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CHOMPStation2/html/archivedchangelog.html
petethegoat@gmail.com 52f4217874 Big ol' changelog update. And by that, I mean that I trimmed it the fuck down.
Removed the javascript, but kept the fancy formatting.

All old changelog updates are in archivedchangelog.html.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3494 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-22 03:57:18 +00:00

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<b><font color='blue'>31 January 2012</font></b>
<ul>
<li><b>Carn updated:</b>
<ul>
<li>Grammar &amp; various bug-fixes</li>
<li>Thank-you to everyone who reported spelling/grammar mistakes. I'm still working on it, so if you spot anymore please leave a comment <a href="http://nanotrasen.com/phpBB3/viewtopic.php?f=3&amp;t=7578" target='_blank'>here</a>. There's still lots to fix.</li>
<li>Mining station areas should no longer lose air.</li>
</ul>
</ul>
<b><font color='blue'>30 January 2012(</font></b>
<ul>
<li><b>Sieve updated:</b>
<ul>
<li>This stuff is actually already implemented, it just didn't make it to the changelog</li>
<li>Firefighter Mech - A reinforced Ripley that is more resistant to better cope with fires, simply look in the Ripley Contruction manual for instructions.</li>
<li>Mech contruction now has sounds for each step, not just 1/4 of them.</li>
<li>Mech Fabricators are fixed, Manual Sync now works and certain reseach will reduce the time needed to build components.</li>
<li>Added special flaps to the mining station that disallow air-flow, removing the need to shuffle Ore Boxes through the Airlocks.</li>
<li>Each outpost has it's own system for the conveyors so they won't interfere with each other.</li>
<li>Powercell chargers have been buffed so now higher capacity cells are actually useable.</li>
<li>A diamond mech drill has been added. While it isn't any stronger than the standard drill, it is much faster.</li>
</ul>
</ul>
<b><font color='blue'>29 January 2012, got Comp Arch exams on Wednesday :(</font></b>
<ul>
<li><b>Agouri updated:</b>
<ul>
<li><font face="terminal"><b>UPDATE ON THE UPDATE</b>: Newspapers are now fully working, sorry for that. Some minor icon bugs fixed. Now I'm free to work on the contest prizes :3</FONT></li>
<li><b><font color="red">Newscasters are now LIVE!</font></b> Bug reports, suggestions for extra uses, tears etc go <a href="http://code.google.com/p/tgstation13/source/detail?r=3005" target='_blank'>here</a>.</li>
<li>What <b>ARE</b> newscasters? Fans of the Transmetropolitan series might find them familiar. Basically, they're terminals connected to a station-wide news network. Users are able to submit channels of their own (one per identified user, with channels allowing feed stories by other people or, if you want the channel to be your very own SpaceJournal, being submit-locked to you), while others are able to read the channels, either through the terminals or a printed newspaper which contains every news-story circulating at the time of printing.</li>
<li>About censorship: You can censor channels and feed stories through Security casters, found in the HoS'es office and the Bridge. Alternatively, if you want a channel to stop operating completely, you can mark it with a D-Notice which will freeze it and make all its messages unreadable for the duration it is in effect. If you've got the access, of course.</li>
<li>Basically I think of the newscaster as nothing more as an additional Roleplaying tool. Grab a newspaper along with your donuts and coffee from the machines, read station rumors when you're manning your desk, be a station adventurer or journalist with your very own network journal!</li>
<li>I would ask for a bit of respect when using the machine, though. I removed all and any channel and story restrictions regarding content, so you might end up seeing channels that violate the rules, Report those to the admins.</li>
<li>Finally, due to the removal of the enforced "Channel" string, it's recommended to name your channels properly ("Station Paranormal Activity Channel" instead of "Station Paranormal Activity", for example")
</ul>
</ul>
<b><font color='blue'>28 January 2012</font></b>
<ul>
<li><b>BubbleWrap updated:</b>
<ul>
<li>Arresting buff!</li>
<li>A person in handcuffs being pulled cannot be bumped out of the way, nor can the person pulling them. They can still push through a crowd (they get bumped back to behind the person being pulled, or pushed ahead depending on intent).</li>
</ul>
</ul>
<b><font color='blue'>27 January 2012</font></b>
<ul>
<li><b>LastyScratch updated:</b>
<ul>
<li>Toggle-Ambience now works properly and has been moved from the OOC tab to the Special Verbs tab to be with all the other toggles.</li>
</ul>
<li><b>RavingManiac updated:</b>
<ul>
<li>The bar now has a "stage" area for performances.</li>
</ul>
<li><b>Blaank updated:</b>
<ul>
<li>Added a vending machine to atmopherics reception desk that dispenses large
oxygen tanks, plasma tanks, emergency oxegen tanks, extended capacity emergency
oxygen tanks, and breath masks.</li>
</ul>
<li><b>Petethegoat updated (for a bunch of other people): </b>
<ul>
<li>Lattice is now removed when you create plating or floor (credit Donkieyo).</li>
<li>Monkeys now take damage while in crit (credit Nodrak).</li>
<li>The warden now has his own jacket. (credit Shiftyeyesshady).</li>
<li>Spectacular new dice that will display the proper side when rolled!! (credit TedJustice)</li>
<li>Spectacular new dice that will display the proper side when rolled!! (credit TedJustice)</li>
<li>Borg RCDs can no longer take down R-walls. (headcoder orders)</li> </ul>
</ul>
<b><font color='blue'>19 January 2012</font></b>
<ul>
<li><b>Petethegoat updated:</b>
<ul>
<li>Exciting new pen additions! Get the low-down at <a href="http://nanotrasen.com/wiki/index.php/Guide_to_paperwork">the wiki</a>.</li>
</ul>
</ul>
<b><font color='blue'>17 January 2012</font></b>
<ul>
<li><b>Doohl updated:</b>
<ul>
<li>Syndicate shuttle now starts with a All-In-One telecommunication machine, which acts as a mini-network for the syndie channel. It intercepts all station radio activity, too, how cool is that?</li>
</ul>
</ul>
<b><font color='blue'>15 January 2012</font></b>
<ul>
<li><b>Doohl updated:</b>
<ul>
<li><b><font color="blue">The radio overhaul 'Telecommunications' is now LIVE.</font></b> Please submit any opinions/feedback in the forums and check the wiki article on Telecommunications for some more info for the curious.</li>
<li>The AI satellite has been replaced with a communications satellite. You can get there via teleporter or space, just like the AI satellite. I highly recommend not bum-rushing the new satellite, as you may be killed if you don't have access. It's a very secure place.</li>
<li>Once a human's toxicity level reaches a certain point, they begin throwing up. This is a natural, but overall ineffective method of purging toxins from the body.</li>
<li>You can now travel Z-levels in Nuclear Emergency mode (the nuke disk is still bound to the station). This means the nuclear agents can and probably will fly off into space to blow up the comm satellite and shut down communications.</li>
</ul>
</ul>
<b><font color='blue'>9 January 2012</font></b>
<ul>
<li><b>ConstantA updated:</b>
<ul>
<li>Reworked exosuit internal atmospherics (the situation when exosuit is set to take air from internal tank, otherwise cabin air = location air):
<ul>
<li>If current cabin presure is lower than &amp;quot;tank output pressure&amp;quot;, the air will be taken from internal tank (if possible), to equalize cabin pressure to &amp;quot;tank output pressure&amp;quot;</li>
<li>If current cabin presure is higher than &amp;quot;tank output pressure&amp;quot;, the air will be siphoned from cabin to location until cabin pressure is equal to &amp;quot;tank output pressure&amp;quot;</li>
<li>Tank air is not altered in any way even if it's overheated or overpressured - connect exosuit to atmos connector port to vent it</li>
<li>&amp;quot;Tank output pressure&amp;quot; can be set through Maintenance window - Initiate maintenance protocol to get the option</li>
</ul>
</li>
<li>Fixed bug that prevented exosuit tank air updates if exosuit was connected to connector port</li>
<li>Combat exosuits melee won't gib dead mobs anymore </li>
<li>QM exosuit circuit crates cost lowered to 30 points</li>
<li>Exosuit plasma converter effectiveness +50%</li>
</ul>
</ul>
<b><font color='blue'>8 January 2012</font></b>
<ul>
<li><b>Agouri updated:</b>
<ul>
<li>I'm back home and resumed work on Newscasters and Contraband.</li>
<li>But I got bored and made cargo softcaps instead. Flippable! Enjoy, now all we need is deliverable pizzas.</li>
<li>Oh, also enjoy some new bodybag functionality and sounds I had ready a while ago, with sprites from Farart. Use a pen to create a visible tag on the bodybag. Wirecutters to cut it off. Also it's no longer weldable because it makes no goddamn sense.
</ul>
</ul>
<b><font color='blue'>7 January 2012</font></b>
<ul>
<li><b>Donkieyo updated:</b>
<ul>
<li>You must now repair damaged plating with a welder before placing a floor tile.</li>
<li>You can now relabel canisters if they're under 1kPa.</li>
</ul>
<li><b>Polymorph updated:</b>
<ul>
<li>Dragging your PDA onto your person from your inventory will bring up the PDA screen.</li>
<li>You can now send emergancy messages to Centcomm (Or, with some.. tampering, the Syndicate.) via a comms console. (This occurs in much the fashion as a prayer.)</li>
</ul>
</ul>
<b><font color='blue'>3 January 2012</font></b>
<ul>
<li><b>Erro updated:</b>
<ul>
<li><font color=red><b>Shift-clicking will now examine whatever you clicked on!</b></font></li>
</ul>
<li><b>Polymorph updated:</b>
<ul>
<li>Alt-clicking will now pull whatever you clicked on!</li>
</ul>
</ul>
<b><font color='blue'>1 January 2012 (12 more months until doomsday)</font></b>
<ul>
<li><b>Doohl updated:</b>
<ul>
<li><font color="red"><b>XENOS ARE NOW IMMUNE TO STUNNING!</b></font> To compensate, stunning via tasers/batons now slows them down significantly.</li>
</ul>
<li><b>Polymorph updated:</b>
<ul>
<li>Doors no longer close if they have a mob in the tile. (Generally!) Door safties can now be overriden to close a door with a mob in the tile and injure them severely.</li>
</ul>
</ul>
<b><font color='blue'>29 December 2011</font></b>
<ul>
<li><b>ConstantA updated:</b>
<ul>
<li>Added some new Odysseus parts and tweaked old ones.</li>
<li>Added Exosuit Syringe Gun Module</li>
<li>New Odysseus sprites - courtesy of Veyveyr</li>
</ul>
<li><b>Polymorph updated:</b>
<ul>
<li>Air Alarms can now be hacked.</li>
<li>Too much of a good thing is just as bad as too little. Pressures over 3000 kPa will do brute damage.</li>
</ul>
</ul>
<b><font color='blue'>28 December 2011</font></b>
<ul>
<li><b>RavingManiac updated:</b>
<ul>
<li>Wrapped objects can now be labelled with a pen</li>
<li>Wrapped small packages can be picked up, and are now opened by being used on themselves</li>
<li>Mail office remapped such that packages flushed down disposals end up on a special table</li>
<li>Package wrappers placed in most of the station departments</li>
<li>In short, you can now mail things to other departments by wrapping the object, labelling it with the desired destination using a pen, and flushing it down disposals. At the mail room, the cargo tech will then tag and send the package to the department.</li>
</ul>
</ul>
<b><font color='blue'>27 December 2011</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li>Engineering's been remapped</li>
</ul>
<li><b>RavingManiac updated:</b>
<ul>
<li>Refrigerators and freezer crates will now preserve meat</li>
</ul>
</ul>
<b><font color='blue'><a href='#' id='achristmas' onclick="changeText('spanchristmas','</b><font color=&amp;#34;black&amp;#34;>Comment by Errorage: &amp;#34;You guys REALLY coded on Christmas?!&amp;#34;</font></b>','achristmas')">25 December 2011</a> <span id='spanchristmas'></span></font></b>
<ul>
<li><b>ConstantA updated:</b>
<ul>
<li>Circuit boards for Odysseus mech can be ordered by QM</li>
<li>Designs for them were added to R&amp;amp;D</li>
</ul>
</li>
<li><b>Kor updated:</b>
<ul>
<li>Soul Stones Added: Like intellicards for dead or dying humans! Full details are too long for the changelog</li>
<li>A belt full of six soul stones is available as an artefact for the wizard</li>
<li>Cultists can buy soulstones with their supply talisman</li>
<li>The chaplain has a single soulstone on his desk</li>
<li>The reactive teleport armour's test run is over. It no longer spawns in the RD's office.</li>
</ul>
</li>
</ul>
<b><font color='blue'>24 December 2011</font></b>
<ul>
<li><b>Rockdtben updated:</b>
<ul>
<li>Added sprites for soda can in left and right hands on mob: sodawater, tonic, purple_can, ice_tea_can, energy_drink, thirteen_loko, space_mountain_wind, dr_gibb, starkist, space-up, and lemon-lime.</li>
</ul>
</li>
</ul>
<b><font color='blue'>23 December 2011</font></b>
<ul>
<li><b>ConstantA updated:</b>
<ul>
<li>Mech Fabricators now require robotics ID to operate. Emag removes this restriction.</li>
<li>Added Odysseus Medical Exosuit. Has integrated Medical Hud and ability to mount medical modules.</li>
<li>Added Sleeper Medical module for exosuits. Similar to common sleepers, but no ability to inject reagents.</li>
<li>Added Cable Layer module for exosuits. Load with cable (attack cable with it), activate, walk over dismantled floor.</li>
<li>Added another exosuit internal damage type - short circuit. Short-circuited exosuits will drain powercell charge and power relay won't work.</li>
<li>You should be able to send messages to exosuit operators using Exosuit Control Console</li>
<li>Gygax armour and module capacity nerfed.</li>
<li>Exosuit weapon recharge time raised.</li>
<li>Bugfix: EMP actually drains exosuit cell and damages it</li>
</ul>
</li>
<li><b>RavingManiac updated:</b>
<ul>
<li>Meat will now spoil within three minutes at temperatures between 0C and 100C.</li>
<li>Rotten meat has the same nutritional value as normal meat, and can be used in
the same recipes. However, it is toxic, and ingesting a badly-prepared big bite
burger can kill you.</li>
<li>Because refrigeration serves a purpose now, the kitchen cold room freezing unit
is turned off by default. Chefs should remember to turn the freezer on at the
start of their shift.</li>
</ul>
</li>
</ul>
<b><font color='blue'>21 December 2011</font></b>
<ul>
<li><b>RavingManiac updated:</b>
<ul>
<li>Kitchen cold room is now cooled by a freezing unit. Temperature is about 240K by default, but can be raised to room temperature or lowered to lethal coldness.</li>
</ul>
</ul>
<b><font color='blue'>19 December 2011</font></b>
<ul>
<li><b>Kor updated:</b>
<ul>
<li>General/Misc Changes
<ul>
<li>Escape pods no longer go to the horrific gibbing chambers. Rather, they will be picked up by a salvage ship in deep space. (This basically changes nothing mechanics wise, just fluff)</li>
<li>An ion rifle now spawns on the nuclear operative shuttle. Maybe this will help with them getting destroyed by sec borgs every round?</li>
</ul>
</li>
<li>Wizard Changes
<ul>
<li>The wizard can now purchase magic artefacts in addition to spells in a subsection of the spellbook.</li>
<li>The first (and currently only) new artefact is the Staff of Change, which functions as a self recharging energy weapon with some special effects.</li>
<li>The wizard has a new alternative set of robes on his shuttle.</li>
</li>
</ul>
<li>Cult Changes<ul>
<li>Cultists now each start with three words (join, blood, self). No more will you suffer at the hands of cultists who refuse to share words.</li>
<li>The starting supply talisman can now be used five times and can now be used to spawn armor and a blade.</li>
<li>Replaced the sprites on the cultist robes/hood.</li>
</ul></li>
</ul>
</ul>
<b><font color='blue'>18 December 2011</font></b>
<ul>
<li><b>Carnwennan updated:</b>
<ul>
<li>Thanks to the wonders of modern technology and the Nanotrasen steel press Ian's head has been shaped to fit even more silly hats. The taxpayers will be pleased.</li>
</ul>
</li>
<li><b>Doohl updated:</b>
<ul>
<li>Vending machines got yet another overhaul! <i>Good lord</i>, when will they stop assfucking those damned vendors??</li>
</ul>
</li>
</ul>
<b><font color='blue'>17 December 2011</font></b>
<ul>
<li><b>Erro updated:</b>
<ul>
<li>Your direct supervisors are now displayed when you are assigned a job at round start or late join.</li>
</ul>
</li>
</ul>
<b><font color='blue'>14 December 2011</font></b>
<ul>
<li><b>Erro updated:</b>
<ul>
<li>Meteor mode is hopefully deadly again!</li>
</ul>
</li>
<li><b>Kor updated:</b>
<ul>
<li>Research director has a new toy: Reactive Teleport Armour. Click it in your hand to activate it and try it out!</li>
</ul>
</li>
</ul>
<b><font color='blue'>11 December 2011</font></b>
<ul>
<li><b>NEO updated:</b>
<ul>
<li>AIs actually consume power from APCs now</li>
<li>Bigass malf overhaul. tl;dr no more AI sat, instead you have to play whackamole with APCs.</li>
</ul>
</li>
</ul>
<b><font color='blue'>10 December 2011</font></b>
<ul>
<li><b>Doohl updated:</b>
<ul>
<li>Title music now plays in the pregame lobby. You can toggle this with a verb in "Special Verbs" if you really want to.</li>
<li>User Interface preferences now properly get transferred when you get cloned.</li>
</ul>
</li>
<li><b>Erro updated:</b>
<ul>
<li>Escape pods have been added to test the concept.</li>
<li>Escaping alone in a pod does not count towards the escape alone objective, it counts towards the escape alive objective tho. Escape alone only requires you to escape alone on the emergency shuttle, it doesn't require you to ensure all pods are empty. Cult members that escape on the pods do not ocunt towards the cult escaping acolyte number objective. Escaping on a pod is a valid way to survive meteor.</li>
</ul>
</li>
<li><b>Polymorph updated:</b>
<ul>
<li> Fire is now actually dangerous. Do not touch fire. </li>
</ul>
</li>
</ul>
<b><font color='blue'>8 December 2011</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li>Fixed the comms console locking up when you tried to change the alert level.</li>
<li>Added a keycard authentication device, which is used for high-security events. The idea behind it is the same as the two-key thing from submarine movies. You select the event you wish to trigger on one of the devices and then swipe your ID, if someone swipes their ID on one of the other devices within 2 seconds, the event is enacted. These devices are in each of the head's offices and all heads have the access level to confirm an event, it can also be added to cards at the HoP's ID computer. The only event that can currently be enacted is Red alert.</li>
</ul>
</li>
<li><b>Kor updated:</b>
<ul>
<li>The chef now has a fancy dinner mint in his kitchen. It is only wafer thin!</li>
</ul>
</li>
</ul>
<b><font color='blue'>3 December 2011</font></b>
<ul>
<li><b>Pete &amp; Erro Christmas update:</b>
<ul>
<li>Reinforced metal renamed to steel and steel floor tile renamed to metal floor tile to avoid confusion before it even happens.</li>
<li>It is no longer possible to make steel from metal or vice versa or from the autolathe. You can however make metal from the autolathe and still insert steel to increase the metal resource.</li>
<li>To make steel you can now use the mining smelting unit and smelt iron and plasma ore.</li>
<li>The RCD can no longer take down reinforced walls.</li>
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li>Grass plants in hydro now make grass floor tiles instead of the awkward patches.</li>
</ul>
</li>
<li><b>Petethegoat updated:</b>
<ul>
<li>Fixed all known vending machine issues.</li>
<li>Fixed a minor visual bug with emagged lockers.</li>
<li>Clarified some of the APC construction/deconstruction messages.</li>
</ul>
</li>
<li><b>Numbers updated:</b>
<ul>
<li>Potency variations tipped in favour of bigger changes over smaller periods of time.</li>
</ul>
</li>
<li><b>PolymorphBlue updated:</b>
<ul>
<li>Traitors in the escape shuttle's prison cell will now fail their objective.</li>
<li>Lockers are no longer soundproof! (or flashproof, for that matter)</li>
<li>Headrevs can no longer be borged, revs are dereved when borged.</i>
</ul>
</li>
</ul>
<b><font color='blue'>30 November 2011</font></b>
<ul>
<li><b><a href='#' id='vinylscratch_link' onclick="changeText('vinylscratch_tag','Lasty', 'vinylscratch_link')"><span id='vinylscratch_tag'>Vinyl Scratch</span></a> updated:</b>
<ul>
<li>New ambient sounds for the station and AI Sat.</li>
<li><b>He's b<i>aaaaaa</i>ck...</b></li>
</ul>
</li>
</ul>
<b><font color='blue'>27 November 2011</font></b>
<ul>
<li><b>Kor updated:</b>
<ul>
<li>Changeling husks are now borgable again (though not clonable) and genome requirements were lowered</li>
<li>De-revved revolutionaries had their message clarified a bit. You remember the person who flashed you, and so can out ONE revhead</li>
<li>Light tubes/bulbs can now be created in the autolathe. Recycle those broken lights!</li>
</ul>
</li>
</ul>
<b><font color='blue'>22 November 2011</font></b>
<ul>
<li><b>Doohl updated:</b>
<ul>
<li>The firing range now has a purpose. Go check it out; there's a few surprises!</li>
</ul>
</li>
</ul>
<b><font color='blue'>19 November 2011</font></b>
<ul>
<li><b>Doohl updated:</b>
<ul>
<li>Toggling admin midis will now <font color=red><b>DISABLE THE CURRENT MIDI OH MY GOSH!</b></font></li>
</ul>
</li>
<li><b>Tobba updated:</b>
<ul>
<li>We're looking for feedback on the updated chem dispenser! It no longer dispenses beakers of the reagent, and instead places a variable amount of the reagent into the beaker of your choosing.</li>
</ul>
</li>
<li><b>Petethegoat updated:</b>
<ul>
<li>Diagonal movement is gone on account of them proving to be a bad idea in practice. A grand experiment nonetheless.</li>
</ul>
</li>
<li><b>Kor updated:</b>
<ul>
<li>The PALADIN lawset in the AI upload has been replaced with the corporate lawset</li>
</ul>
</li>
</ul>
<b><font color='blue'>16 November 2011</font></b>
<ul>
<li><b>Tobba updated:</b>
<ul>
<li>Report any issues with the updated vending machines!</li>
</ul>
</li>
</ul>
<b><font color='blue'>16 November 2011</font></b>
<ul>
<li><b>Petethegoat updated:</b>
<ul>
<li>Security, Engineer, Medical, and Janitor borgs no longer get a choice of skin. This is for purposes of quick recognition, and is the first part of a series of upcoming cyborg updates.</li>
</ul>
</li>
</ul>
<b><font color='blue'>7 November 2011</font></b>
<ul>
<li><b>Kor updated:</b>
<ul>
<li>Repair bots (mechs) are now adminspawn only</li>
<li>Extra loyalty implants are now orderable via cargo bay (60 points for 4 implants)</li>
<li>Changeling regen stasis now takes two full minutes to use, but can be used while dead. Burning and gibbing are the only way to keep them dead now.</li>
</ul>
</li>
</ul>
<b><font color='blue'>29 October 2011</font></b>
<ul>
<li><b>ConstantA updated:</b>
<ul>
<li>Added step and turn sounds for mechs</li>
<li>Added another mecha equipment - plasma converter. Works similar to portable generator. Uses solid plasma as fuel. Can be refueled either by clicking on it with plasma in hand, or directly from mecha - selecting it and clicking on plasma.</li>
<li>Added mecha laser cannon.</li>
<li>Added damage absorption for mechs. Different mechs have different absorption for different types of damage.</li>
<li>Metal foam now blocks air movement.</li>
</ul>
</li>
<li><b>Petethegoat updated:</b>
<ul>
<li>Fixed sticking C4 to containers.</li>
<li>Rearranged the armoury, and changed the medical treatment room in Sec to an interrogation room.</li>
<li>Mr Fixit has been powered off and returned to the armoury. Deploying him every round is still recommended!</li>
</ul>
</li>
</ul>
<b><font color='blue'>29 October 2011</font></b>
<ul>
<li><b>Petethegoat updated:</b>
<ul>
<li>Stunglove overhaul: part one. Stun gloves are now made by wiring a pair of gloves, and then attaching a battery- this shows up on the object sprite, but not on your character. Stungloves use 2500 charge per stun! This means that some low capacity batteries will make <i>useless</i> stungloves. To get your old inconspicous gloves back, simply cut away the wire and battery. <font color='red'>Note that insulated gloves lose their insulation when you wire them up!</font> <b>Yet to come:</b> stungloves taking extra damage from shocked doors.</li>
<li><font color='red'>Removed sleepypens!</font> Paralysis pens have been changed to look like normal pens instead of penlights, and have been slightly nerfed. They will paralyse for about fifteen seconds, and cause minor brain damage and dizziness.
