shackling will apply handcuffs directly to the victim. These cuffs will disappear when removed.</li>
<li class="tweak">Cult slur is a little less potent so victims might be able to squeeze in a coherent word or two if you let them keep jabbering on the radio, stun talismans now have less of a health cost and the stun is back to 10 seconds, from 9.</li>
<li class="tweak">Rune and Talisman names now give a much clearer idea of what they do.</li>
<li class="experiment">The following changes are courtesy of ChangelingRain</li>
<li class="rscadd">The Teleport rune now allows cultists to select which rune to teleport to, and teleports everything on it.</li>
<li class="rscadd">Veil and Reveal are merged into Talisman of Veiling. Veiling has two uses, the first use will hide and the second use will reveal.</li>
<li class="rscadd">New icons for the cult bola</li>
<li class="tweak">You can now attack fellow cultists with a Talisman of Arming to arm them with robes and a sword.</li>
<li class="tweak">You can now only place one rune per tile.</li>
<li class="tweak">Ghosts are notified when a new manifest rune is created.</li>
</ul>
<h3 class="author">TechnoAlchemisto updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Sinew can now be fashioned into restraints.</li>
</ul>
<h3 class="author">coiax updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Internals Crate now contains breath masks and small tanks.</li>
<li class="rscadd">Metal foam grenade box crate added for 1000 points</li>
<li class="rscadd">Added two Engineering Mesons to Engineering Gear Crate</li>
<li class="tweak">Engineering Gear now costs 1300</li>
<li class="rscadd">Breach Shield Generator Crate added for 2500 points</li>
<li class="rscadd">Grounding Rod Crate added for 1700 points</li>
<li class="rscadd">PACMAN Generator Crate added for 2500</li>
<li class="rscadd">Defibrillator Crate added for 2500</li>
<li class="rscadd">Added more helmets to the Laser Tag Crate.</li>
<li class="rscadd">Nanotrasen Customs report that some wide band suppliers have been providing "alternative" firing pins. Nanotrasen reminds all crewmembers that contraband is contraband.</li>
<li class="rscadd">Contraband crates now appear visually similar to legitimate crates.</li>
<li class="bugfix">The cargo shuttle's normal transit time has been restored.</li>
</ul>
<h3 class="author">nullbear updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds a preference option, allowing players to toggle whether recipes with no matching components should be hidden.</li>
</ul>
<h2 class="date">28 April 2016</h2>
<h3 class="author">Bawhoppen updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Sandbags are no longer tablecrafted. Now you just put in sand (or ash) by hand to make them.</li>
<li class="rscadd">Miners and Engis now get boxes of empty sandbags in their lockers. Miners also get a few premade aswell.</li>
<li class="rscadd">You can now break sandstone down into normal sand.</li>
</ul>
<h3 class="author">Joan updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Attacking a blob with an analyzer will tell you what its chemical does, its health, and a small fact about the blob analyzed.</li>
<li class="rscdel">NERFS:</li>
<li class="tweak">Zombifying Feelers does less toxin damage.</li>
<li class="tweak">Adaptive Nexuses does slightly less brute damage.</li>
<li class="tweak">Replicating Foam does slightly less brute damage.</li>
<li class="tweak">Blob Sorium does slightly less brute damage.</li>
<li class="tweak">Blob Dark Matter does slightly less brute damage.</li>
<li class="tweak">Cyrogenic Liquid injects slightly less frost oil and ice and does slightly less stamina damage.</li>
<li class="tweak">Pressurized Slime does less brute, oxygen, and stamina damage, and extinguishes objects and people on turfs it wets.</li>
<li class="rscdel">Blob core strong blobs no longer give points when removed.</li>
<li class="wip">PROBABLY BUFFS:</li>
<li class="tweak">Flammable Goo now does slightly more burn damage and applies more firestacks, but applies fire to blob tiles that don't share its chemical.</li>
<li class="tweak">Energized Fibers does slightly more burn damage, slightly less stamina damage, and now takes damage from EMPs.</li>
<li class="rscadd">BUFFS:</li>
<li class="tweak">Boiling Oil does slightly more burn damage and applies more firestacks.</li>
<li class="tweak">Reactive Gelatin does slightly more damage on average.</li>
<li class="tweak">Penetrating Spines now also ignores bio resistance in addition to armor.</li>
<li class="tweak">Hallucinogenic Nectar causes more hallucinations.</li>
<li class="tweak">Normal strong blobs now refund 4 points when removed, from 2.</li>
<li class="rscadd">Charger holoparasites now play a sound when hitting a target, as well as shaking the target's camera.</li>
</ul>
<h3 class="author">PKPenguin321 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The warden's locker now contains krav maga gloves.</li>
</ul>
<h3 class="author">TechnoAlchemisto updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">You can now craft skull helmets from bones.</li>
<li class="rscadd">Syndicate bombs are now harder to detect</li>
</ul>
</div>
<b>GoonStation 13 Development Team</b>
+52
View File
@@ -5902,3 +5902,55 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
- rscadd: Slimepeople swapping consciousness between bodies is now visible to onlookers
- bugfix: The AI malfunction "Hostile Lockdown" power now restores the station doors
to normal after 90 seconds, rather than keeping everything shut forever.