<li>Uplink Implants now have five telecrystals instead of four.
</ul>
</li>
<li><b>Doohl updated:</b>
<ul>
<li>More hairs added and a very long beard.</li>
<li>Finally fixed the request console announcements going <font color = red><b>AMP AMP AMP</b></font> all the time when you use punctuation.</li>
</ul>
</li>
</ul>
<b><font color='blue'>27 October 2011</font></b>
<ul>
<li><b>Mport updated:</b>
<ul>
<li>New WIP TK system added. To activate your TK click the throw button with an empty hand. This will bring up a tkgrab item. Click on a non-anchored (currently) non mob Object to select it as your "focus". Once a focus is selected so long as you are in range of the focus you can now click somewhere to throw the focus at the target. To quit using TK just drop the tkgrab item.</li>
</ul>
</li>
</ul>
<b><font color='blue'>21 October 2011, Tuesday:</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><font color="red">Old keyboard hotkey layout option available again!</font> home, end, page down and page up now once again do what they did before by default. To use diagonal movement you will need to use your numpad with NUM LOCK enabled.<br>
The new list of hotkeys is as follows: (Valid as of 21.10.2011)
<ul>
<li>Numpad with Num Lock enabled = movement in wanted direction.</li>
<li>Numpad with Num Lock disabled = as it was before. movement north-south-east-west and throw, drop, swap hands, use item on itself.</li>
<li>Page up (also numpad 9 with num lock disabled) = swap hands</li>
<li>Page down (also numpad 3 with num lock disabled) = use item in hand on itself</li>
<li>home (also numpad 7 with num lock disabled) = drop</li>
<li>end (also numpad 1 with num lock disabled) = throw</li>
<li>CTRL + A = throw</li>
<li>CTRL + S = swap hands</li>
<li>CTRL + D = drop</li>
<li>CTRL + W = use item in hand on itself</li>
<li>Numpad divide (/) = throw</li>
<li>Numpad multiply (*) = swap hands</li>
<li>Numpad subtract (-) = drop</li>
<li>Numpad add (+) = use item in hand on itself</li>
</ul>
In short, use <font color='red'>Num Lock</font> to swap between the two layouts.
</li>
</ul>
</li>
</ul>
<b><font color='blue'>18 October 2011, Tuesday:</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><font color="red">You can now move diagonally!</font> To do so, use the numpad. The keybaord has been remapped to make this possible:
<ul>
<li>CTRL + A = throw</li>
<li>CTRL + S = swap hands</li>
<li>CTRL + D = drop</li>
<li>CTRL + W = use item in hand on itself</li>
<li>Numpad divide (/) = throw</li>
<li>Numpad multiply (*) = swap hands</li>
<li>Numpad subtract (-) = drop</li>
<li>Numpad add (+) = use item in hand on itself</li>
</ul>
</li>
</ul>
</li>
</ul>
<b><font color='blue'>15 October 2011, <a href="http://en.wikipedia.org/wiki/Blindness" target='_blank'>White Cane</a> Safety Day:</font></b>
<ul>
<li><b>Agouri updated:</b>
<ul>
<li>There has been a tidal wave of bugfixes over the last 5 or so days. If you had previously tried something on the station, saw that it was bugged and never tried it again, chances are it got fixed. I don't want you to neglect using stuff because you think it was bugged, which it was at one point, but no longer is. Thanks, happy new semester to everyone~</li>
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li>When you're unconscious, paralyzed, sleeping, etc. you will still see the same blackness as always, but it will rarely flicker a bit to allow you to see a little of your surroundings.</li>
</ul>
</li>
<li><b>Doohl updated:</b>
<ul>
<li>New hairstyles! <i>YOU</i> never asked for this!</li>
</ul>
</li>
</ul>
<b><font color='blue'>11 October 2011:</font></b>
<ul>
<li><b>ConstantA updated:</b>
<ul>
<li>Added radios to exosuits. Setting can be found in 'Electronics' menu.</li>
<li>Exosuit maintenance can be initiated even if it's occupied. The pilot must permit maintenance through 'Permissions &amp;amp; Logging' - 'Permit maintenance protocols'. For combat exosuits it's disabled by default. While in maintenance mode, exosuit can't move or use equipment.</li>
</ul>
</li>
</ul>
<b><font color='blue'>8 October 2011:</font></b>
<ul>
<li><b>Doohl updated:</b>
<ul>
<li>You can put things on trays and mass-transport them now. To put stuff on trays, simply pick up a tray with items underneath/on top of it and they'll be automatically carried on top of the tray. Be careful not to make a mess~!</li>
</ul>
</li>
<li><b>Mport updated:</b>
<ul>
<li>Telekenesis now only allows you to <i>pick up</i> objects.</li>
<li>Stun gloves ignore intent.</li>
<li>Moved the loyalty implants to the HoS' locker.</li>
<li>Job system redone, remember to setup your prefs.</li>
</ul>
</li>
</ul>
<b><font color='blue'>2 October 2011:</font></b>
<ul>
<li><b>Petethegoat updated:</b>
<ul>
<li>Pandemic recharge speed is affected by the number of different types of antibodies in the blood sample. For maximum efficiency, use blood samples with only a single type of antibody. (Blood samples with two types of antibodies will still let the Pandemic recharge slightly faster than it used to.)</li>
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li>Opening a storage item on your belt will now display the proper number of slots even if the number is different from 7.</li>
<li>Less ponies, gryphons, and Tohou.</li>
</ul>
</li>
</ul>
<b><font color='blue'>1 October 2011:</font></b>
<ul>
<li><b><a href='#' id='misterdorf_link' onclick="changeText('misterdorf_tag','Urist McDorf', 'misterdorf_link')"><span id='misterdorf_tag'>Knognob Lungsparkle</span></a> updated:</b>
<ul>
<li>Xenomorphic aliens can now shape resin membranes (organic windows basically).</li>
<li>The AI can no longer see runes. Instead, they will see blood splatters.</li>
</ul>
</li>
</ul>
<b><font color='blue'>28 September 2011:</font></b>
<ul>
<li><b>Rolan7 updated:</b>
<ul>
<li>New method for job assignment. Remember to review your preferences. Send all your hate and bug reports to me.</li>
</ul>
</li>
<li><b>Doohl updated:</b>
<ul>
<li>Putting someone inside a cloning machine's DNA scanner will notify the person that they are about to be cloned. This completely removes the necessity to announce over OOC for someone to get back in their body.</li>
</ul>
</li>
</ul>
<b><font color='blue'>22 September 2011, OneWebDay:</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li>Added an additional 9 colors, into which you can color bedsheets, jumpsuits, gloves and shoes at the washing machine.</li>
<li><font color='red'>A new click proc will need to be live-tested</font>. The testing will be announced via OOC and you will get a message when it happens. When testing is going on, the new click proc will be used. If testing is going on and you notice a bug, please report it via adminhelp. If you find yourself unable to perform an action, you can double click (By that I mean spam the shit out of clicking) to use the old proc, which is unchanged and will behave like you're used to. <font color='red'>Standard roleplay rules apply during tests, they're not an excuse to murder eachother.</font></li>
</ul>
</li>
</ul>
<b><font color='blue'>20 September 2011, 10 year anniversary of the declaration of the "war on terror":</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><font color='red'>You can no longer clone people who suicided. I REPEAT! You can no longer clone people who have suicided!</font> So use suiciding more carefully and only if you ACTUALLY want to get out of a round. You can normally clone people who succumbed tho, so don't worry about that.</li>
<li>Washing your hands in the sink will now only wash your hands and gloves. You can wash items if you have them in your hands. Both of these actions are no longer instant tho.</li>
</ul>
</li>
</ul>
<b><font color='blue'>18 September 2011, World Water Monitoring Day:</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li>Added the most fun activity in your every-day life. Laundry. Check the dormitory. (Sprites by Hempuli)</li>
<li>You can now change the color of jumpsuits, shoes, gloves and bedsheets using the washing machine.</li>
<li>Some religions (currently Islam, Scientology and Atheism) set your chapel's symbols to the symbols of that religion.</li>
<li>A new old-style cabinet's been added to the detective's office. (Sprite by Hempuli)</li>
<li>Runtime the cat ran away!! And it gets even worse! <a href="#" id="deempisi_link" onclick="changeText('deempisi_tag','(Yes, I had to look up the spelling...)', 'deempisi_link')">Mr. Deempisi</a> met a premature end during an excursion to the kitchen's freezer! <span id="deempisi_tag"></span> -- I was ORDERED to do this... don't kill me! :(</li>
<li>Kudzu can now be spawned (Currently admin-only. Will test a bit, balance it properly and add it as a random event) (Original code and sprites donated by I Said No)</li>
</ul>
</li>
<li><b>Kor updated:</b>
<ul>
<li>Added purple goggles to chemistry (you're welcome Lasty)</li>
<li>Added a third MMI to robotics and monkey cubes to xenobio (dont fucking spam them in the halls)</li>
</ul>
</li>
<li><b>Mport updated:</b>
<ul>
<li>Turns out tasers and a few other weapons were slightly bugged when it came to checking the internal powercell. Tasers and such gained an extra shot.</li>
<li>Ion Rifle shots lowered to 5 per charge.</li>
</ul>
</li>
</ul>
<b><font color='blue'>17 September 2011, Operation Market Garden remembrance day:</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li>You can now insert a coin into vending machines. Some machines (currently only the cigarette vending machine) have special items that you can only get to with a coin. No, hacking will not let you get the items, coin only.</li>
</ul>
</li>
</ul>
<b><font color='blue'>14 September 2011:</font></b>
<ul>
<li><b>Lasty updated:</b>
<ul>
<li>Runtime now actually spawns in medbay because nobody cared whether it is a tiny smugfaced espeon that explodes violently on death or a spacecat that presumably doesn't.</li>
<li>You can no longer put someone into a sleeper and erase them from existence by climbing into the same sleeper.</li>
<li>Players who haven't entered the game will no longer be able to hear administrators in deadchat.</li>
</ul>
</li>
<li><b>Pete updated:</b>
<ul>
<li>Added new sprites for the light tube and glasses boxes.</li>
<li>Fixed the bug where syndicate bundles would have an emergency O2 tank and breath mask.</li>
</ul>
</li>
<li><b>Mport, SECOND REMOVER OF SUNS updated:</b>
<ul>
<li>Singularity absorbtion explosion range lowered and is now dependent on singularity size.</li>
<li>Bag of Holding no longer instakills singularity, and the chance for bombs to destroy a singularity has been changed from 10% to 25%.</li>
<li>Removed THE SUN.</li>
<li>Damage and stun duration from shocked doors has been lowered to account for a larger amount of energy in the powernet.</li>
</ul>
</li>
</ul>
<b><font color='blue'>13 September 2011:</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li>Healing, attacking or 'gently tapping' Ian will now properly display the name of the attacker to all people.</li>
</ul>
</li>
<li><b><a href='#' id='vinylscratch_link' onclick="changeText('vinylscratch_tag','Lasty', 'vinylscratch_link')"><span id='vinylscratch_tag'>Vinyl Scratch</span></a> updated:</b>
<ul>
<li>Runtime!</li>
<li>Mine ambience now fades out at the end so that not only is it less jarring when it ends, but it also loops properly.</li>
<li>Malfunctioning AI's runtime message now has a voice clip to go with it (courtesy of Rosen Ritter) </li>
<li>Every headset will now display the commands for their respective channels upon examine.</li>
</ul>
</li>
<li><b><a href='#' id='korisagirl_link' onclick="changeText('korisagirl_tag','Kor', 'korisagirl_link')"><span id='korisagirl_tag'>Miss Phaeron</span></a> updated:</b>
<ul>
<li>E-Swords now have a chance to deflect projectiles when active</li>
<li>Taser/Laser shots now drain 40 battery per use from a borg, as opposed to 20</li>
<li>EMPs do 60 damage to borgs now, up from 25. They also stun them momentarily and drain 1k charge</li>
<li>As part of a joint effort between Mport, Falazameer, and myself an Ion Rifle has been added to the armoury</li>
<li>The Mutate spell now gives Laser Vision and Hulk</li>
</ul>
</li>
</ul>
<b><font color='blue'>11 September 2011:</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li>Ian can now be <a href='#' id='ian_link' onclick="changeText('ian_tag','hurt when attacked by items which cause brute damage.', 'ian_link')"><span id='ian_tag'>toolboxed</span></a>.</li>
<li>Ian can now be healed with bruisepacks, unless he's already dead.</li>
<li>You can now walk over Ian when he's killed.</li>
<li>Ian will chase food, if you leave it on the floor. If he notices it and you pick it up, he'll chase you around, if you stay close enough.</li>
</ul>
</li>
</ul>
<b><font color='blue'>10 September 2011:</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li>A new pet on the bridge.</li>
<li>The pet can now be buckled and will no longer escape from closed containers, such as closets or the cloning pods.</li>
<li>Vending machines and request consoles are the first to use the new in-built browser in the upper-right of the user interface. If feedback is positive on these, more machines will be added to this. Hoping that this will eventually reduce the number of popup micromanagement.</li>
</ul>
</li>
<li><b>Lasty updated:</b>
<ul>
<li>The collectible hats have been removed from the theatre, doomed to rot forever in the hat crates they spawned from. No longer shall you see racks full of "collectible hard hat"!</li>
</ul>
</li>
<li><b>TLE updated:</b>
<ul>
<li>You can now toggle the message for becoming a pAI on and off in your prefs.</li>
</ul>
</li>
<li><b>Mport updated:</b>
<ul>
<li>Synaptizine now once again helps you recover from being stunned, however it is now also slightly toxic and may cause a small amount of toxins damage for every tick that it is in your system.</li>
<li>Assembly updating!</li>
<li>Original blob is back, though it still has lava sprites.</li>
<li>The bug where you would spawn on the wizard shuttle for a second at the start of the round should no longer occur.</li>
</ul>
</li>
</ul>
<b><font color='blue'>8 September 2011:</font></b>
<ul>
<li><b>Lasty updated:</b>
<ul>
<li>Suicide has been changed to biting your tongue off instead of holding your breath, and examining someone who has comitted suicide will give you a message stating that their tongue is missing.</li>
<li>Chemsprayers are now large items instead of small, meaning they can no longer fit in your pocket.</li>
</ul>
</li>
</ul>
<b><font color='blue'>6 September 2011</font></b>
<ul>
<li><b><a href='#' id='greekrioter_link' onclick="changeText('greekrioter_tag','Agouri', 'greekrioter_link')"><span id='greekrioter_tag'>Greek Rioter</span></a> updated:</b>
<ul>
<li>Removed dumb/badly sprited drinks for barman. This is for you, people that love to play barman. Your job is now non-retarded again. <font color='red'><b>EDIT: FIXED DRINK MIXING</b></font></li>
<li>More info here: <a href="http://code.google.com/p/tgstation13/source/detail?r=2136/" target='_blank'>rev2136</a></li>
</ul>
</li>
<li><b>Lasty updated:</b>
<ul>
<li>Fixed the karma exploit! Uhangi can rest in peace knowing his -87 karma ways were not his own.</li>
<li>Added new ambient sound for space and the mines.</li>
<li>Examining an oxygen tank will now tell you if it is about to run out of air. If it is, you will recieve a beep and a message, and if not, then you'll just get the default "this is an oxygentank!" message.</li>
</ul>
</li>
<li><b><a href='#' id='rageroro_link' onclick="changeText('rageroro_tag','Errorage', 'rageroro_link')"><span id='rageroro_tag'>Rageroro</span></a> updated:</b>
<ul>
<li>Sleeper update! Sleepers can now only inject soporific, dermaline, bicaridine, and dexaline into people with 1% or more health. They can also inject inaprovaline into people with -100% or more health. Nothing can be injected into people who are dead.</li>
</ul>
</li>
<li><b>Superxpdude updated:</b>
<ul>
<li>Virology is now part of medbay, and as such the RD no longer has Virology access and the CMO and Virologist no longer have Research access.</li>
</ul>
</li>
<li><b>Uhangi updated:</b>
<ul>
<li>Electropacks, screwdrivers, headsets, radio signalers, and station bounced radios can now be constructed from the autolathe. </li>
<li>Added a courtroom to Centcom.</li>
<li>Fixed electropack bug regarding using screwdrivers on electropacks.</li>
</ul>
</li>
<li><b>Microwave updated:</b>
<ul>
<li>Nuka Cola re-added. </li>
</ul>
</li>
<li><b>Urist McDorf updated:</b>
<ul>
<li>Added XCom aliens, by Xerif (Donated by the <a href="http://www.ss13.org/"target='_blank'>Foundation project</a> ) </li>
</ul>
</li>
<li><b>Cheridan updated:</b>
<ul>
<li>New sprites for beds and air, plasma and nitrogen tanks (The ones found in maintenance shafts).</li>
</ul>
</li>
</ul>
<b><font color='blue'>5 September 2011.</font></b>
<ul>
<li><b><a href='#' id='rageroro_link' onclick="changeText('rageroro_tag','Errorage', 'rageroro_link')"><span id='rageroro_tag'>Rageroro</span></a> updated:</b>
<ul>
<li>Updates made to the HoP's ID computer. New interface and removing a card will now put it directly in your hand, if it's empty. Using your card on the computer will place it in the appropriate spot. If it has access to edit cards it will put it as the authentication card, otherwise as the card to be modified. If you have two cards with ID computer access first insert the authentication card, then the one you wish to midify, or do it manually like before.</li>
<li><a id='easteregg1_link' onclick="changeText('easteregg1_tag','<font color=\'red\'>Has Hell frozen over yet?</font>','easteregg1_link')">Placed extra fire suits in maintenance (Near eva and mining) and an extra fire closet to atmos.</a> <span id='easteregg1_tag'></span></li>
</ul>
</li>
</ul>
<b><font color='blue'>4 September 2011.</font></b>
<ul>
<li><b>Urist McDorf updated:</b>
<ul>
<li>People who have been infected by facehuggers can no longer suicide.</li>
<li>Stammering has been reworked.</li>
<li>The chaplain can now no longer discern what ghosts are saying, instead receiving flavour text indicating that ghosts are speaking to him.</li>
<li>Walking Mushroom yield decreased from 4 to 1.</li>
<li>Glowshrooms now only spread on asteroid tiles.</li>
<li>Fixed rev round end message reporting everyone as dead.</li>
<li>Gave the changeling an unfat sting.</li>
</ul>
<li><b>Erro updated:</b>
<ul>
<li>R'n'D and Gas Storage locations have been swapped in order for R&amp;D to be given a hallway-facing table, just like Chemistry.</li>
<li>Buckling someone to a chair now causes them to face in the same direction as the chair.</li>
<li>Conveyor will now move only 10 items per game cycle. This is to prevent miners from overloading the belts with 2000 pieces of ore and slowing down time by turning it on. Does not apply to mobs on belt.</li>
</ul>
<li><b>Doohl updated:</b>
<ul>
<li>New escape shuttle!</li>
<li>Metroids get hungry slower, but gain more nutrients from eating.</li>
</ul>
<li><b>Kor updated:</b>
<ul>
<li>Added Necronomicon bible (credit Joseph Curwen)</li>
<li>Removed Doc Scratch clothing from chaplain? locker and added as a random spawn in the theatre.</li>
<li>Shaft Miners now start with regular oxygen tanks.</li>
<li>Mutate now gives the wizard hulk and OPTIC BLAST instead of hulk and TK.</li>
<li>Spiderman suit is no longer armoured or space worthy.</li>
<li>Crayons</li>
</ul>
<li><b>Superxpdude updated:</b>
<ul>
<li>New, more appropriate arrivals message.</li>
<li>Shuttle escape doors fixed.</li>
<li>New RIG sprite.</li>
</ul>
<li><b>Lasty updated:</b>
<ul>
<li>Switched xenomorph weeds to run in the background, hopefully causing them to destroy the server slightly less.</li>
</ul>
<li><b>Microwave updated:</b>
<ul>
<li>Added sink to hydroponics</li>
<li>Cleaned up autolathe menu</li>
<li>Glasses and cups can now be filled with water from sinks.</li>
</ul>
</ul>
<b><font color='blue'>31 August 2011.</font></b>
<ul>
<li><b>Lasty updated:</b>
<ul>
<li>The costumes that spawn in the theatre are now randomized.</li>
<li>The kitchen now has a Smartfridge which can be directly loaded from the Botanist? plantbags. No more crates! (credit to Rolan7).</li>
<li>Snappops can now be acquired from the arcade machines. Amaze your friends! (credit to Petethegoat)</li>
<li>Bangindonk.ogg added to random end sounds list.</li>
</ul>
<li><b>Urist McDorf updated:</b>
<ul>
<li>Players can no longer be randomly assigned to Librarian, Atmospherics Technician, Chaplain, and Lawyer unless all other non-assisstant job slots are full or they have those jobs in their preferences.</li>
<li>Changeling mode now has multiple changelings.</li>
</ul>
<li><b>Superpxdude updated:</b>
<ul>
<li>The mail system actually works properly now! Probably!</li>
<li>Most hats had their ?eadspace?tag removed, meaning they will no longer substitute for a space helmet in protecting you from the dangers of space.</li>
</ul>
</ul>
<b><font color='blue'>28 August 2011.</font></b>
<ul>
<li><b>Doohl updated:</b>
<ul>
<li>Chaplains can now select different bible icons when they start. The selection is applied globally and the library's bible printer will print the same bibles.</li>
<li>Joy to the world! The Library's bible-printing function now has a one-minute cooldown. One minute may seem a little extreme, but it is necessary to prevent people from spamming the fuck out of everything with 100,000,000,000,000 carbon-copy bibles.</li>
<li>Tweaked Metroids a bit; they are slightly more aggressive and become hungrier faster. To compensate, they now move slightly slower.</li>
</ul>
</ul>
<b><font color='blue'>26 August 2011.</font></b>
<ul>
<li><b>Mport updated:</b>
<ul>
<li>Rev:</li>
<ul type='square'>
<li>Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.</li>
<li>Once a player has been unconverted they may not be reconverted.</li>
</ul>
<li>Cult:</li>
<ul type='square'>
<li>Heads other than the Captain and HoS are now able to start as or be converted to a cultist.</li>
<li>New Item: Loyalty Implant, which will prevent revving/culting. 4 spawn in the armory.</li>
<li>If a rev (not cultist) is injected with one he will unconvert, if a revhead is injected it will display a resist message.</li>
<li>Loyalty Implants show up on the SecHud</li>
<li>New Machine: Loyalty Implanter - Is on the prison station, shove a guy inside it to implant a loyalty implant. It can implant 5 times before it needs a 10 minute cooldown.</li>
</ul>
</ul>
</ul>
<b><font color='blue'>20 August 2011.</font></b>
<ul>
<li><b>Doohl updated:</b>
<ul>
<li>The smoke chemistry recipe has been upgraded! You can lace smoke with chemicals that can bathe people or enter their lungs through inhalation. Yes, this means you can make chloral hydrate smoke bombs. No, this doesn't mean you can make napalm smoke or foam smoke.</li>
</ul>
</ul>
<b><font color='blue'>16 August 2011.</font></b>
<ul>
<li><b>Superxpdude updated</b>:
<ul>
<li>Traitor item bundles: Contains a random selection of traitor gear</li>
</ul>
</ul>
<ul>
<li><b>Uhangi updated</b>:
<ul>
<li>.38 Special Ammo can now be made from unhacked autolathes</li>
</ul>
</ul>
<b><font color='blue'>15 August 2011.</font></b>
<ul>
<li><b>Superxpdude updated</b>:
<ul>
<li>NEW MINING STATION, POST YOUR OPINIONS AND BUGS <a href="http://nanotrasen.com/phpBB3/viewtopic.php?f=7&amp;t=5733">HERE</a> </li>
<li>Added some new awesome mining-related sprites by Petethegoat. All credit for the sprites goes to him.</li>
</ul>
</ul>
<b><font color='blue'>9 August 2011.</font></b>
<ul>
<li><b>Mport updated</b>:
<ul>
<li>Cyborgs once again have open cover/cell icons.</li>
<li>To override a cyborg's laws you must emag it when the cover is open.</li>
<li>Emags can unlock a cyborgs cover.</li>
<li>Xbow radiation damage has been lowered from 100 to 20 a hit</li>
</ul>
</ul>
<b><font color='blue'>5 August 2011.</font></b>
<ul>
<li><b>Mport updated</b>:
<ul>
<li>The various assemblies should be working now.</li>
<li>Old style bombs and suicide vests temporarily removed.</li>
</ul>
</ul>
<b><font color='blue'>3 August 2011.</font></b>
<ul>
<li><b>Superxpdude updated</b>:
<ul>
<li>Virology Airlock changed to no longer cycle air. Should work faster and prevent virologists from suffocating.</li>
<li>Server Room APC is now connected to the power grid.</li>
<li>Stun Batons now start OFF. Make sure to turn them on before hitting people with them.</li>
</ul>
</ul>
<b><font color='blue'>2 August 2011. The day the earth stood still.</font></b>
<ul>
<li><b>Agouri updated</b>:
<ul>
<li>SSUs now correctly cycle and dump the unlucky occupant when designated to supercycle, when the criteria to do so are met.</li>
<li>Fixed bugshit</li>
<li>You can now make normal martinis again, removed a silly recipe conflict (Thanks, muskets.). Good barmen are urged to blend the good ol' recipes since the new ones have sprites that SUCK ASS JESUS CHRIST</li>
</ul>
</ul>
<ul>
<li><b>Doohl updated</b>:
<ul>
<li>Speech bubbles: you can toggle them on in the character setup window. Basically, whenever someone around you talks, you see a speech bubble appear above them.</li>
<li>You can no longer create wizarditis and xenomicrobes with metroid cores.</li>
<li>Tweak: Using an exclamation mark as an AI, pAI, or cyborg will not longer get rid of the last exclamation mark.</li>
</ul>
</ul>
<b><font color='blue'>30 July 2011.</font></b>
<ul>
<li><b>Superxpdude Updated</b>:
<ul>
<li>Engineer and CE space helmets now have built-in lights.</li>
</ul>
<li><b>Rockdtben updated</b>:
<ul>
<li>Bugfix: Fixed a bug where you could dupe diamonds</li>
</ul>
<li><b>Doohl updated</b>:
<ul>
<li>New virus: Retrovirus. It basically screws over your DNA.</li>
<li>You can now do CTRL+MOVEMENT to face any direction you want. See those chairs in Medbay and the Escape Wing? You can do CTRL+EAST to actually RP that you're sitting on them. Is this cool or what?!
</ul>
</ul>
<b><font color='blue'>29 July 2011. - Day of Forum revival!</font></b>
<ul>
<li><b>Doohl updated</b>:
<ul>
<li>Bugfix: Metroids should never "shut down" and just die in a corner when they begin starving. And so, hungry Metroids are a force to be feared.</li>
<li>The Cargo computers now have the ability to cancel pending orders to refund credits. This was put in place so that idiots couldn't waste all the cargo points and run off. However, if the shuttle is en route to the station you won't be able to cancel orders.</li>
<li><font color='blue'>Bugfix: the manifest has been fixed!</font> Additionally, the manfiest is now updated realtime; job changes and new arrivals will be automatically updated into the manifest. Joy!</li>
<li>Metroids, when wrestled off of someone's head or beaten off, now get stunned for a few seconds.</li>
</ul>
<li><b>Agouri updated</b>:
<ul>
<li>I was always bothered by how unprofessional it was of Nanotransen (in before >Nanotransen >professionalism) to just lay expensive spacesuits in racks and just let them be. Well, no more. Introducing...</li>
<li>Suit Storage Units. Rumored to actually be repurposed space radiators, these wondrous machines will store any kind of spacesuit in a clean and sterile environment.</li>
<li>The user can interact with the unit in various ways. You can start a UV cauterisation cycle to disinfect its contents, effectively sterilising and cleaning eveyrthing from the suits/helmets stored inside.</li>
<li>A sneaky yordle can also hide in it, if he so desires, or hack it, or lock it or do a plethora of shady stuff with it. Beware, though, there's plenty of dangerous things you can do with it, both to you and your target.</li>
<li>The Unit's control panel can be accessed by screwdriving it. That's all I'm willing to say, I'd like to let the players find out what each hack option does and doesn't. Will add more stuff later.</li>
<li>Added Command Space suit, Chief Engineer space suit and Chief Medical Officer spacesuit (In a new space that you'll probably notice by yourself) to make it easier for you to look like a special snowflake.</li>
<li>EVA and CMO office modified to accomodate the new suits and SSUs. Look, I'm not a competent mapper, okay? Fuck you too. A mapper is strongly recommended to rearrange my half assed shit.</li>
<li>Soda cans, cigarette packets, cigarettes and cigars as well as bullet casings are now considered trash and can be picked up by the trashbag. Now you can annoy the janitor even more!</li>
<li>Sprite credit goes to Alex Jones, his portfolio can be found here: <a href="http://bspbox.com/">http://bspbox.com</a>. Thanks a lot, bro.</li>
<li>With the recent forum fuss and all that, I've got a thread to specifically contain rants and bug reports about this update. <a href="http://tgstation13.servehttp.com/phpBB3/viewtopic.php?f=3&amp;t=5569&amp;p=45549&amp;sid=a4a96f5b0e896cd3e3f7c1db73f09f1b#p45549">Click me</a></li>
</ul>
<li><b>Uhangi updated</b>:
<ul>
<li>EVA redesigned</li>
<li>An electropack is now available once again on the prison station</li>
</ul>
<li><b>Errorage updated</b>:
<ul>
<li>Hopefully fixed the derelict 'hotspots'. Derelict medbay has also been fixed.</li>
</ul>
</ul>
<b><font color='blue'>4 July - 28 July 2011.</font></b>
<ul>
<li><b>Trubble Bass updated</b> (committed by Superxpdude):
<ul>
<li>Hat crates. Hat Station 13.</li>
</ul>
<li><b>Matty</b>:
<ul>
<li>Engineers and miners now start off with the new industrial backpack.</li>
</ul>
<li><b>Agouri</b>:
<ul>
<li>Sleepers are now OP and heal every kind of damage.</li>
<li>Made cloning 30% faster, due to popular demand.</li>
</ul>
<li><b>Superxpdude updated</b>:
<ul>
<li>Added in the Submachine Gun to R&amp;D.</li>
<li>Syndicate agents now have Mini-Uzis.</li>
<li>Added an exosuit recharged to the mining station.</li>
<li>New labcoats for scientists, virologists, chemists, and genetecists.</li>
<li>Moved the vault and added a bridge meeting room next to the HoP's office.</li>
<li>Deathsquad armor now functions like a space suit.</li>
<li>Added in security jackboots.</li>
</ul>
<li><b>Uhangi updated:</b>
<ul>
<li>Traitors can now purchase syndicate balloons, which serve no purpose other than to blow your cover. For a limited time only, you can get them at a bargain price - just 10 telecrystals!</li>
<li>Removed security shotguns from the armory. No fun allowed.</li>
<li>Changed some bullet damage stuff.</li>
</ul>
<li><b>Microwave updated:</b>
<ul>
<li>Monkey boxes:</li>
<li>Contains a score of monkey cubes, which you apply water to create monkies. Nanotrasen provides only the finest technology!</li>
<li>You can order monkey crates from the cargo bay. They contain monkey boxes.</li>
<li>Changed the amount of labels labelers have to 30. 10 was too low and 30 should not be <i>too</i> griefy.</li>
<li>Maximum label text length increased from 10 to 64.</li>
<li>You can no longer label people because they can just peel the labels off. Sorry, clowns!</li>
<li>Jelly dooonnuuuutsss! Happy birthday, officers!</li>
<li>Made xenomeat not give any nutrition.</li>
<li>Added some new reagents.</li>
<li>Made it possible to feed monkies and xenos things, as well as making it possible for them to eat themselves (please don't read that too literally).</li>
<li>Added in synthiflesh.</li>
<li>Plasma is now not used in reactions, instead, is treated as a catalyst that is not used up. This only applies to certain reactions.</li>
<li>Made it possible to grind more things in the chemistry grinder.</li>
</ul>
<li><b>Errorage updated:</b>
<ul>
<li>Increased environmental damage by a factor of 1.5.</li>
<li>Made firesuits a lot more resistant to heat. Previously, they stopped protecting at around 4,500 degrees. They now go up to around 10,000 (which is also the temperature which the floor starts melting)</li>
<li>Edited the quartermaster's office a bit.</li>
<li>Cargo technicians now have access to a cargo ordering console.</li>
<li>Added different-colored hardhats. The CE gets a white hardhat.</li>
</ul>
<li><b>Rastaf.Zero updated:</b>
<ul>
<li>Botanists get a new toy: Biogenerator. Insert biological items, recieve biological items.</li>
<li>Added roller beds, otherwise known as stretchers, to medbay. You can buckle people onto them and pull them.</li>
<li>Added egg-smashing and tomato-smashing decals.</li>
</ul>
<li><b>Muskets updated:</b>
<ul>
<li>The prepackaged songs (Space Asshole, Cuban Pete, Darkest Honk, etc) have been removed. This doesn't mean admins can't play midis, this just gets rid of a lot of unnecessary download time.</li>
</ul>
<li><b>Firecage updated:</b>
<ul>
<li>A whole bunch of new drinks and food. Seriously, there's alot!</li>
<li>New weapons such as the shock revolver and large energy crossbow.</li>
<li>Hydroponics can now grow a bunch more stuff. A lot of these new crops have some very interesting mutations.</li>
<li>Added a command for AIs to change their icon.</li>
<li>New costumes to the costume room.</li>
</ul>
<li><b>Urist McDorf updated:</b>
<ul>
<li>Adding shading to pills.</li>
<li>Detective's office noir look has been removed. The icon operations required to render everything in monochrome was too heavy on the players.</li>
<li>Added in an uplink implant.</li>
</ul>
<li><b>Doohl updated:</b>
<ul>
<li><font color = red>A new alien race: Metroids!</font> They are a mostly non-sentient race of jellyfish-like organisms that float in the air and feed on the life energy of other organisms. While most Metroids have never shown signs of self-awareness, they do exhibit signs of basic logic and reasoning skills as well as very sophisticated perception. Nanotrasen has shipped two baby Metroids for the xenobiology department. They should be handled with the utmost care - they are some of the deadliest beings in the known universe!</li>
<li>R&amp;D gets a new toy: the freeze gun. Despite popular belief, this will not literally freeze things!</li>
<li>Every single chemical reagent has been assigned a color.</li>
<li>You can now see beakers fill up with chemicals. You can also observe how the colors mix inside the beakers. Spray bottles also will also show the color of whatever you're spraying.</li>
<li>Added a timestamp to combat logs.</li>
<li>Non-insulated gloves now need to be wrapped in wire in order to be electrified.</li>
<li>You can now shoot at people on the ground by simply clicking on the tile they're on.</li>
<li>Changeling husks are now uncloneable. To clarify: when a changeling sucks out a victim's DNA, the victim is said to become a "husk".</li>
</ul>
</ul>
<b><font color='blue'>4 July 2011.</font></b>
<ul>
<li><b>Agouri updated:</b>
<ul>
Medical stuff overhaul in preparation of Erro's big Medic update:
<li>Sleepers are now able to heal every kind of damage. Drag your ass to medbay and ask a doctor to get you in one.</li>
<li>A lil' bit faster cloning (about 30% faster) due to popular demand.</li>
<li>Sleepers are now all located in the inner part of medbay, except for the examination room one.</li>
<li>Added Dermaline, burn-healing drug that outpowers kelotane (and kelotane is getting a major nerf, so be sure to know how to get this). Recipe is on the wiki if you need to make it.</li>
<li>Drugs no longer heal or metabolise when injected in dead bodies, fuck. Thank god you guys missed this major bug or we'd have cloning-by-injecting-healing-drugs.</li>
<li>Reminder to coders: Goddamn, update the changelog.