2016-07-01:
Flavo:
- bugfix: fixed a bug where lights would not update.
Joan:
- rscadd: Clockwork Slabs now use an action button to communicate instead of the
"Report" option in the menu after using a slab.
- tweak: Clockwork Slabs now fit in pockets, the belt slot, or in the suit storage
slot(if wearing clockwork armor), where they can be used as hands-free communication.
- imageadd: Clockwork items with action buttons have a new, clockwork-y background.
- rscadd: Judicial Visors now tell the user how many targets the Judicial Blast
struck.
- soundadd: Judicial Markers now have sounds when appearing and exploding.
- tweak: Wet turfs should remain that way for slightly longer than 5 seconds now.
- rscadd: Drones and Swarmers should now sound more robotic.
- tweak: Ratvarian Spears will stun cyborgs and cultists for twice as long when
thrown; on cyborgs, this should be long enough to use Guvax on them.
- rscdel: Removed the Justicar's Gavel application scripture.
- tweak: Vitality Matrices will drain and heal 50% faster, and the base cost to
revive is 20% lower; 20, from 25.
- rscadd: Vitality Matrices will not revive or heal corpses unless they can grab
the ghost of the corpse, and will immediately grab the ghost when reviving.
- rscadd: Swarmers consuming swarmer shells now refunds the swarmer the entire cost
of the shell instead of 2% of the shell's cost.
- experiment: Application scriptures require at least 75 CV, from 50.
- experiment: Revenant scriptures require at least 4 Caches, from 3, and at least
150 CV, from 100.
- experiment: Judgement scripture requires at least 12 servants, from 10, 5 Caches,
from 3, and at least 250 CV, from 100.
- experiment: Script and Application scripture have had their component costs and
requirements tweaked to reduce overuse of certain components.
- wip: Invoke times for a few scriptures that were instant are now very short instead.
Kor:
- rscdel: Holoparasites are no longer in the uplink
NikNak:
- tweak: Showcases are now movable and deconstructable. Wrench them to unanchor
and then screwdriver and crowbar to deconstruct.
Papa Bones:
- tweak: Security now has energy bolas available to them in their vending machines,
check them out!
bobdobbington:
- rscadd: Added skub to the AutoDrobe as a premium item.
coiax:
- rscadd: The CTF arena regenerates every round, and the blue team now shoot blue
lasers.
- rscadd: Adds some descriptions to alien surgery tools
- rscadd: The agent vest can be locked and unlocked (toggling the NODROP flag)
- rscadd: An abductor team can spend data points to purchase an agent vest (note
that only abductor agents are trained in their use)
- rscadd: The nuke disk reappears on the station in far more random locations, but
tends to re-materialise in safe pressurised areas that aren't on fire.
'name: Lzimann':
- tweak: Mulebots with pAI cards no longer stun people
@@ -1,4 +0,0 @@
author: "name: Lzimann"
delete-after: True
changes:
- tweak: "Mulebots with pAI cards no longer stun people"
@@ -1,4 +0,0 @@
author: "Kor"
delete-after: True
changes:
- rscdel: "Holoparasites are no longer in the uplink"
@@ -1,6 +0,0 @@
author: "Joan"
delete-after: True
changes:
- rscadd: "Clockwork Slabs now use an action button to communicate instead of the \"Report\" option in the menu after using a slab."