</ul>
</li>
<li><b>Matty updated:</b>
<ul>
<li>New engineering backpacks. Enjoy!</li>
</ul>
</li>
</ul>
<b><font color='blue'>18 June 2011.</font></b>
<ul>
<li><b>Agouri updated:</b>
<ul>
<li>Bugfixes: The reagent grinding now works, allowing the miners to FINALLY bring plasma to the chemistry.</li>
<li>Bugfixes: Pill bottles and clipboards can now be removed from the pockets once placed there.</li>
</ul>
</li>
</ul>
<br>
<b><font color='blue'>7 June 2011.</font></b>
<ul>
<li><b>TLE updated:</b>
<ul>
<li>Wiped/suicided pAIs should be eligible for being candidates again (5 minute cooldown between prompts.) </li>
<li>pAIs are now affected by EMP bursts. pAIs hit with a burst will be silenced (no speech or PDA messaging) for two minutes and may have their directives or master modified. A sufficiently powerful EMP burst will have a 20% chance of killing a pAI. </li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li>Nar-sie is now a more vengeful eldritch being. When summoned into our world, he first rewards his loyal cultists by chasing down and eating them first, then turns his attention to any remaining humans.</li>
</ul>
</li>
<li><b>Darem updated:</b>
<ul>
<li>Gun Code Overhaul Phase 1.</li>
<li>Taser guns shoot ONE WHOLE SHOT more then they do now.</li>
<li>Energy Crossbow has a slightly higher shot capacity (still automatically recharges).</li>
<li>Revolvers can either be loaded one shell at a time or all at once with an ammo box.</li>
<li>Shotguns no longer need to be pumped before firing (will change back in phase 2). </li>
</ul>
</li>
<li><b>K0000 updated:</b>
<ul>
<li>Arcane tome now has a "notes" option. Set English translations for runewords which come up when scribing runes. Attack an arcane tome with another arcane tome to copy your notes to the target tome.</li>
<li>Stun rune buffed considerably. Its a 1-use item so it deserved longer stun time.</li>
<li>Tome text: Added missing word description for stun rune.</li>
</ul>
</li>
</ul>
<br>
<b><font color='blue'>1 June 2011, Canadian Day Against Homophobia</font></b>
<ul>
<li><b>Noise updated:</b>
<ul>
<li>Changed holopad speaking to :h on request.</li>
<li>Ninja fixes, changes, etc. Refer to the <a href="http://code.google.com/p/tgstation13/source/list" target="_blank">code changelog</a> for more info.</li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li>Department radio chat now shows with the department name instead of the frequency.</li>
</ul>
</li>
<li><b>Veyveyr updated:</b>
<ul>
<li>Spent casing sprites + SMG sprite.</li>
<li>Sprites for 1x4 and 1x2 pod doors.</li>
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li>Fixed twohanded weapon throwing, which left the 'off-hand' object in your other hand.</li>
<li>Doors now hide items under them when closed, mobs are still always above.</li>
<li>Singularity engine emitter is now much quieter.</li>
<li>Mining station redesigned.</li>
<li>Atmospherics' misc gasses tank now starts with N2O.</li>
<li>Hitting the resist button while handcuffed and buckled to something will make you attempt to free yourself. The process is the same as trying to remove handcuffs. When the 2 minutes pass you will be unbuckled but still handcuffed.</li>
</ul>
</li>
<li><b>ConstantA updated:</b>
<ul>
<li>Added exosuit energy relay equipment. Uses area power (any power channel
available) instead of powercell for movement and actions, recharges powercell.</li>
<li>Exosuits can be renamed. Command is in Permissions &amp; Logging menu.</li>
<li>Lowered construction time for Ripley parts.</li>
<li>Exosuit wreckage can be salvaged for exosuit parts (torso, limbs etc).</li>
<li>Speed-up for mecha.</li>
<li>New malf-AI sprite. (Sprite donated by the D2K5 server)</li>
</ul>
</li>
<li><b>Cheridan updated:</b>
<ul>
<li>Updated mine floor and wall edge sprites.</li>
</ul>
</li>
<li><b>Urist McDorf updated:</b>
<ul>
<li>AIs no longer bleed when they reach 0HP (Critical health).</li>
<li>Added 2 more security HUDs to security.</li>
<li>Security HUDs now show if a person has a tracking implant.</li>
</ul>
</li>
<li><b>Microwave updated:</b>
<ul>
<li>Barman renamed to Bartender.</li>
<li>The amount of drink you get when mixing things in the bar has been rebalanced.</li>
<li>Fixed arrivals maintenance shaft not having air at round start.</li>
</ul>
</li>
<li><b>Deuryn updated:</b>
<ul>
<li>Meteors now do a bit more damage and they're not stopped by grills.</li>
</ul>
</li>
<li><b>TLE updated:</b>
<ul>
<li>Added personal AIs (pAI).</li>
</ul>
</li>
</ul>
<br>
<b><font color='blue'>19 May 2011</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li>Asteroid floors can be built on by adding tiles</li>
<li>Mining satchels now fit in rig suit storage, on belts and in pockets.</li>
<li>Cables now come in four colors: Red, yellow, green and blue.</li>
</ul>
</li>
<li><b>NEO updated:</b>
<ul>
<li><font color='red'>Armour overhaul, phase 3. See <a href="http://code.google.com/p/tgstation13/source/detail?r=1588">rev notes</a> for details.</font></li>
<li>AI cores should now block movement.</li>
<li>MMIs are now properly buildable with the mecha fabricator.</li>
</ul>
</li>
<li><b>Urist updated:</b>
<ul>
<li>Added sandstone and mineral doors. Mineral boors cannot be opened by the AI or NPCs.</li>
<li>Removed Imperium robes from map.</li>
<li>Added the ability to draw letters and graffiti with crayons.</li>
<li>Removed fire axes except for bridge and atmospherics.</li>
</ul>
</li>
<li><b>Veyveyr updated:</b>
<ul>
<li>New serviceborg sprite option.</li>
<li>Map changes to robotics; removed borg fabricators and added second exosuit fabricator.</li>
<li><font color='red'>Cyborg parts are now built from exosuit fabricators and benefit from research.</font></li>
<li>New exosuit fabricator and borg frame sprites.</li>
</ul>
</li>
</ul>
<br>
<b><font color='blue'>14 May 2011, late friday 13 update.</font></b>
<ul>
<li><b>K0000 updated:</b>
<ul>
<li><font color='red'>Cult updates:</font></li>
<li><b>New rune!</b> Stun rune. When used as rune, briefly stuns everyone around (including cultists). When imbued into a talisman, hit someone to stun and briefly mute them. Spawnable with the starter talisman.</li>
<li>Imbue rune doesnt disappear after succesful invocation, only the source rune.</li>
<li>Chaplain's bible now has 20% chance to convert a cultist (was 10%), and gives a message on success.</li>
<li>Also, wrapping paper is back! Find it in the mailroom.</li>
</ul>
</li>
<li><b>NEO updated:</b>
<ul>
<li>Beginning of armor overhaul. Armor now has slightly better defence against melee, and weaker against shots. More coming soon...someday</li>
<li>Cyborgs finally drop their MMI when gibbed like they were supposed to back when I added MMIs. Round- start cyborgs use whatever name you have selected for your character for the brain that gets spawned for them.</li>
</ul>
</li>
<li><b>Darem updated:</b>
<ul>
<li>Chemistry update</li>
<li>In containers where there isn't a perfect ratio of reagents, reactions won't consume ALL of the related reagents (so if you mix 10 anti-toxin with 20 inaprovaline, you get 10 tricordrazine and 10 inaprovaline rather then just 10 tricodrazine)</li>
<li><font color='red'>Catalysts</font>: some reactions might need presence of an element, while not directly consuming it.</li>
<li>Reactions changed to use catalysts: all recipes that require Universal Enzyme now require 5 units of the enzyme but the enzyme isn't consumed (So Tofu, Cheese, Moonshine, Wine, Vodka, and Kahlua recipes).
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li><font color='red'>Smooth tables</font>: Tables now automatically determine which direction and sprite they'll use. They will connect to any adjacent table unless there is a window between them (regular, reinforced, tinted, whichever)</li>
</ul>
</li>
</ul>
<br>
<b><font color='blue'>7 May 2011, Mother's day?</font></b>
<ul>
<li><b>Agouri updated:</b>
<ul>
<li>Fireaxes now work. Derp.</li>
</ul>
</li>
<li><b>Erro updated:</b>
<ul>
<li>New sprites for thermited walls and girders. Rework of thermited walls. Thermited walls leave a remnant damaged wall, crowbar it to scrap it.</li>
<li>More colors for the lightfloors <b>CANCELLED/POSTPONED</b></li>
</ul>
</li>
<li><b>Noise updated:</b>
<ul>
<li>Codephrases for traitors. More details <a href="http://code.google.com/p/tgstation13/source/detail?r=1558">here</a></li>
<li>New mech sprite</li>
</ul>
</li>
</ul>
<br>
<b><font color='blue'>6 May 2011, AMURRICA FUCK YEAH day</font></b>
<ul>
<li><b><font color='red'>DANGERCON UPDATE:</font><font color='blue'>Agouri and Erro updated(I'm in the DangerCon team now, nyoro~n :3):</font></b>
<ul>
<li>Backpacks removed from all players. It was unrealistic. You can now had to the living quarters to get one from the personal closets there.</li>
<li>Any firearms now send you to critical in 1-2 shots. Doctors need to get the wounded man to surgery to provide good treatment. Guide for bullet removal is up on the wiki.</li>
<li>Brute packs and kelotane removed altogether to encourage use of surgery for heavy injury.</li>
<li>Just kidding</li>
<li>Fireaxe cabinets and Extinguisher wall-mounted closets now added around the station, thank Nanotransen for that.</li>
<li>Because of Nanotransen being Nanotransen, the fire cabinets are electrically operated. AIs can lock them and you can hack them if you want the precious axe inside and it's locked. The axe itself uses an experimental two-handed system, so while it's <u><font color='red'>FUCKING ROBUST</u></font> you need to wield it to fully unlock its capabilities. Pick up axe and click it in your hand to wield it, click it again or drop to unwield and carry it.You can also use it as a crowbar for cranking doors and firedoors open when wielded, utilising the lever on the back of the blade. And I didn't lie to you. It's fucking robust.</li>
<li>Fireaxe, when wielded, fully takes up your other hand as well. You can't switch hands and the fireaxe itself is unwieldy and won't fit anywhere.
<li>A fireaxe cabinet can also be smashed if you've got a strong enough object in your hand.<li>
<li><b>EXTINGUISHER CLOSETS</b>, made by dear Erro, can be found in abundance around the station. Click once to open them, again to retrieve the extinguisher, attack with extinguisher to place it back. Limited uses, but we've got plans for our little friend.
<li><font color ='blue'><u>Sprite kudos go to: Cheridan for most of them, Khodoque for the fantastic fireaxe head. I merged those two. Also thanks to matty and Arcalane for giving it a shot.</font></u></li>
<li><font size = '2'><i>Has the piano got TOO annoying? Try the fire axe...</font size></i></li>
<li>Oh, and tou can now construct Light floors! To do it: Use wires on glass, then metal on the produced assembly, then place it on an uncovered floor like you would when replacing broken floor tiles. To deconstruct: Crowbar on light floor, use crowbar on produced assembly to remove metal, wirecutters to seperate the wires from the glass. Sprites by delicious <font color ='blue'>Hempuli.</font></li>
<li>Got something to bitch about? Got a bug to report? Want to create drama? Did the clown destroy your piano while you were playing an amazing space remix of the moonlight sonata? Give it <a href="http://code.google.com/p/tgstation13/source/detail?r=1543">here</a>
</ul>
</li>
<li><b>Rastaf.Zero updated:</b>
<ul>
<li>New uniforms added for captain and chaplain, in their respective lockers. Credits to <font color='blue'>Farart</font>.</li>
</ul>
</li>
<li><b>Urist McDorf updated:</b>
<ul>
<li>Mime and Clown now spawn with Crayons. You can eat those crayons. And use them for other nefarious purposes.</li>
<li>Health Scanners (A new type of Goggles) now spawn in medbay. Use them, doctors!</li>
<li>New Arcade toy.</li>
<li>Glowshrooms! What other lifeform will threaten the welfare of the station now?!</li>
<li>Bananas growable in hydroponics. Also soap is now on-board.</li>
<li>Added new "Lights out!" random event.</li>
</ul>
</li>
<li><b>ConstantA updated:</b>
<ul>
<li>Mech pilots are now immune to zapping, thank you very much.</li>
</ul>
</li>
</ul>
</br>
<b><font color='blue'>17 April 2011, World Hemophilia Day</font></b>
<ul>
<li><b>Microwave updated:</b>
<ul>
<li>Rabbit ears have a small tail, night vision goggle sprites updated.</li>
<li>Space tea has a nice, calming effect.</li>
<li>Space drugs? Liberty cap... something like that. Microwave, make your changelog entries more understandable!</li>
<li>Brobot merged with Service Borg with a Rapid Service Fabricator.</li>
<li>Arcade machine prizes look and sound realistic once again.</li>
<li>New arcade toy: Syndicate space suit costume, can hold arcade toys in suit storage.</li>
<li>Empty cap gun loaders can be recycled in an autolathe.</li>
<li>Seizure man has laying down sprites now. Update to wizard den.</li>
<li>Mech bay has two more borg chargers.</li>
<li>Beepsky is back!</li>
<li>Detective's office grille has been electrified.</li>
<li>You can now see if someone is wearing an emergency oxygen tank on their belt on the mob itself.</li>
<li>Lexorin - Now deals 3 oxygen damage per tick. Countered with Dexalin or Dexalin Pkus, which remove 2 units of it from your body per tick.</li>
<li>Bilk - Shares the effects of beer and milk. Disgusting!</li>
<li>Sugar - Gives nutrition!</li>
<li>Arithrazine - Now extremely good against radiation damage.</li>
<li>Hyronalin - Stronger radiation removal</li>
<li>Space cleaner spray bottles now contain enough cleaner for 50 uses. Making space cleaner now yields more cleaner.</li>
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li>Shuttle diagonal sprites now work for any kind of floor.</li>
<li>You can now make plaques from gold. Place them on a wall and engrave an epitaph.</li>
<li>Placed a single wall tile in the AI satellite so you don't have a clear LOS of the AI from the door.</li>
<li>Added arrivals lobby. (Map by Superxpdude, updated by Microwave)</li>
<li>Lattice now connects to the solar shields.</li>
<li>Law office maintenance is now connected with Tech storage maintenance. (Some rewiring dont in the area)</li>
<li>Xenobiology now has it's own access level. (Also fixed xeno pen access and blast doors)</li>
<li>You might soon start to see different airlocks and airlock assemblies around the station. (Sprites donated by Baystation 12)</li>
<li>Chemical storage added, discussion on which chemicals it should store is on the forums. You're welcome to contribute.</li>
<li>Hot fires will now melt floors.</li>
<li>Added a pair of market stalls south of the teleporter. LET THERE BE CLOWNMART!</li>
<li>Screwdrivers and wirecutters can now spawn in different colors.</li>
<li>Electrical toolboxes have a 5% chance of spawning a pair of insulated gloves. A set spawns in tech storage.</li>
<li>Oxygen canisters now spawn in emergency storage, near disposal, in the incinerator and the CE's office.</li>
<li>A plasma canister now spawns in toxins, near the maintenance door.</li>
<li>Wooden tables now look nicer.</li>
</ul>
</li>
<li><b>Agouri updated:</b>
<ul>
<li>2001 space suits added to AI Satellite!</li>
<li>New look for the 2001 space suit.</li>
<li>2001 space suit jetpack added.</li>
<li>Improved TRAYS!</li>
</ul>
</li>
<li><b>Noise updated:</b>
<ul>
<li>Thermals and mesons no longer give slightly better night vision.</li>
<li>NINJAS! (Too many things to list)</li>
<li>Wizards are no longer trackable by the AI when in their den.</li>
<li>Removed all old notes, except for the last one.</li>
<li>Nuke team now cannot return with their shuttle until the bomb is armed and counting down.</li>
<li>Energy blades can no longer cut through r-walls, walls take 7 seconds to cut through.</li>
<li>Turrets are now destructible. Bash them with stuff when they pop out or (more likely) die trying.</li>
<li>Updated Ripley Mech sprite.</li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li>You can now aim guns at body parts, armor and helmets properly protect you from projectiles.</li>
<li>Cat ears now match the hair color of the wearer.</li>
<li>Robots can no longer stick their items onto/into things.</li>
<li>Meson, thermal and x-ray vision are now modules for borgs.</li>
<li>Welding now uses less fuel when on and idle but more when welding.</li>
<li>Hopefully fixed the bug when running into airlocks didn't open them and running into objects didn't push them.</li>
</ul>
</li>
<li><b>HAL updated:</b>
<ul>
<li>Added air alarm to security checkpoint, added cameras to aux. arrival docks so the AI can see everything.</li>
<li>Added fire alarm, fire locks and air alarm to delivery office.</li>
</ul>
</li>
<li><b>ConstantA updated:</b>
<ul>
<li>Added mecha DNA-locking. Only the person with matching UE can operate such mechs.</li>
<li>Added two mecha armor booster modules and a repair droid module.</li>
<li>Mech fabricator is now buildable.</li>
<li>Gygax construction is now reversible.</li>
</ul>
</li>
<li><b>Rastaf0 and Farart updated:</b>
<ul>
<li>Ghosts should now always properly hear people.</li>
<li>Monkeyized people (genetics or jungle fever disease) no longer lose their genetic mutations and diseases.</li>
<li>People who get bitten by monkeys get jungle fever.</li>
<li>Most chemicals should now heal and harm humans properly.</li>
<li>Many new (and updated) recipes for the microwave including Pizza, Meatball Soup, Hot Chili and many more.</li>
<li>Items should no longer spawn under vendomats and microwaves.</li>
<li>Runes are now drawn under doors and tables.</li>
<li>Penlights fit in medical belts.</li>
<li>People will scream if they get cremated while still alive.</li>
<li>Diseases should now properly make you loose health.</li>
<li>Monkeys wearing masks now get acid protection too.</li>
<li>You should probably turn off your stun baton before washing it.</li>
<li>latex loves + short piece of wire + some air from tank = balloon!</li>
<li>Kitchen was expanded, also a new look for the kitchen sink.</li>
<li>New dishware vending machine - dispenses knives, forks, trays and drinking glasses.</li>
<li>Water cooler was added to kitchen.</li>
<li>New uniform - Waiter Outfit. Chef can give it to his assistant.</li>
</ul>
</li>
<li><b>Deeaych updated:</b>
<ul>
<li>Updated satchel, bananimum, shovel, jackhammer and pick-in-hand sprites.</li>
<li>Many unneeded r-walls removed, detective's office reinforced.</li>
<li>Captain armor now acts as a space suit, added a unique captain's space helmet to captain's quarters.</li>
<li>Golems cannot speak, but should be perfectly spawnable. Also added golem fat sprite.</li>
<li>Security borgs have side sprites.</li>
</ul>
</li>
<li><b>Matty406 updated:</b>
<ul>
<li>AIs can now feel a little more dorfy.</li>
<li>Many ores, both raw and smelted, look much better.</li>
</ul>
</li>
<li><b>Urist_McDorf updated:</b>
<ul>
<li>You can now light other people's cigarettes by targeting their mouth with a lighter.</li>
</ul>
</li>
<li><b>Veyveyr updated:</b>
<ul>
<li>New tool sprites.</li>
<li>New sprites for smooth-lattice.</li>
</ul>
</li>
<li><b>Muskets updated:</b>
<ul>
<li>Kabobs now return the bar used to make them.</li>
</ul>
</li>
</ul>
<br>
<b><font color='blue'>2 April 2011, International Children's Book Day</font></b>
<ul>
<li><b>Microwave updated:</b>
<ul>
<li>New look for the mining cyborg, jackhammer, kitchen sink.</li>
<li>Singularity is now enclosed again (still airless tho).</li>
<li>Wizard has a new starting area.</li>
<li>Chemists and CMOs now have their own jumpsuits.</li>
</ul>
</li>
<li><b>ConstantA updated:</b>
<ul>
<li>You can now put Mind-machine-interface (MMI)'d brains into mecha.</li>
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li>Added smooth lattice.</li>
</ul>
</li>
</ul>
<br>
<b><font color='blue'>26 March 2011</font></b>
<ul>
<li><b>Rastaf0 updated:</b>
<ul>
<li>Food sprites from Farart</li>
<li>New food: popcorn (corn in microwave), tofuburger (tofu+flour in microwave), carpburger (carp meat+floor in microwave)</li>
<li>Medical belts are finally in medbay (credits belong to errorage, I only added it)</li>
<li>Pill bottles now can fit in containers (boxes, medbelts, etc) and in pockets.</li>
<li>Cutting camera now leaves fingerprints.</li>
</ul>
</li>
<li><b>Microwave updated:</b>
<ul>
<li>Armor Can hold revolvers, and so can the detective's coat.</li>
<li>Chef's apron is going live, it can carry a knife, and has a slight heat
resistance (only slight don't run into a fire).</li>
<li>Kitty Ears!</li>
<li>Various food nutriment changes.</li>
<li>Added RIGs to the Mine EVA.</li>
<li>Night vision goggles. They have a range of five tiles.</li>
<li>Added Foods: Very Berry Pie, Tofu Pie, Tofu Kebab.</li>
<li>Modified foods: Custard Pie is now banana cream pie.</li>
</ul>
</li>
<li><b>ConstantA updated:</b>
<ul>
<li>Removed redundand steps from Gygax and HONK construction.</li>
<li>Added some mecha equipment designs to R&amp;D.</li>
</ul>
</li>
</ul>
<br>
<b><font color='blue'>23 March 2011, World Meteorological Day</font></b>
<ul>
<li><b>Neo updated:</b>
<ul>
<li>Fixed PacMan (and affiliates) generator construction.</li>
<li>It is now possible to actually eat omelettes with the fork now, instead of just stabbing yourself (or others) in the eye with it.</li>
<li>Welding masks can now be flipped up or down. Note that when they're up they don't hide your identity or protect you from welding.</li>
<li>Reagent based healing should now work properly.</li>
<li>Revolver has been balanced and made cheaper.</li>
<li>Tasers now effect borgs.</li>
<li>Plastic explosives are now bought in single bricks.</li>
<li>Nuke team slightly buffed and their uplink updated with recently added items.</li>
<li>Player verbs have been reorganized into tabs.</li>
<li>Energy swords now come in blue, green, purple and red.</li>
<li>Cameras are now constructable and dismantlable. (Code donated by Powerful Station 13)</li>
<li>Updated the change network verb for AIs. (Code donated by Powerful Station 13)</li>
<li>Added gold, silver and diamond pickaxes to R&amp;D which mine faster.</li>
</ul>
</li>
<li><b>Agouri updated:</b>
<ul>
<li>New look for the Request consoles.</li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li>Brig cell timers should now tick closer-to-real seconds.</li>
<li>New look for food, including meat pie, carrot cake, loaded baked potato, omelette, pie, xenopie and others. (some sprites by Farart)</li>
<li>Hearing in lockers now works as intended.</li>
<li>Fixed electronic blink sprite.</li>
<li>Added the 'ghost ears' verb, which allows ghosts to not hear anything but deadcast.</li>
</ul>
</li>
<li><b>XSI updated:</b>
<ul>
<li>New AI core design.</li>
<li>HoP now has a coffee machine!</li>
</ul>
</li>
<li><b>Veyveyr updated:</b>
<ul>
<li>Replaced nuke storage with a vault.</li>
<li>Redesigned the mint, moved the public autolathe and n2o storage.</li>
<li>New look for the coin press. (Sprite by Cheridan)</li>
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li>You can now manually add coins into money bags, also fixed money bag interaction window formatting.</li>
<li>QM no longer has access to the entire mining station to stop him from stealing supplies.</li>
<li>New machine loading sprite for mining machinery. (sprites by Cheridan)</li>
<li>Added a messanging server to the server room. It'll be used for messanging, but ignore it for now.</li>
<li>The delivery office now requires delivery office access. It's also no longer called "Construction Zone"</li>
<li>Almost all the mecha parts now have sprites. (Sprites by Cheridan)</li>
<li>Tinted and frosted glass now look darker.</li>
<li>There are now more money sprites.</li>
<li>Department closets now contain the correct headsets.</li>
</ul>
</li>
<li><b>Microwave updated:</b>
<ul>
<li>Bicaridine now heals a lot better than before.</li>
<li>Added Diethylamine, Dry Ramen, Hot Ramen, Hell Ramen, Ice, Iced Coffee, Iced Tea, Hot Chocolate. Each with it's own effects.</li>
<li>Re-added pest spray to hydroponics.</li>
<li>Carrots now contain a little imidazoline.</li>
<li>HoS, Warden and Security Officer starting equipment changed.</li>
<li>New crate, which contains armored vests and helmets. Requires security access, costs 20.</li>
<li>Miner lockers now contain meson scanners and mining jumpsuits.</li>
<li>Food crate now contains milk, instead of faggots. Lightbulb crates cost reduced to 5. Riot crates cost reduced to 20. Emergency crate contains 2 med bots instead of floor bots. Hydroponics crate no longer contains weed spray, pest spray. It's latex gloves were replaced with leather ones and an apron. </li>
<li>Added chef's apron (can hold a kitchen knife) and a new service borg sprite. </li>
<li>Autolathe can now construct kitchen knives. </li>
<li>Biosuit and syndicate space suits can now fit into backpacks. </li>
<li>Mime's mask can now be used as a gas mask. </li>
<li>Added welding helmet 'off' sprites. </li>
</ul>
</li>
</ul>
<br>
<b><font color='blue'>18 March 2011</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><b>You can now use the <i>me</i> command for emotes! It works the same as <i>say "*custom"</i> set to visible.</b></li>
<li><b>There is now a wave emote.</b></li>
<li><b>Enjoy your tea!</b></li>
</ul>
</li>
<li><b>Deeaych updated:</b>
<ul>
<li><b>The exam room has some extra prominence and features.</b></li>
<li><b>A new costume for the clown or mime to enjoy.</b></li>
<li><b>Service Cyborgs can be picked! Shaker, dropper, tray, pen, paper, and DOSH to show their class off. When emagged, the friendly butler-borg is able to serve up a deadly last meal. </b></li>
<li><b>It should now be possible to spawn as a cyborg at round start. Spawned cyborgs have a lower battery life than created cyborgs and begin the round in the AI Foyer.</b></li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li><b>Fixed an issue with examining several objects in your hands (such as beakers).</b></li>
<li><b>Fixed bug with random last name being empty in rare cases.</b></li>
</ul>
</li>
<li><b>hunterluthi updated:</b>
<ul>
<li><b>It is now possible to make 3x3 sets of tables.</b></li>
<li><b>Fixed some missplaced grilles/lattices on the port solar.</b></li>
<li><b>There is now a breakroom for the station and atmos engineers. It has everything an intelligent young engineer needs. Namely, Cheesy Honkers and arcade games.</b></li>
</ul>
</li>
</ul>
<br>
<b><font color='blue'>15 March 2011, International Day Against Police Brutality</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><b>Autolathe deconstruction fixed.</b></li>
<li><b>Atmos Entrance fixed.</b></li>
<li><b>AI no longer gibs themselves if they click on the singularity.</b></li>
<li><b>Fixed all the issues I knew of about storage items.</b></li>
<li><b>Redesigned Assembly line and surrounding maintenance shafts.</b></li>
<li><b>Redesigned Tech storage. (Map by Veyveyr)</b></li>
</ul>
</li>
<li><b>TLE updated:</b>
<ul>
<li><b><font color='red'>Forum account activation added. Use the 'Activate Forum Account' verb.</font></b></li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li><b>New R&amp;D Item: The 'Bag of holding'. (Sprite by Cheridan)</b></li>
<li><b>Getting someone out of the cloner now leaves damage, which can only be fixed in the cryo tube.</b></li>
<li><b>New reagent: Clonexadone, for use with the cryo tube.</b></li>
<li><b>Fixed using syringes on plants.</b></li>
</ul>
</li>
<li><b>Constanta updated:</b>
<ul>
<li><b>Added queueing to fabricator.</b></li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li><b>Air alarms upgraded.</b></li>
<li><b>Fixed problem with AI clicking on mulebot.</b></li>
<li><b>Airlock controller (as in EVA) now react to commands faster.</b></li>
<li><b>Fixed toxins mixing airlocks.</b></li>
</ul>
</li>
</ul>
<b><font color='blue'>6 March 2011</font></b>
<ul>
<li><b>Neo updated:</b>
<ul>
<li><font color='red'><b>Neo deserves a medal for all the bugfixing he's done!</b></font> --errorage</font></li>
</ul>
</li>
<li><b>Errorage updated:</b>
<ul>
<li><b><font color='red'>No. I did not code on my birthday!</font></b></li>
<li><b>Windows can now be rotated clockwise and counter clockwise.</b></li>
<li><b>Window creating process slightly changed to make it easier.</b></li>
<li><b>Fixed the newly made reinforced windows bug where they weren't properly unfastened and unscrewed.</b></li>
<li><b>Examination room has a few windows now.</b></li>
<li><b>Can you tell I reinstalled Windows?</b></li>
<li><b>Robotics has health analyzers.</b></li>
<li><b>Bugfixing.</b></li>
</ul>
</li>
<li><b>Deeyach updated:</b>
<ul>
<li><b>Roboticists now spawn with a lab coat and an engineering pda</b></li>
</ul>
</li>
</ul>
<b><font color='blue'>2 March 2011, Wednesday</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><b>Mapping updates including Atmospherics department map fixes, CE's office and some lights being added here and there.</b></li>
<li><b><font color='red'>Mining once again given to the quartermaster and HoP. The CE has no business with mining.</font></b></li>
<li><b>Removed the overstuffed Atmos/Engineering supply room.</b></li>
<li><b>Replaced all 'engineering' doors in mining with maintenance doors as they were causing confusion as to which department mining belongs to.</b></li>
<li><b>The incinerator is now maintenance access only.</b></li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li><b>New look for the advanced energy gun. (Sprite by Cheridan)</b></li>
<li><b>Mech fabricator accepts non-standard materials.</b></li>
<li><b>Mules accesses fixed, so they can be unlocked once again.</b></li>
<li><b><font color='red'>Atmospherics department mapping overhaul. (Map by Hawk_v3)</font></b></li>
<li><b>Added more name options to arcade machines.</b></li>
</ul>
</li>
<li><b>ConstantA updated:</b>
<ul>
<li><b>Added mecha control console and mecha tracking beacons.</b></li>
<li><b>Some changes to gygax construction.</b></li>
</ul>
</li>
<li><b>Darem updated:</b>
<ul>
<li><b>R&amp;D minor bugfixes.</b></li>
<li><b>AI computer can now be deconstructed (right click and select 'accessinternals').</b></li>
<li><b>Server room updated, added server equipment to use with R&amp;D.</b></li>
<li><b>Wizard and ghost teleport lists are now in alphabetical order, ghosts can now teleport to the mining station.</b></li>
<li><b>Rightclicking and examining a constructable frame now tells you what parts still need to be finished.</b></li>
<li><b>Large grenades added to R&amp;D.</b></li>
</ul>
</li>
<li><b>Deeyach updated:</b>
<ul>
<li><b>Mining given to the CE. (Reverted by Errorage)</b></li>
<li><b>Clowns can now pick a new name upon entering the game (like wizards previously).</b></li>
</ul>
</li>
</ul>
<b><font color='blue'>24 February 2011, Thursday</font></b>
<ul>
<li><b>Darem updated:</b>
<ul>
<li><b>Lighting code fixed for mining and thermite.</b></li>
<li><b>R&amp;D instruction manual added to the R&amp;D lab.</b></li>
<li><b>Fixed R&amp;D disk commands not working.</b></li>
<li><b>Added portable power generators which run on solid plasma.</b></li>
<li><b>You can now set the numer of coins to produce in the mint.</b></li>
<li><b>Added two more portable power generators to R&amp;D.</b></li>
</ul>
</li>
<li><b>Deeyach updated:</b>
<ul>
<li><b>New uniform for roboticists</b></li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li><b>Game speed increased</b></li>
<li><b>Mining stacking machine no longer devours stacks larger than 1 sheet (it was only increasing its stock by 1 when given a stacked stack)</b></li>
<li><b>Stackable uranium ore added (a better sprite is needed, contributions are welcome)</b></li>
<li><b>Made Meteor gamemode actually do stuff</b></li>
<li><b>Made a bigger class of meteor</b></li>
<li><b>New R&amp;D item: Advanced Energy Gun</b></li>
<li><b>Law priority clarified with regards to ion laws and law 0.</b></li>
</ul>
</li>
</li>
<li><b>Veyveyr updated:</b>
<ul>
<li><b>Minor mapping fixes</b></li>
</ul>
</li>
<li><b>Uhangi updated:</b>
<ul>
<li><b>New red bomb suit for security.</b></li>
</ul>
</li>
</li>
<li><b>Errorage updated:</b>
<ul>
<li><b>Slight mapping change to arrival hallway.</b></li>
</ul>
</li>
</ul>
<b><font color='blue'>23 February 2011, Red Army Day</font></b>
<ul>
<li><b>Uhangi updated:</b>
<ul>
<li><b>Antitox and Inaprovaline now mixable via chemistry.</b></li>
<li><b>Explosive Ordinance Disosal (EOD) suits added to armory and security.</b></li>
<li><b>Large beaker now holds 100 units of chemicals. (code by Slith)</b></li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li><b>Secbot interface updated.</b></li>
<li><b>Syringe auto-toggels mode when full.</b></li>
<li><b>Captain's flask volume increased.</b></li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li><b>Fixed the 'be syndicate' choice to actually work on nuke rounds.</b></li>
<li><b><font color='red'>Syndicates no longer win if they detonate the nuke on their ship.</font></b></li>
</ul>
</li>
</li>
<li><b>Errorage updated:</b>
<ul>
<li><b>Added cloning manual. (Written by Perapsam)</b></li>
</ul>
</li>
<li><b>K0000 updated:</b>
<ul>
<li><b><font color='red'>Cult mode updates.</font></b></li>
<li><b>You can now read the arcane tome. It contains a simple guide for making runes.</b></li>
<li><b>Converting people doesnt give them word knowledge.</b></li>
<li><b>Sacrifice monkeys or humans to gain new words.</b></li>
<li><b>Total number of rune words set to 10</b></li>
<li><b>Some minor bugfixes.</b></li>
</ul>
</li>
</ul>
<b><font color='blue'>20 February 2011, Sunday</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><b>Slight updates to processing unit and stacking machine at the mining outpost.</b></li>
<li><b>Digging now yields sand, which can be smelted into glass.</b></li>
<li><b>Stacking machine can now stack reinforced metal, regular and reinforced glass too.</b></li>
<li><b>Engineers now have two copies of the singularity safety manual.</b></li>
</ul>
</li>
<li><b>Neo updated:</b>
<ul>
<li><b>Magboots now have a verb toggle like jumpsuit sensors.</b></li>
<li><b>Jumpsuit sensors are now in all jumpsuits, except tactical turtlenecks.</b></li>
<li><b>Tweaks to the AI report at round start.</b></li>
<li><b>Syndi-cakes now heal traitors/rev heads/etc much more than anyone else.</b></li>
<li><b>Containment fields zap once again.</b></li>
<li><b>Fire damage meter no longer lies about fire damage.</b></li>
</ul>
</li>
<li><b>Darem updated:</b>
<ul>
<li><b>Mass Spectrometer added to R&amp;D. Load it with a syringe of blood and it will tell you the chemicals in it. Low reliability devices may yield false information.</b></li>
<li><b>Not all devices have a 100% reliability now.</b></li>
<li><b>Miners now have access to mint foyer and loading area. Only captain has access to the vault.</b></li>
<li><b>More stuff can be analyzed in the destructive analyzer, protolathe can produce intelicards.</b></li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li><b>Added blast door button to atmospherics.</b></li>
<li><b>Toxins timer-igniter assemblies fixed.</b></li>
<li><b>Engineering secure storage expanded.</b></li>
<li><b>Added singularity telescreen.</b></li>
</ul>
</li>
</ul>
<b><font color='blue'>18 February 2011, Friday</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><b>New look for the bio suits. (Biosuit and hood sprites by Cheridan)</b></li>
<li><b>New radiation suits added along with radiation hoods and masks. Must wear complete set to get full protection.</b></li>
</ul>
</li>
<li><b>Rastaf0 updated:</b>
<ul>
<li><b>Binary translator cost reduced to 1 telecrystal.</b></li> </ul>
</li>
<li><b>AtomicTroop updated:</b>
<ul>
<li><b><font color='red'>Mail Sorter job added.</font></b></li>
<li><b><font color='red'>Disposal system redone to allow for package transfers. Packages are routed to mail sorter room and then routed to the rest of the station</font></b></li>
<li><b>Disposal area moved. Old disposal area now just an incinerator and a small disposal into space.</b></li>
<li><b>New wrapping paper for sending packages.</b></li>
</ul>
</li>
<li><b>Veyveyr updates:</b>
<ul>
<li><b>New machine frame sprite.</b></li>
<li><b>Braincase sprites for mechs added. Not actually used, yet.</b></li>
</ul>
</li>
<li><b>Darem updates:</b>
<ul>
<li><b><font color='red'>Research and Development system is LIVE.</font> Scientists can now research new advancements in technology. Not much can be made, right now, but the system is there. Technologies are researched by shoving items into the destructive analyzer. Circuit Imprinter, Destructive Analyzer, and Protolathe are controlled from the R&amp;D console.</font></b></li>
<li><b>Autolathe, Protolathe, Destructive Analyzer, and Circuit Imprinter can now be built, taken apart, and upgraded. The basic frame for all of the above requires 5 metal.</b></li>
</ul>
</li>
</ul>
<b><font color='blue'>15 February 2011, Tuesday</font></b>
<ul>
<li><b>Rastaf0 updated:</b>
<ul>
<li><b>Added radio channels and headsets for miners (<tt>:h</tt> or <tt>:d</tt> ("diggers" lol)) and for cargo techs (<tt>:h</tt> or <tt>:q</tt> )</b></li>
<li><b>Added a personal headsets to HoP and QM.</b></li>
<li><b>Aliens now attack bots instead of opening control window.</b></li>
<li><b>All bots can be damaged and repaired.</b></li>
<li><b>All bots are effected to EMP now.</b></li>
<li><b>Atmos now starts with nitrous oxide in storage tank.</b></li>
</ul>
</li>
<li><b>Veyveyr updated:</b>
<ul>
<li><b>New look for the pipe dispenser.</b></li>
</ul>
<li><b>Errorage updated:</b>
<ul>
<li><b>Mining station will now charge properly.</b></li>
<li><b>Duffle bags (Money bags) can now be emptied.</b></li>
</ul>
</li>
</ul>
<b><font color='blue'>14 February 2011, Valentine's day</font></b>
<ul>
<li><b>Errorage updated:</b>
<ul>
<li><b><font color='red'>New Job!</font> - Shaft Miners have finally been added and are available to play.</font></b></li>
<li><b><font color='red'>Mining outpost</font> - A new mining outpost has been built, the mining dock on SS13 has been updated.</font></b></li>
</ul>
</li>
<li><b>ConstantA updated:</b>
<ul>
<li><b>Slight speed up for combat mechs..</b></li>
<li><b><font color='red'>Added H.O.N.K construction</font></b></li>
<li><b>Fixed bug with switching intent while in mecha.</b></li>
</ul>
</li>
</ul>
<h5>12.02.2011, 01.00 GMT, r1021</h5>
<ul>
<li>Added Durand combat exosuit.</li>
<li>Players can modify operation permissions of newly constructed civilian mechs. Click on mech with ID card or PDA with ID inside.</li>
<li>Added robotics access to default mecha maintenance permissions (all mechs) and operation permissions (civilian models only).</li>
<li>Fixed double adminlog message of explosion proc.</li>
<li>Fixed accidental mecha wreckage deletion.</li>
<li>Tweaked mecha internal fire processing.</li>
<li>Added some mecha-related sounds.</li>
<li>Moved GaussRand to helpers.dm and added GaussRandRound helper proc.</li>
<li>Other small changes.</li>
</ul>
<h5>11.02.2011, r1001-1020</h5>
<ul>
<LI>Headsets upgraded. Shortcuts for channels are: :command :security scie:nce :engineering :medical. Also there is :binary :whisper :traitor and old good :h for your department.