- tweak: "Clockwork Slabs now fit in pockets, the belt slot, or in the suit storage slot(if wearing clockwork armor), where they can be used as hands-free communication."
- imageadd: "Clockwork items with action buttons have a new, clockwork-y background."
@@ -1,5 +0,0 @@
author: "Joan"
delete-after: True
changes:
- rscadd: "Judicial Visors now tell the user how many targets the Judicial Blast struck."
- soundadd: "Judicial Markers now have sounds when appearing and exploding."
@@ -1,4 +0,0 @@
author: "Joan"
delete-after: True
changes:
- tweak: "Wet turfs should remain that way for slightly longer than 5 seconds now."
@@ -1,4 +0,0 @@
author: "coiax"
delete-after: True
changes:
- rscadd: "The CTF arena regenerates every round, and the blue team now shoot blue lasers."
@@ -1,4 +0,0 @@
author: "Papa Bones"
delete-after: True
changes:
- tweak: "Security now has energy bolas available to them in their vending machines, check them out!"
@@ -1,7 +0,0 @@
author: "coiax"
delete-after: True
changes:
- rscadd: "Adds some descriptions to alien surgery tools"
- rscadd: "The agent vest can be locked and unlocked (toggling the NODROP flag)"
- rscadd: "An abductor team can spend data points to purchase an agent vest (note
that only abductor agents are trained in their use)"
@@ -1,4 +0,0 @@
author: "bobdobbington"
delete-after: True
changes:
- rscadd: "Added skub to the AutoDrobe as a premium item."
@@ -1,4 +0,0 @@
author: "Joan"
delete-after: True
changes:
- rscadd: "Drones and Swarmers should now sound more robotic."
@@ -1,4 +0,0 @@
author: "Joan"
delete-after: True
changes:
- tweak: "Ratvarian Spears will stun cyborgs and cultists for twice as long when thrown; on cyborgs, this should be long enough to use Guvax on them."
@@ -1,4 +0,0 @@
author: "coiax"
delete-after: True
changes:
- rscadd: "The nuke disk reappears on the station in far more random locations, but tends to re-materialise in safe pressurised areas that aren't on fire."
@@ -1,4 +0,0 @@
author: "Joan"
delete-after: True
changes:
- rscdel: "Removed the Justicar's Gavel application scripture."
@@ -1,5 +0,0 @@
author: "Joan"
delete-after: True
changes:
- tweak: "Vitality Matrices will drain and heal 50% faster, and the base cost to revive is 20% lower; 20, from 25."
- rscadd: "Vitality Matrices will not revive or heal corpses unless they can grab the ghost of the corpse, and will immediately grab the ghost when reviving."
@@ -1,4 +0,0 @@
author: "Joan"
delete-after: True
changes:
- rscadd: "Swarmers consuming swarmer shells now refunds the swarmer the entire cost of the shell instead of 2% of the shell's cost."
@@ -1,4 +0,0 @@
author: "NikNak"
delete-after: True
changes:
- tweak: "Showcases are now movable and deconstructable. Wrench them to unanchor and then screwdriver and crowbar to deconstruct."
@@ -1,6 +0,0 @@
author: "Joan"
delete-after: True
changes:
- experiment: "Application scriptures require at least 75 CV, from 50."
- experiment: "Revenant scriptures require at least 4 Caches, from 3, and at least 150 CV, from 100."
- experiment: "Judgement scripture requires at least 12 servants, from 10, 5 Caches, from 3, and at least 250 CV, from 100."
@@ -1,5 +0,0 @@
author: "Joan"
delete-after: True
changes:
- experiment: "Script and Application scripture have had their component costs and requirements tweaked to reduce overuse of certain components."
- wip: "Invoke times for a few scriptures that were instant are now very short instead."
@@ -1,4 +0,0 @@
author: "Flavo"
delete-after: True
changes:
- bugfix: "fixed a bug where lights would not update."