<LI>"One Click Queue" added: When you quickly click on two things in a row, it will automatically queue the second click and execute it after the default 'action delay' of 1 second after the first click. Previously you had to spam-click until 1 second had passed. <b>THIS AFFECTS EVERYTHING. NEEDS TESTING.</b> - Skie
<LI>EMP effects added for further revisions. - Darem
<LI>Goon stuff removed, AI/Bots leave behind hidden fingerprints, firedoors fixed, powersinks eat more, small map changes. - Mport
<LI>Big map changes in engineering/robotics/science wing. - errorage
<LI>Welder Fixed. Now burns your eyes again. - errorage
<LI>9x9 singularity sprite added. - Skie/Mport
<LI>Ghetto surgery added. - Neophyte
<LI>Nasty vent pump lag fixed. - Neophyte
<LI>Mech gameplay and building updates. - ConstantA
</ul>
<h5>08.02.2011, r999-1000</h5>
<ul>
<LI>The amount of power the station uses should be lower.
<LI>The singularity now changes size based upon how much energy it has
<LI>New Machine: Particle Accelerator.
<LI>It might need a better name/sprite but when put together properly and turned on it will shoot Accelerated Particles.
<LI>The particles irradiate mobs who get in the way and move through solid objects for a short time.
<LI>The Particle Accelerator parts are set up by using a Wrench followed by a Cable Coil, then finished with a screwdriver.
<LI>When you shoot the Singularity Generator with Accelerated Particles it will spawn a Singularity.
<LI>New layout for Engineering, might be changed up slightly in the next few days.
</ul>
<h5>06.02.2011, r979</h5>
<ul>
<LI>Jesus christ it's a new map what the fuck
<LI>Just kidding, it's only minor changes to medbay/mechbay/cybernetics/R&amp;D/toxins/robotics/chapel/theatre
<LI>Okay so there's too many changes to list completely, but basically: toxins/R&amp;D/virology/xenobiology are south <i>through</i> medbay; robotics/cybernetics/mechbay are where toxins used to be, the theatre and chapel are above medbay.
<LI>Theatre is a new place for the Clown and Mime to play, there are some costumes available, a stage and backstage, and seating for the audience.
<LI>R&amp;D and Toxins have been combined together. R&amp;D is still work in progress. You need to head south through medbay to get there.
<LI>Medbay has been re-arranged slightly. Honestly, it's nothing, I bet you won't even notice anything different. There's also a new surgery suite, complete with pre-op and post-op rooms.
<LI>Virology's been rearranged, but it is mostly in the same place still.
<LI>Xenobiology is work in progress. [There's some fun stuff still being coded]
<LI>The Chapel is now to the north. You'll probably be thinking something like "Goddamn, this place is fucking huge", but it's actually smaller than the previous chapel.
<LI>Robotics and related stuff is also work in progress - however, everything needed for making borgs is there. Note: de-braining will now be done by surgeons in medbay, rather than roboticists in robotics, in case you're wondering where your optable went.
<LI>I added color-coded pipes in the areas I was working on. Red pipes run from air siphons and feed into the waste loop; blue pipes run from air vents and pump whatever atmos is set to pump. Yeah, there's TWO pipe networks on the station, who knew? Well, some of you probably did, but I didn't!
<LI>Please bring all complaints/ideas/suggestions/bugfixes to: <a href="http://tgstation13.servehttp.com/phpBB3/viewtopic.php?p=14971#p14971">This awesome thread on our forums</a>
<LI>This update brought to you by: veyveyr and Rookie, with help from friends! [Now you know who to strangle, please be gentle q_q]
</ul>
<h5>05.02.2011, r968</h5>
<ul>
<LI>This really needs to be updated more often.
<LI>Various map updates have been applied with many more to come. Expect overhauls!
<LI>Mining system nearing completion.
<LI>Massive overhaul to the electricity systems, the way singularity makes power, and various related functions.
<LI>Mime spawns with White Gloves instead of Latex Gloves (apparently there's a difference!)
<LI>A new event has been- CLANG! What the fuck was that?
<LI>Ion storm laws should be much more interesting.
<LI>Security reports should no longer list traitor heads/AIs as possible revs/cultists, nor should nuke operatives ever get named for anything.
<LI>Pens are much more versatile and user friendly.
<LI>Mech building is rapidly on its way! Ripleys can be built, consult your quartermasters.
<LI>Traitors now have several new things they can steal.
<LI>Some surgeries coded to accompany the new operating room and surgery tools.
<LI>Research and Design is continuing development and should be rolled out shortly.
<LI>Various sprites added, tweaked, scrapped and fixed.
</ul>
<h4>Changelog</h4>
<h5>05.02.2011, r968</h5>
<ul>
<LI>This really needs to be updated more often.
<LI>Various map updates have been applied with many more to come. Expect overhauls!
<LI>Mining system nearing completion.
<LI>Massive overhaul to the electricity systems, the way singularity makes power, and various related functions.
<LI>Mime spawns with White Gloves instead of Latex Gloves (apparently there's a difference!)
<LI>A new event has been- CLANG! What the fuck was that?
<LI>Ion storm laws should be much more interesting.
<LI>Security reports should no longer list traitor heads/AIs as possible revs/cultists, nor should nuke operatives ever get named for anything.
<LI>Pens are much more versatile and user friendly.
<LI>Mech building is rapidly on its way! Ripleys can be built, consult your quartermasters.
<LI>Traitors now have several new things they can steal.
<LI>Some surgeries coded to accompany the new operating room and surgery tools.
<LI>Research and Design is continuing development and should be rolled out shortly.
<LI>Various sprites added, tweaked, scrapped and fixed.
</ul>
<h5>20.01.2011, r894</h5>
<ul>
<LI>Pipes can now be removed and re-attached by wrenching them.
<LI>Mining system continues to develop. Still unaccessible to players.
<LI>Various map changes. Some minor lag causing things were fixed.
<LI>Admins have a new tool: They can now give any spell to anyone. Hurray!
<LI>Imadolazine now works. Maybe?
<LI>Singularity now releases itself if fed too much and will potentially explode.
<LI>Magboots now successfully prevent you from getting pulled into the singularity.
<LI>Strike teams immune to facehuggers. Why? I dunno.
<LI>Many reagent containers are adjustable so you can pour the exact amount you need.
<LI>No more emitters working in space, Collectors and collector controllers now ID lockable.
<LI>Christmas Contest plaque finally added. It's near the armor/warden's office.
<LI>Rocks fall, everyone dies.
<LI>All cyborgs and robots can now be named. Just use a pen on the cyborg's frame before the brain is inserted.
<LI>Knock spell now unbolts doors as well as opens them.
<LI>New cultist runs and other changes.
<LI>Added surgery tools for eventual surgery system.
<LI>Autolathe and Circuit Printer animations redone. Yay pretty icons.
<LI>AI law changes/uploads are now tracked (admin viewable).
<LI>Revheads now get a PDA uplink instead of a headset one.
<LI>Added a penlight.
<LI>Science Research and Development tech tree uploaded. Not really accessible by anyone yet, though.
</ul>
<h5>14.01.2011, r853</h5>
<ul>
<LI>Changlings Overhauled. Now function kinda like alium (using an internal chemical reserve instead of plasma) with each ability requiring a certain amount of chemicals to activate. Both venoms removed. Several "Dart" abiliites added. They allow the changling to deafen, blind, mute, paralyze, or even transform (dead) targets.
<LI>Carp meat now contaminated with Carpotoxin. Anti-toxin negates the poison, however.
<LI>New Reagent: Zombie Powder: Puts subjects into a deathlike state (they remain aware, though). Each unit of Zombie Powder requires 5 units of Carpotoxin, Sleeping Toxin, and Copper.
<LI>Various alium fixes.
<LI>Matches now available from smokes machine.
<LI>Megabomb bug fixed. Bombs with timers/signalers won't detonate after the timer/ signaler is removed.
<LI>New Disease: Rhumba Beat. Functions like GBS with a few exceptions. Not only available by admindickery.
<LI>More mining fixes/changes.
<LI>Ghost can now teleport to AI sat, Thunderdome, and Derelict.
<LI>New gimmick clothes
<LI>Constructing Glass Airlocks now use one sheet of R.Glass.
<LI>Windows mow always appear above grills and pipes always above lattices.
<LI>Added FireFighter mecha and various mecha fixes.
<LI>Deconstructed walls now leave proper floor tiles (that can be pried up like normal) and remember what kind of floor they were before the wall was made.
<LI>Carded AIs no longer take damage while in unpowered areas.
<LI>Chaplains can now name their religion at round start.
<LI>New Recipies: Clown Burger (1 Clown wig, 5 flour), Mime Burger (1 beret, 5 flour), Cuban Carp (1 carp fillet, 1 chili, 5 flour).
<LI>Napalm nerfed a bit. Produces ~25% less plasma but it's all concentrated in a single tile (will still spread, though).
<LI>Reagent bottles can, once again, be put into grenades.
<LI>Various minor map changes.
</ul>
<h5>08.01.2011,8:00PST, r820</h5>
<ul>
<LI>Holograms (AI controled psudo-mobs) added. Currently only admin spawn.
<LI>Pre-spawned pills no longer have randomized image.
<LI>Bridge reorganized.
<LI>Automated turrets now less dumb. Additionally, turrets won't target people laying down.
<LI>Cultists now automatically start known words for add cultist ritual. Also, converted cultists start knowning a word.
<LI>Supply ship no longer can transport monkeys. Also, monkeys are no longer orderable from QM.
<LI>Meat Crate added to QM.
<LI>Corn can now be blended in a blender to produce corn oil which is used to create glycern.
<LI>Request Consoles added across the station. Can be used to request things from departments (and slightly easier to notice then the radio).
<LI>Centcom reoragnized a fair bit. Not that players care but admins might enjoy it.
<LI>There is now a toggable verb that changes whether you'll turn into an alium or not.
<LI>Hair sprited modified.
<LI>Napalm and Incendiary Grenades both work now. Have fun setting things on fire.
<LI>Binary Translater traitor item added. It allows traitors to hear the AI (it functions like a headset).
<LI>New Disease: Pierrot's Throat. Enjoy, HONK!
<LI>Robotic Transformation (from Robrugers) and Xenomorph Transformation (from xenoburgers) now curable.
<LI>Mining added. Only accessible by admins (and those sent by admins). Very much WIP.
<LI>Alium Overhaul. Divided into multiple castes with distinct abilities.
<LI>New AI Modules: The goody two-shoes P.A.L.A.D.I.N. module and it's evil twin T.Y.R.A.N.T. Only the former actually spawns on the station.
<LI>Lizards added. They run away and shit.
<LI>PDA overhaul. Doesn't change anything for humans, just makes coders happy.
<LI>Firesuits redone to look less like pajamas and instead like firesuits. Fire lockers also added.
<LI>New Mecha: H.O.N.K.
<LI>Deployable barriers added. Can be locked and unlocked.
<LI>Mecha bay (with recharging stations) added.
<LI>Bunny Ears, Security Backpacks, Medical Backpacks, Clown Backpacks, and skirt added.
<LI>Various wizard changes. New Wizard Spell: Mind Swap. Swap your mind with the targets. Be careful, however: You may lose one of your spells. Wizards are no longer part of the crew and get a random name like the AI does. Wizards can change their known spells with their spellbook but only while on the wizard shuttle.
<LI>Circuit Imprinter: Using disks from the various deparments, new circuit boards and AI modules can be produced.
<LI>Heat Exchanging pipes added and various pipe/atmos changes.
<LI>Ghost/Observer teleport now works 100% of the time.
</ul>
<h5>17.12.2010,11:00GMT</h5>
<ul>
<LI>You need an agressive grip to table now, as well as being within one tile of the table (to nerf teletabling).</li>
<LI>Teleport only runs once at the beginning of the round, hopefully reducing the lag in wizard rounds.</li>
<LI>Wizards can't telepot back to their shuttle to afk now.</li>
<LI>Someone added it a while ago and forgot to update the changelog - syndies in nuke need to move their shuttle to the station's zlevel first.</li>
<li>Bunch of other stuff.</li>
</ul>
<h5>Sunday, November 21, 3:34 PST</h5>
<ul>
<LI>Bug fixes, not going into detail. Lots and lots of bug fixes, mostly regarding the new map</li>
<LI>CMO has a more obvious lab coat, that looks nicer than the original</li>
<LI>CMO also has a stamp now</li>
<LI>QM has a denied stamp</li>
<LI>Cyborgs got tweaked. Laws only update when checked. Also have wires that can be toyed</li>
with for various effects, including AI sync, and law control</li>
<LI>Second construction site similar to the original</li>
<LI>Prison station has been tweaked, now includes a lounge, and toilets</li>
<LI>Detective's revolver starts with a reasonable number of bullets</li>
<LI>Prison teleporter to the courtroom now exists</li>
<LI>AI related stuff: More cameras, oh, and bug fixes!</li>
<LI>Emergency storage moved</li>
<LI>Random AI law changes. New law templates, and variables. Old variables were tweaked and some of the crappy templates were removed</li>
<LI>Ghosts can teleport to the derelict now</li>
<LI>Respriting of a bunch of stuff as well as graphical fixes</li>
<LI>Kitchen is attached to the bar again</li>
<LI>General map tweaks and fixes</li>
<LI>Wardens fixed for rev rounds</li>
<LI>5-unit pills now work</li>
<LI>APCs added and moved</li>
<LI>Cola machine added. Contains various flavours of soda. Also added new snacks to the now named snack machine. Water cooler added, just apply an empty glass to it</li>
<LI>Salt &amp; Pepper have been added, as part of the food overhaul</li>
<LI>More bug fixes. There was a lot</li>
</ul>
<h5>Tuesday, November 16, 00:20 GMT</h5>
<ul>
<li><b>Cruazy Guest's map is now live.</b></li>
<li>Entire station has been rearranged.</li>
<li>Prison Station added, with Prison Shuttle to transport to and from.</li>
<li>New Job: Warden. Distributes security items.</li>
<li>The new map is still in testing, so please report any bugs or suggestions you have to the forums.</li>
<li>AI Liquid Dispensers, Codename SLIPPER, have been added to the AI core. They dispense cleaning foam twenty times each with a cooldown of ten seconds between uses. Mounted flashes have also been included.</li>
<li>Clown stamp added to clown's backpack.</li>
</ul>
<h5>Sunday, November 14, 18:05</h5>
<ul>
<li>Major food/drink code overhaul. Food items heal for more but not instantly. Poison, Drug, and "Heat" effects from food items are also non-instant.</li>
<li>Preperation for one-way containers and condiments.</li>
<li>New Reagents: Nutriment, Ketchup, Soysauce, Salt, Pepper, Capsaicin Oil, Frost Oil, Amatoxin, Psilocybin, Sprinkles</li>
<li>New Food Item: Chaos Donut: 1 Hot Sauce + 1 Cold Sauce + 1 Flour + 1 Egg. Has a variable effect. NOT DEADLY (usually).</li>
<li>New Drug: Ethylredoxrazine: Carbon + Oxygen + Anti-Toxin. Binds strongly with Ethanol.</li>
<li>Tape Recorders added! Now you can actually PROVE someone said something!</li>
<li>Amospherics Overhaul Started: It actually works now. You can also build pipes and create function air and disposal systems!</li>
<li>Walls are now smooth.</li>
<li>Alcohol no longer gets you as wasted or for as long.</li>
<li>QM job split into QM and Cargo Technicians. QM has his own office.</li>
<li>Doors can no longer be disassembled unless powered down and unbolted.</li>
<li>New Job: Chief Medical Officer. Counts as a head of staff and is in charge of medbay. Has his/her own office and coat.</li>
<li>Wizarditis Bottle no longer in virus crate.</li>
</ul>
<h5>Friday, November 5, 19:29</h5>
<ul>
<li>The ban appeals URL can now be set in config.txt</li>
<li>Secret mode default probabilities in config.txt made sane</li>
<li>Admin send-to-thunderdome command fixed to no longer send people to the other team's spawn.</li>
<li>Having another disease no longer makes you immune to facehuggers.</li>
<li>Magboots are now available from EVA.</li>
<li>Changeling death timer shortened. Destroying the changeling's body no longer stops the death timer.</li>
<li>Cult mode fixes.</li>
<li>Fixed cyborgs pressing Cancel when choosing AIs.</li>
<li>The play MIDIs setting now carries over when ghosting.</li>
<li>Admins can now see if a cyborg is emagged via the player panel.</li>
<li><b>PAPERWORK UPDATE v1:</b> Supply crates contain manifest slips, in a later update these will be returnable for supply points.
<li>The Supply Ordering Console (Request computer in the QM lobby) can now print requisition forms for ordering crates. In conjunction with the rubber stamps, these can be used to demonstrate proper authorisation for supply orders.</li>
<li>Rubber stamps now spawn for each head of staff.</li>
<li>The use of DNA Injectors and fueltank detonations are now admin-logged.</li>
<li>Removed old debug code from gib()</li>
</ul>
<h5>Tuesday, November 2, 19:11(GMT)</h5>
<ul>
<li>Finished work on the "cult" gamemode. I'll still add features to it later, but it is safe to be put on secret rotation now.</li>
<li>Added an energy cutlass and made a pirate version of the space suit in preparation for a later nuke update.</li>
<li>Changeling now ends 15 minutes after changeling death, unless he's ressurected.</li>
<li>Further fixing of wizarditis teleporting into space.</li>
<li>Fixed the wise beard sprite.</li>
<li>Fixed missing sprite for monkeyburgers.</li>
<li>Fixed Beepsky automatically adding 2 treason points to EVERYONE.</li>
</ul>
<h5>Thursday, October 28, 19:30(GMT)</h5>
<ul>
<li>Sleepers and disposals now require two seconds to climb inside</li>
<li>Hydroponics crate ordered in QMs doesnt spawn too many items</li>
<li>Replacement lights crate can be ordered in QM.</li>
<li>Added space cleaner and hand labeler to Virology.</li>
<li>Welder fuel tanks now explode when you try to refuel a lit welder.</li>
<li>Made clown's mask work as a gas mask.</li>
<li>9 new cocktails: Irish Coffee, B-52, Margarita, Long Island Iced Tea, Whiskey Soda, Black Russian, Manhattan, Vodka and Tonic, Gin Fizz. Refer to the wiki for the recipes.</li>
<li>Kitchen update:
<ul class="sec">
<li>-New Microwave Recipies: Carrot Cake (3 Flour, 3 egg, 1 milk, 1 Carrot), Soylen Viridians (3 flour, 1 soybeans), Eggplant Parmigania (2 cheese, 1 eggplant), and Jelly Donuts (1 flour, 1 egg, 1 Berry Jam), Regular Cake (3 flour, 3 egg, 1 milk), Cheese Cake (3 flour, 3 egg, 1 milk), Meat Pies (1 meat of any kind, 2 flour), Wing Fang Chu (1 soysauce, 1 xeno meat), and Human and Monkey Kabob (2 human or monkey meat, metal rods). </li>
<li>- Ingredients from Processor: Soysauce, Coldsauce, Soylent Green, Berry Jam.</li>
<li>- Sink added to kitchen to clean all the inevitable blood stains and as preperation for future cooking changes.</li>
<li>- The food processor can't be abused to make tons of food now.</li>
</li>
</ul>
<li>Multiple tweaks to virology and diseases:
<ul class="sec">
<li>- Added wizarditis disease.</li>
<li>- Spaceacillin no longer heals all viruses. </li>
<li>- Some diseases must be cured with two or more chemicals simultaneously.</li>
<li>- New Virology design including an airlock and quarantine chambers.</li>
<li>- Made vaccine bottles contain 3 portions of vaccine.</li>
<li>- Lots of minor bug fixes.</li>
</li>
</ul>
</ul>
<h5>Monday, October 18, 06:24(GMT)</h5>
<ul>
<li>Added virology profession with a cosy lab in northwestern part of medbay.</li>
<li>Virology related things, like taking blood samples, making vaccines, splashing contagious blood all over the station and so on.</li>
<li>Added one pathetic disease.</li>
<li>Virus crates are now available from the quartermasters for 20 points.</li>
<li>The DNA console bug (issue #40) was fixed, but I still made the DNA pod to lock itself while mutating someone.</li>
<li>Added icons for unpowered CheMaster and Pandemic computers</li>
<li>Added some sign decals. The icons were already there, but unused for reasons unknown.</li>
<li>Some map-related changes.</li>
</ul>
<h5>Wednesday, October 13, 14:12(GMT)</h5>
<ul>
<li>Crawling through vents (alien) now takes time. The farther destination vent is, the more time it takes.</li>
<li>Cryo cell healing ability depends on wound severity. Grave wounds will heal slower. Use proper chemicals to speed up the process.</li>
<li>Added sink to the medbay. </li>
<li>Bugfixes:
<ul class="sec">
<li>- Some reagents were not metabolized, remaining in mob indefinitely (this includes Space Cola, Cryoxadone and cocktails Kahlua, Irish Cream and The Manly Dorf).</li>
<li>- Fixed placement bug with container contents window. Also, utility belt window now doesn't obscure view.</li>
</ul>
</li>
</ul>
<h5>Sunday, October 10, 14:25(GMT)</h5>
<ul>
<li>Scrubbers in the area can be controlled by air alarms. Air alarm interface must be unlocked with an ID card (minimum access level - atmospheric technician), usable only by humans and AI. Panic syphon drains the air from affected room (simple syphoning does too, but much slower).</li>
<li>Sleeper consoles inject soporific and track the amounts of rejuvination chemicals and sleep toxins in occupants bloodstream.</li>
<li>Flashlights can be used to check if mob is dead, blind or has certain superpower. Aim for the eyes.</li>
<li>Radiation collectors and collector controls can be moved. Secured\unsecured with a wrench.</li>
<li>Air sensors report nitrogen and carbon dioxide in air composition(if set to).</li>
<li>Air Control console in Toxins.</li>
<li>Additional DNA console in genetics</li>
<li>Enough equipment to build another singularity engine can be found in engineering secure storage</li>
<li>Air scrubber, vent and air alarm added to library</li>
<li>Air alarm added to brig</li>
<li>Air scrubbers in Toxins turned on, set to filter toxins</li>
<li>Empty tanks, portable air pumps and similar can be filled with air in Aft Primary Hallway, just connect them to the port. Target pressure is set by Mixed Air Supply console in Atmospherics (defaults to 4000kPa).</li>
</ul>
<h5>Wednesday, October 6, 18:36</h5>
<ul>
<li>Fixed the Librarian's suit - its worn iconstate wasn't set.</li>
<li>Fixed some typos.</li>
<li>Monkey crates are now available from the quartermasters for 20 points.</li>
<li>Corpse props removed from zlevel 8 as they were causing issues with admin tools and the communications intercept.</li>
<li>Cleaned up the default config.txt</li>
<li>Added a readme.txt with installation instructions.</li>
<li>Changed the ban appeals link to point to our forums for now - this'll be a config file setting soon.</li>
</ul>
<h5>Tuesday, October 5, 01:41</h5>
<ul>
<li>Fixes to various nonworking cocktails.</li>
<li>More map and runtime error fixes.</li>
<li>Nuke operative headsets should be on an unreachable frequency like department headsets.</li>
<li>Another AI Malfunction change: Now once the AI thinks enough APCs have been hacked, it must press a button to start the timer, which alerts the station to its treachery.</li>
<li>Blob reskinned to magma and increased in power.</li>
<li>The HoS now has an armored greatcoat instead of a regular armor vest.</li>
<li>Admin logs now show who killswitched a cyborg.</li>
<li>The roboticist terminal now lets you see which AI a cyborg is linked to.</li>
<li>Malf AIs are no longer treated as inactive for the purpose of law updates and cyborg sync while hacking APCs.</li>
<li>Traitor AIs are now affected by Reset/Purge/Asimov modules, except law 0.</li>
<li>AI core construction sprites updated.</li>
<li>Securitrons removed from the Thunderdome.</li>
<li>An APC now supplies power to the bomb testing area, and has external cabling to supply it in turn.</li>
<li>A new variant freeform module has been added to the AI Upload room.</li>
<li>The changeling's neurotoxic dart has been made more powerful - this will likely be an optional upgrade from a set of choices, akin to wizard spells.</li>
<li>Some gimmick clothes moved to a different object path.</li>
<li><b>The chameleon jumpsuit should now be more useful - it includes job-specific jumpsuits as well as flat colours.</b></li>
</ul>
<h5>Wednesday, September 29, 15:40</h5>
<ul>
<li><b>Bartender update!</b> Bartender now has a Booze-O-Mat vending machine dispensing spirits and glasses, which he can use to mix cocktails. Recipes for cocktails are available on the wiki.</li>
<li>The barman also now has a shotgun hidden under a table in the bar. He spawns with beanbag shells and blanks. Lethal ammo is obtainable from hacked autolathes.</li>
<li>Dead AIs can once more be intelicarded, however in order to be restored to functionality they must be repaired using a machine in the RD office.</li>
<li>Silicon-based lifeforms have metal gibs and motor oil instead of blood.</li>
<li>Aliens now have a death message.</li>
<li>Intelicarded AIs can now have their ability to interact with things within their view range reactivated by the person carrying the card.</li>
<li>New AI cores can be constructed from <strike>victims</strike>volunteers.</li>
<li>Verbs tweaked.</li>
<li>Intelicarded AIs can be deleted.</li>
<li>RD office redesigned, and the RD now spawns there.</li>
<li>The AI can now choose to destroy the station on winning a Malf round.</li>
<li>General bugfixes to AIs, constructed AIs and decoy AIs.</li>
<li>Hats no longer prevent choking.</li>
<li>Some extra gimmick costumes are now adminspawnable.</li>
<li>AI health is now displayed on their status tab.</li>
<li>AI upload module now requires you to select which AI to upload laws to in case of multiple AIs.</li>
<li>Cyborgs now choose an AI to sync laws with upon creation.</li>
<li>Law office redesigned.</li>
<li>Roboticists no longer have Engineering access.</li>
<li>More fixes to areas which had infinite power due to having no assosciated APC.</li>
<li>Meatbread slices are no longer infinite.</li>
<li>Malf rounds no longer end if a non-malfunctioning AI is killed.</li>
<li>Cigarettes now have directional sprites.</li>
<li>AI Core circuitboard spawns in the RD office.</li>
<li>AI Satellite now has cameras and properly-wired SMES batteries.</li>
<li>Decoy AIs can no longer be moved.</li>
<li>Several runtime errors have been fixed.</li>
<li>Nuke rounds will now end properly on a station or neutral victory.</li>
<li>Riot shields have been nerfed and are now only available in the armory and in riot crates.</li>
<li>Foam dart crossbows, cap guns and caps can now be won as arcade prizes.</li>
<li>AI Malfunction has been redesigned - the AI must now hack APCs in order to win. More APCs hacked makes the timer tick faster.</li>
<li>Hydroponics now has a MULEbot station.</li>
<li><b>Changeling mode has been added to the game and is now in testing.</b></li>
<li><b>Electrified airlocks should now only zap you once if you bump into them while running.</b></li>
<li>Chemistry and Toxins access has been removed from Botanists.</li>
<li>General bugfixes and map tweaks.</li>
</ul>
<h5>Sunday, September 26, 17:51</h5>
<ul>
<li>Riot shields! One in every security closet, and a few in armory. Also orderable from QM.</li>
</ul>
<h5>Tuesday, September 21, 17:51</h5>
<ul>
<li>New experimental UI for humans by Skie. Voice out if it has problems or you don't like it.</li>
<b><font color=#FF0000>---> YOU CAN CHOOSE UI FROM PREFERENCES <---</font></b>
<li>Hydroponics: Now you can inject chemicals into plants with a syringe. Every reagent works differently.</li>
<li>Hydroponics: Added a small hoe for uprooting weeds safely. Botanists now have sissy aprons.</li>
<li>New random station/command names and verbs.</li>
<li>Dead AIs can no longer be intellicarded and the steal AI objective is now working.</li>
<li>Aliens now bleed when you hit them, as well as monkeys.</li>
<li>Hurt people and bodies leave blood behind if dragged around when they are lying. Sprites to be updated soon...</li>
<li>Fixed several run-time errors in the code. Also food doesn't deal damage anylonger in some cases.</li>
<li>Blobs and alien weeds slowed down some. Plant-b-gone buffed some.</li>
<li>Fixed monkeys and aliens not being able to deal damage to humans with items.</li>
<li>Monkeys now slip on wet floor.</li>
</ul>
<h5>Friday, September 17, 23:03</h5>
<ul>
<li>The Lawyer now starts in his snazzy new office.</li>
<li>Law Office accesslevel added. Currently, the Lawyer and the HoP begin with this.</li>
<li>Robotics access can now be added or removed from the HoP's computer.</li>
<li>Robotics, the captain's quarters, the cargo lobby and the staff heads office now have APCs and can lose power like the rest of the station.</li>
<li>Toxins mixing room is now a separate area for power and fire alarm purposes, as it already had its own APC.</li>
</ul>
<h5>Thursday, September 16, 20:11</h5>
<ul>
<li>Added the Lawyer job.</li>
<li>Doors can now be constructed and deconstructed. This is being playtested, expect the specifics to change.</li>
<li>Fixed certain jobs which were supposed to have stuff spawning in their backpack that just wasn't getting spawned.</li>
</ul>
<h5>Monday, September 13, 13:30</h5>
<ul>
<li> Bunch of new announcer sounds added</li>
<li> Minor lag fix implementation in the pipe system</li>
<li> You can now hear ghosts... sometimes</li>
<li> Seed bags and nutrients can now be pocketed</li>
</ul>
<h5>Monday, September 12, 12:48</h5>
<ul>
<li>New kitchen stuff: New recipes (Meatbread, Cheese, Omelette Du Fromage, Muffins), new chef's knife and trays (Spawn in the meat locker) and milk (spawns in the fridge). Recipes are as follows:
-Cheese: milk on food processor
-Cheese wedge: Slice the cheese wheel with the chef's knife
-Omelette Du Fromage: 2 eggs 2 cheese wedges
-Muffin: 2 eggs 1 flour 1 carton of milk
-Meatbread: 3 meats (whatever meats) 3 flour 3 cheese. Can be sliced.
Cheese_amount is actually displayed on the microwave.</li>
<li> Profession-special radio channels now have color.</li>
<li> AI card not retardedly lethal anymore, for anyone that didn't notice</li>
<li> HYDROPONICS OVERHAUL, credit goes to Skie and Numbers. Wood doesn't have the entity so the tower caps cannot be harvested. For now.</li>
<li> Bar is now barman-only, access-wise. No more shall the entire station trump inside the bar and choke the monkey.</li>
<li> Prepping ground for Barman update (SPRITE ME SOME GODDAMN BOTTLES)</li>
</ul>
<h5>Thursday, September 2, 22:45</h5>
<ul>
<li>Ghosts can no longer release the singularity.</li>
<li>Sprites added in preparation for a Hydroponics update</li>
<li>A decoy AI now spawns in the AI core during Malfunction rounds to reduce metagaming.</li>
<li>libmysql.dll added to distribution.</li>
<li>Aircode options restored to default configuration.</li>
<li>AIs properly enter powerloss mode if the APC in their area loses equipment power.</li>
<li>Hydroponics crates added to Hydroponics, containing Weed-B-Gone</li>
<li>Airlock electrification now actually works properly.</li>
<li>Karma database error message updated.</li>
<li>Cyborgs choosing the standard module no longer become invisible except for a pair of glowing red eyes.</li>
<li><b>Aliens now have a hivemind channel, accessed like departmental radio channels or robot talk with ':a'.</b></li>
<li>Full donut boxes no longer eat whatever item is used on them and disappear.</li>
</ul>
<h5>Monday, August 30, 16:24</h5>
<ul>
<li><b>PDA user interface has been given a graphical overhaul.</b> Please report any problems with it on the issue tracker.</li>
<li>Personal lockers are once again available in the lockerroom</li>
<li>BUGFIX: Xenoburger iconstate was accidentally removed in an earlier revision. This has been fixed.</li>
<li>Some of the default messages have been changed.</li>
<li>Additional sprites added for plants and weeds in preparation for an expansion of Hydroponics.</li>
<li>A schema script is now available for setting up the SQL database.</li>
</ul>
<h5>Sunday, August 29, 05:09</h5>
<ul>
<li>The Robotics Crate no longer exists. Quartermasters can now order a MULEbot crate for 20 points, or a Robotics Assembly crate for 10 points. The latter provides 4 flashes, 3 proximity sensors, two 10k charge power cells and an electrical toolbox, and requires a roboticist or a head of staff to open.</li>
<li>Traitor AIs no longer lose their Law 0 in the event of power loss.</li>
<li>Administrators can now toggle the availiabilty of their right-click verbs to prevent accidental usage while playing.</li>
<li>Tool Storage vending machine is now a proper object. (code cleanup)</li>
<li>Buckets are now available from autolathes.</li>
<li>Four generic remote signaller PDA cartridges are now stocked in the Tool Storage vending machine.</li>
<li>AI status display density adjusted.</li>
</ul>
<h5>Thursday, August 26, 21:07</h5>
<ul>
<li><strong>Open Source Release</strong> Thanks to Mport for releasable singularity code.</li>
<li><strong>Cyborgs redone</strong> Thanks again to Mport for this, cyborgs are totally different now.</li>
<li>Engine Monitor PDA app is now Power Monitor PDA app, and actually works.</li>
<li>AI State Laws verb now allows the AI to choose which laws to state, in case of traitor AIs or laws ordering it not to state them. Hopefully this will cut down on 'OMG THE AI IS COPYING AND PASTING' metagaming.</li>
<li>Power Monitor circuitboard isn't mislabeled as Mass Driver Control any more.</li>
<li><strong>Traitor and Rev-head clowns lose the clumsiness gene</strong> - this should make trying to flash people in Rev mode less of an exercise in frustration.</li>
<li>A sink has been added to the Fitness room - this lets you wash dirty and bloodstained clothing and equipment.</li>
<li>Blast doors and firedoors no longer open by just bumping into them.</li>
<li>The bar and kitchen now open onto the same seating area. The old cafeteria area is now used as a lockerroom to replace the old one which was displaced by Hydroponics.</li>
<li>The bar now has a space piano with which you can entertain and annoy the crew.</li>
<li><strong>LIBRARY</strong> A library has been added to the station in the escape arm in order to educate the crew. The new Librarian job is available to manage it. Crewmembers can request and read books, or write and bind their own books for upload to a persistent database.</li>
<li>The supply of flashbangs available from Security has been reduced to cut down on people constantly flashbanging the escape shuttle.</li>
<li>InteliCards are available in various locations to allow the retrieval of valuable AI personality data in the event of catastrophic station damage.</li>
</ul>
<h5>Friday, August 06, 20:32</h5>
<ul>
<li><strong>Hydroponics/Botany Added</strong> Credit goes to Skie and the folks over at the independent opensource SS13 branch, this is their code. It's lacking a lot, but it's a great start!</li>
<li>Way more tweaks than I can remember. Shouldn't wait so long between changelog updates.</li>
</ul>
<h5>Tuesday, July 13, 22:35</h5>
<ul>
<li><strong>Singularity Engine Added</strong> Oh God we're all going to die (All credit on this one goes to Mport2004)</li>
<li>'Purge' AI module added - purges ALL laws (except for law 0). Will probably change this to a Syndicate only item</li>
<li>Cyborgs now spawn with a power cell. Should prevent stupid cyborg deaths (and also pave the way for starting as a cyborg once more bugs are fixed)</li>
</ul>
<h5>Saturday, July 10, 15:10</h5>
<ul>
<li>Examining a player will now tell you if their client has disconnected.</li>
<li>Examining a brain will now tell you if it's owner is still connected to the game.</li>
<li>Alien Queens can make facehuggers. Facehuggers can make larva. Larva can grow into xenos! Xenos can become queens! The circle of life~</li>
<li>Some powernet bug fixes: Bad list and division by zero.</li>
</ul>
<h5>Friday, July 09, 05:16</h5>
<ul>
<li>Tweaked crate costs for Quartermaster.</li>
<li>Increased metal available in Robotics.</li>
<li><b>Added department-specific headsets.</b> Engineering, Medical, Command, and Security all receive special headsets capable of broadcasting on a standard frequency PLUS a secure frequency only available to headsets of the same type. Precede say messages with ":h" to use.</li>
</ul>
<h5>Tuesday, July 06, 19:16</h5>
<ul>
<li>Prayer command added.</li>
<li>State Laws command for AI added.</li>
<li>Disabled Lockdown command for AI. Too server heavy.</li>
<li>Crew manifest and various station databases should properly update when late arrivals join the game, now.</li>
<li>Quartermasters will receive 10 points every five minutes. This will probably be nerfed heavily, but we'll give it a shot anyhow.</li>
<li>Fixed a bug with doors/airlocks. (Thanks Mport2004)</li>
</ul>
<h5>Sunday, April 25, 18:53</h5>
<li>
<strong>New graphics:</strong>
<ul>
<li>
<strong>Side Facing Sprites:</strong> Player sprites will now face in all directions when moving. Holy shit!
</li>
</ul>
</li>
<h5>Monday 2.0, April 19, 2100</h5>
<ul>
<li>
<strong>New features:</strong>
<ul>
<li>
<strong>Disposal System:</strong> The station now has a fully functional disposal system for throwing away nuclear authentication disks and old, dirty clowns.</strong>
</li>
<li>
<strong>Breakable Windows:</strong> Windows are breakable by projectiles and thrown items (including people), shards hurt your feet.
</li>
<li>
<strong>Status Display:</strong> Station escape shuttle timers now function as status displays modifiable from the bridge.
</li>
<li>
<strong>Space Heater:</strong> Space heaters for heating up cold spaces, in space.
</ul>
</li>
<li>
<strong>New items:</strong>
<ul>
<li>
<strong>Welding Mask:</strong> Helps engineers shield their eyes when welding.
</li>
<li>
<strong>Utility Belt:</strong> Function as toolboxes equippable in the belt slot.
</li>
<li>
<strong>Mouse Trap:</strong> Hurt your feet, especially if you aren't wearing shoes!
</li>
<li>
<strong>Power Sink:</strong> Traitor item that rapidly drains power.
</li>
</ul>
</li>
<li>
<strong>New graphics:</strong>
<ul>
<li>
<strong>North Facing Sprites:</strong> Player sprites will now face north when moving north.
</li>
<li>
<strong>Hidden Pipes:</strong> Pipes are now hidden underneath floor tiles.
</li>
</ul>
</li>
<li>
<strong>New robot: Medibot</strong>
<ul>
<li>
Automatically attempts to keep crewmembers alive by injecting them with stuff.
</li>
</ul>
</li>
<li>
<strong>New robot: Mulebot</strong>
<ul>
<li>
Allows quartermasters to automatically ship crates to different parts of the station.
</li>
</ul>
</li>
</ul>
<h5>Funday, December 31, 2099</h5>
<h2>"FINALLY, DEV IS OUT"</h2>
<ul>
<li>
<strong>Changes:</strong>
<ul>
<li>
<strong>Atmos system GREATLY OPTIMIZED!</strong>
</li>
<li>
<strong>Brand new station layout!</strong>
</li>
<li>
<strong>Robust chemical interaction system!</strong>
</li>
<li>
<strong><u><i><font color=red>HOLY FUCK PLAYING THIS GAME ISN'T LIKE TRODDING THROUGH MOLASSES ANYMORE</strong></u></i></font>
</li>
<li>
<strong>Feature:</strong> If two players collide with "Help" intent, they swap positions.
</li>
</ul>
</li>
</ul>
<h5>Tuesday, February 23, 2010</h5>
<ul>
<li>
<strong>OH NO STRANGLING GOT NERFED:</strong> Insta-strangling (hopefully) removed. Victim no longer instantly loses consciousness.
</li>
</ul>
<h5>Sunday, February 21, 2010</h5>
<ul>
<li>
<strong>Cloning Machine:</strong> The Geneticist spilled coffee on the Genetics Machine's revival module and it was too costly to replace!
<ul>
<li>
Clones may or may not have horrible genetic defects.
</li>
</ul>
</li>
</ul>
<h5>Thursday, February 18, 2010</h5>
<ul>
<li>
<strong>New feature:</strong> Obesity from overeating in a short period of time.
</li>
</ul>
<h5>Sunday, February 14, 2010</h5>
<ul>
<li>
<strong>New feature:</strong> Station destruction cinematic if the crew loses in AI Malfunction or Nuclear Emergency.
</li>
<li>
<strong>New Position: Tourist</strong>
<ul>
<li>
Centcom has entered the lucrative business of space tourism! Enjoy an event-filled vacation on the station, and try not to get killed.
</li>
<li>
Guest accounts are now restricted to selecting Tourist in Character Setup.
</li>
</ul>
</li>
</ul>
<h5>Friday, February 5, 2010</h5>
<ul>
<li>
<strong>AI:</strong> Added 30 second cooldown to prevent spamming lockdowns.
</li>
</ul>
<h5>Wednesday, February 2, 2010</h5>
<ul>
<li>
<strong>Feature:</strong> Character preview in Character Setup!
</li>
</ul>
<h5>Tuesday, February 2, 2010</h5>
<ul>
<li>
<strong>New item:</strong> Drinking glasses that you can fill with water.
</li>
<li>
<strong>Feature:</strong> Sounds now pan in stereo depending on your position from the source.
</li>
</ul>
<h5>Saturday, December 5, 2009</h5>
<ul>
<li>
<strong>Traitor tweak:</strong> Agent cards can now be forged into a fake ID.
</li>
</ul>
<h5>Friday, December 4, 2009</h5>
<ul>
<li>
<strong>Supply Dock 2.0:</strong> The Supply Dock has been redesigned and now features conveyer belts! Amazing!
</li>
<li>
<strong>New uniforms:</strong> The Research Director, Chief Engineer, and the research jobs have new uniforms. The Head of Security has a cool new hat which happens to be his most prized possession.
</li>
<li>
<strong>Merged research:</strong> The first act of the Research Director is to merge Toxins and Chemistry into a single Chemical Lab. Hooray!
</li>
<li>
<strong>Robot tweak:</strong> You can now observe robots using the observe command.
</li>
<li>
<strong>Stamps:</strong> The heads now have stamps to stamp papers with, for whatever reason.
</li>
</ul>
<h5>Monday, November 30, 2009</h5>
<ul>
<li>
<strong>Supply Shuttle 1.0:</strong> Now you can order new supplies using Cargo Bay north of the autolathe.
</li>
<li>
<strong>New containers:</strong> The game now features a variety of crates to hold all sorts of imaginary space supplies.
</li>
<li>
<strong>New position: Quartermaster</strong>
<ul>
<li>
A master of supplies. Manages the cargo bay by taking shipments and distributing them to the crew.
</li>
</ul>
</li>
<li>
<strong>New position: Research Director</strong>
<ul>
<li>
The head of the SS13 research department. He directs research and makes sure that the research crew are working.
</li>
</ul>
</li>
<li>
<strong>New position: Chief Engineer</strong>
<ul>
<li>
Boss of all the engineers. Makes sure the engine is loaded and that the station has the necessary amount of power to run.
</li>
</ul>
</li>
<li>
<strong>New robot: Securibot</strong>
<ul>
<li>
Automatically stuns and handcuffs criminals listed in the security records. It's also really goddamn slow.
</li>
</ul>
</li>
<li>
<strong>New jumpsuits:</strong> Engineers and Atmos Techs have new jumpsuits to distinguish between them easier.
</li>
</ul>
<h5>Friday, November 27, 2009</h5>
<ul>
<li>
<strong>Monkey AI 2.0:</strong> Monkeys will now get angry, going after random human targets with the ability to wield weapons, throw random objects, open doors, and break through glass/grilles. They're basically terminators.
</li>
<li>
<strong>New gamemode: Monkey Survival</strong>
<ul>
<li>
Survive a horde of angry monkeys busting through the station's airvents and rampaging through the station for 25 minutes.
</li>
</ul>
</li>
<li>
<strong>New robots: Cleanbot and Floorbot</strong>
<ul>
<li>
Cleanbots automatically clean up messes and Floorbots repair floors.
</li>
</ul>
</li>
<li>
<strong>New spell: Mindblast</strong>
<ul>
<li>
Causes brain damage, progressively causing other players to become even more retarded.
</li>
</ul>
</li>
<li>
<strong>Alien Races</strong>
<ul>
<li>
Wizards may randomly spawn as illithids, who gain Mind Blast for free, and nuke agents may randomly spawn as lizardmen.
</li>
</ul>
</li>
<li>
<strong>Station shields:</strong> The station now has a toggleable forcefield that can only be destroyed by meteors or bombs. Takes a lot of station power to use.
</li>
<li>
<strong>Traitor scaling:</strong> Number of traitors/wizards/agents now scales to number of players.
</li>
<li>
<strong>New food item: Donk pockets</strong>
<ul>
<li>
Delicious and microwavable, gives a bigger health boost for traitors.
</li>
</ul>
</li>
<li>
<strong>Cigarettes:</strong> Now you can fulfill your horrible nicotine cravings. The detective starts with a zippo lighter and pack of cigarettes. Other packs can be be obtained via vending machines.
</li>
<li>
<strong>Warning signs:</strong> The station is now filled with various warning signs and such.
</li>
<li>
<strong>Updated graphics:</strong> Many, many objects have had their graphics updated including pipes, windows, tables, and closets. HUD graphics have been updated to be easier to understand.
</li>
<li>
<strong>Lighting fixes:</strong> New turf is now correctly lit instead of being completely dark.
</li>
<li>
<strong>Meteor fixes:</strong> The code and graphics for meteors has been fixed so the meteor gametype is more playable, sort of.
</li>
<li>
<strong>Escape shuttle fix:</strong> The shuttle can now be called in Revolution and Malfunction, but the shuttle will be recalled before it arrives. This way players can no longer call the shuttle to figure out the game mode during secret.
</li>
<li>
<strong>Changelog updated:</strong> New changelog entry for Thanksgiving thanks to Haruhi who will probably update the changelog from now on after almost a month of neglect.
</li>
</ul>
<h5>Monday, November 3, 2009</h5>
<ul>
<li>
<strong>Bug fix:</strong> Made most pop-up windows respect the close button.
</li>
</ul>
<h5>Sunday, October 25, 2009</h5>
<ul>
<li>
<strong>Randomized naming:</strong> Names for Central Command and Syndicate are now randomized.
</li>
</ul>
<h5>Saturday, October 24, 2009</h5>
<ul>
<li>
<strong>Bug fix:</strong> PDAs had their code cleaned up. Notice any problems? Report them.
</li>
<li>
<strong>New syndicate item:</strong> Detomatix Cartridge, allows remote detonation of PDAs (rather weak explosion)!
</li>
<li>
<strong>Feature:</strong> Remotely detonating PDAs has a chance of failure depending on the PDA target, a critical failure will result in the detonation of your own PDA.
</li>
</ul>
<h5>Monday, October 19, 2009</h5>
<ul>
<li>
<strong>Gibbing update:</strong> Gibbing stuff has been rewritten, robots now gib nicer.
</li>
<li>
<strong>LIGHTING!!!:</strong> The station now has dynamic lighting and associated items.
</li>
</ul>
<h5>Friday, October 16, 2009</h5>
<ul>
<li>
<strong>Poo v1.0~:</strong> This has caused many ragequits.
</li>
<li>
<strong>Flushable toilets:</strong> You can now use toilets to place your vile, disgusting and irreprehensible excretions (you disgusting children). Just be careful what you flush!
</li>
</ul>
<h5>Monday, October 12, 2009</h5>
<ul>
<li>
<strong>Feature:</strong> Emergency oxygen bottles can be clipped to your belt now.
</li>
<li>
<strong>Clothing update:</strong> Bedsheets are now wearable.
</li>
<li>
<strong>Updated HUD:</strong> A few minor tweaks to the inventory panel. Things might not be exactly where you're used to them being.
</li>
</ul>
<h5>Monday, September 28, 2009</h5>
<ul>
<li>
<strong>New position: Chef</strong>
<ul>
<li>
Maintains the Cafeteria, has access to Kitchen and Freezer, Food creation will be in shortly.
</li>
</ul>
</li>
<li>
<strong>Food update</strong>: Food items now heal Brute/Burn damage. The amount recovered varies between items.
</li>
</ul>
<h5>Saturday, August 29, 2009</h5>
<ul>
<li>
<strong>AI laws update:</strong> Nanotrasen has updated its AI laws to better reflect how they wish AIs to
operate their stations.
</li>
<li>
<strong>Traitor item change:</strong> E-mag renamed to Cryptographic Sequencer.
</li>
</ul>
<h5>Friday, July 31, 2009</h5>
<ul>
<li>I&amp;#39;m really sorry everyone I just HAD to add a gib all verb.</li>
<li>Decided to add the creation of bombs to bombers list</li>
<li>Made the new bombing list EVEN BETTER!!!</li>
<li>Fixed a bug with admin jumping AND the traitor death message</li>
<li>Oops, fixed a bug that returned the right click pm thing thinking the admin was
muted.</li>
<li>Made a new improved way of tracking who bombs shit. </li>
<li>More formatting shit. </li>
<li>Fixed up some mute code and made it so that if a player is muted they cannot PM
us.</li>
<li>Adminhelps now logged in the admin file not ooc</li>
<li>Changed the way admin reviving is dealt with. (It was coded kind of weirdly
before)</li>
<li>Added a few areas to the observe teleport. Fixed some adminjump things. Modified
the paths of some areas.</li>
<li>You can now ban people who have logged out and admins can now jump to people
using the player panel.</li>
<li>Added in jump to key coded in a much better way than showtime originally did it.</li>
<li>Fixed magical wind when laying pipes. They start out empty!!</li>
<li>Made blink safer. Fixed the crew-quarters to ai sattelite teleport problem.</li>
<li>Forgot the message again. Added an emp spell. thanks copy&amp;amp;paste.</li>
<li>OH MY GOD I HAVE RUINED ASAY</li>
<li>Added electronic items to the pipe dispenser </li>
<li>fixed a formatting error with the changelog (I didn&amp;#39;t break it, it was showtime)</li>
<li>Fixed a formatting error</li>
<li>Cleaned up sandbox object spawn code</li>
<li>New and improved admin log so we can keep an eye on these fuckers</li>
<li>Fixed adminjump because I realise most people use it for the right click option</li>
<li>Mushed together jump to mob and jump to key</li>
<li>Fixed a compilation error and made my test room more secure!</li>
</ul>
<h5>Wednesday, July 29th, 2009</h5>
<p>These are a collection of the updates from the last 6 days. I promise to update
the changelog once a week. Note that this does not include all the changes in
the past 6 days.</p>
<ul>
<li>Multitools can now be used to measure the power in cables.</li>
<li>Fixed a bug where the canister message would repeat and spam the user when
attackby analyzer. Fixed an admin formatting error.</li>
<li>Replaced all range checks with a in_range proc. pretty good chance I broke
something or everything.</li>
<li>Mutations use bitfields</li>
<li>Fixed a bug with my traitor panel.</li>
<li>Fixed the turrets, ruined Pantaloons map (test map). Did some things with
turrets and added a few areas.</li>
<li>Some stuff in here you know the usual shit. Bugfixes, formatting etc.</li>
<li>Stunbaton nerf.</li>
<li>Tempban longer than 1 year -&amp;gt; permaban.</li>
<li>Turfs &amp;gt; spawnable.</li>
<li>Shaking someone now slowly removes paralysis, stuns and the &amp;#39;weakened&amp;#39; stuff.</li>
<li>CTF flags now check if someone has them equipped every 20 seconds, if they are
not then they delete themselves and respawn. </li>
<li>Fixed the r-wall-welder-message-thing.</li>
<li>Change to the CTF code, flag captures can now only happen if your team has their
flag in the starting position.</li>
<li>Pruning my test room.</li>
<li>Instead of the red and green team its now the American and Irish teams!</li>
<li>BACKUP BACKUP TELL ME WHAT YOU GONNA DO NOW Changed the monkey name code. Re-did
my antimatter engine code so it actually puts out power now</li>
<li>dumb as fuck change, whoever did that, it already spawn ()&amp;#39;s inside the proc
code, whoever did that, you are a faggot and should read code before you modify
it</li>
<li>Fixed a bug that gave everyone modify ticker variables you silly sausage.</li>
<li>Sorted the AIs track list.</li>
<li>Constructable filter inlets and filter controls.</li>
<li>Added in admin messages for when someone is banned.</li>
<li>Bannana and honk honk.</li>
</ul>
<h5><b><font size="4" face="Georgia">Saturday, June 27th, 2009</font></b></h5>
<ul>
<li>Pipe construction now works completely. //Nannek</li>
<li>Many many other things that never gets recorded in the changelog!!</li>
</ul>
<h5><b><font size="4" face="Georgia">Saturday, June 27th, 2009</font></b></h5>
<ul>
<li>The Michael Jackson Memorial Changelog Update</li>
<li>Pipe filters adjusted for more ideal environmentals //Pantaloons</li>
<li>Added in job tracking //Showtime</li>
<li>Crew Manifest and Security Records now automagically update when someone joins //Nannek</li>
<li>Fixed a bug where sometimes you get a screwdriver stuck in your hand //Pantaloons</li>
<li>Flamethrowers can now be disassembled //Pantaloons</li>
<li>OBJECTION! Added suits and briefcases //stuntwaffle</li>
<li>Added automatic brig lockers //Nannek</li>
<li>Added brig door control authorization and redid brig layout //Nannek</li>
<li>Emergency toolboxes now have radios and flashlights, and mechanical toolboxes now have crowbars //Pantaloons</li>
<li>New whisper system //lallander</li>
<li>Some more gay fixes //everybody</li>
<li>Some really cool fixes //everybody</li>
<li>Really boring code cleanup //Pantaloons</li>
<li>~~In Loving Memory of MJ~~ Sham on!</li>
</ul>
<h5><b><font size="4" face="Georgia">Friday, June 12th, 2009</font></b></h5>
<ul>
<li>Looking back through the SVN commit log, I spy...</li>
<li>Keelin doing some more performance enhancements</li>
<li>Fixed one person being all 3 revs at once (hopefully)</li>
<li>Some gay fixes</li>
<li>New admin system installed</li>
<li>Fixed a bug where mass drivers could be used to crash the server</li>
<li>Various pipe changes and fixes</li>
</ul>
<h5><b><font size="4" face="Georgia">Wednesday, June 3rd, 2009</font></b></h5>
<ul>
<li>Death commando deathmatch mode added.</li>
</ul>
<h5><b><font size="4" face="Georgia">Monday, June 1st, 2009</font></b></h5>
<ul>
<li>Ghosts can no longer wander from space into the dread blackness that lies beyond.</li>
<li>Those other losers probably did a bunch of other stuff since May 6th but they don't comment their revisions so fuck 'em.</li>
</ul>
<h5><b><font size="4" face="Georgia">Wednesday, May 6th, 2009</font></b></h5>
<ul>
<li>Crematorium</li>
<li>Goon? button makes all your dreams come true.</li>
<li>Restructured medbay</li>
</ul>
<h5><b><font size="4" face="Georgia">Monday, May 4th, 2009</font></b></h5>
<ul>
<li>Does anyone update this anymore?</li>
<li>New atmos computer promises to make atmos easier</li>
<li>Autolathe</li>
<li>Couple of map changes</li>
<li>Some computer code reorganised.</li>
<li>I'm pretty sure theres a couple things</li>
</ul>
<h5>Saturday, April 18th, 2009</h5>
<ul>
<li>Weld an open closet (only the normal kind), gayes.</li>
<li>Chaplin has a higher chance of hearing the dead.</li>
<li>New traitor objective</li>
<li>Power traitor objective removed</li>
<li>New job system implemented for latecomers.</li>
<li>Head of Research quits forever and ever, is replaced by Head of Security (who gets his own office)</li>
</ul>
<h5>Fri, April 10, 2009</h5>
<ul>
<li>Admins are now notified when the traitor is dead.</li>
<li>Unprison verb (again, for admins).</li>
</ul>
<h5>Wed&amp;Thu, April 8&amp;9, 2009</h5>
<ul>
<li>Medical redone, doctors do your jobs! (Tell me what you think of this
compared to the old one)</li>
<li>Clickable tracking for the AI</li>
<li>Only the heads can launch the shuttle early now. Or an emag.</li>
</ul>
<h5>Mon&amp;Tue, April 6&amp;7, 2009</h5>
<ul>
<li>Sounds. Turn on your speakers &amp; sound downloads.</li>
<li>Scan something with blood on it detective.</li>
</ul>
<h5>Sunday, April 5, 2009</h5>
<ul>
<li>A large icon for the headset, no reason it should be so small.</li>
</ul>
<h5>Saturday, April 4, 2009</h5>
<ul>
<li>Emergency closets now spawn an 'emergency gas mask' which are just recolored gas masks, no other difference other than making it obvious where the gas mask came from.</li>
</ul>
<h5>Wednesday, April 1, 2009</h5>
<ul>
<li>Constructable rocket launchers: 10 rods, 10 metal, 5 thermite and heated plasma from the prototype.</li>
<li>Emergency closets have randomized contents now.</li>
<li>Fixed a bug where someone who was jobbaned from being Captain could still be picked randomly</li>
</ul>
<h5>Friday, March 27, 2009</h5>
<ul>
<li>Fixed a bug where monkeys couldn't be stunned.</li>
<li>Change mode votes before game starts delays the game.</li>
</ul>
<h5>Thursday, March 26, 2009</h5>
<ul>
<li>The brig is now pimped out with special new gadgets.</li>
<li>Upgraded the admin traitor menu.</li>
</ul>
<h5>Tuesday, March 24, 2009</h5>
<ul>
<li>GALOSHES!</li>
<li>A certain item will now protect you from stun batons, tasers and stungloves when worn.</li>
</ul>
<h5>Monday, March 23, 2009 (EXPERIMENTAL)</h5>
<ul>
<li>Say / radio / death talk systems recoded, hopefully improving it.</li>
<li>Announcements of late joiners are now done by the AI if it's alive :-)</li>
</ul>
<h5>Monday, March 23, 2009</h5>
<ul>
<li>Random station names.</li>
<li>Changes to the message stylesheet.</li>
<li>Admin messages in OOC will now be colored red.</li>
</ul>
<h5>Saturday, March 21, 2009</h5>
<ul>
<li>Added a command to list your medals.</li>
<li>ETA no longer shows when it doesn't matter.</li>
<li>Nerfed the ability to spam shuttle restabalization.</li>
<li>Fixed the 'Ow My Balls!' medal to only apply from brute damage rather than both brute and burn damage.</li>
</ul>
<h5>Thursday, March 19, 2009</h5>
<ul>
<li>Job banning.</li>
<li>Genetic Researcher renamed to Geneticist.</li>
<li>Toxins Researcher renamed to Scientist.</li>
<li>Help reformatted.</li>
<li>Fixed a bug where combining bruise packs or ointments resulted in an incorrectly combined amount.</li>
<li>Renamed memory and add memory commands to Notes and Add Note.</li>
</ul>
<h5>Tuesday, March 17, 2009</h5>
<ul>
<li>Medals! MEDALS!</li>
<li>Trimmed the excessively long changelog.</li>
</ul>
<h5>Saturday, March 14, 2009</h5>
<ul>
<li>Janitor job complete! Report any bugs to adminhelp</li>
</ul>
<h5>Saturday, March 7, 2009</h5>
<ul>
<li>Wizard now needs his staff for spells</li>
<li>Be careful with APCs now okay?!</li>
<li>Fixed Memory and made it more efficient in the code</li>
<li>Crowbars now open apcs, not screwdrivers. They do something else entirely</li>
<li>Hackable APCs</li>
<li>When APCs are emagged they now stay unlocked</li>
<li>Re-did a shit tonne of admin stuff</li>
<li>New admin system is pretty much finished</li>
<li>FINALLY backpacks can now be looked in while on the ground.</li>
</ul>
<h5>Tuesday, February 24, 2009</h5>
<ul>
<li>Ghosts no longer able to open secret doors</li>
<li>Suicide vests now work as armor</li>
<li>Blood no longer comes out of the guy if you pull him due to lag</li>
<li>Admin panel has been touched up to include html tables</li>
<li>Mines now added, only spawnable right now however</li>
<li>Fixed the syndicate nuclear victory bug</li>
<li>Wizard now spawns with wizard outfit which he must wear to cast spells</li>
<li>Blood bug fixes</li>
<li>Fixed a retarded bug that meant I didn't have the power to kick admins</li>
<li>THUNDERDOME!</li>
<li>Several new facial hair options and a bitchin' mohawk</li>
<li>Blood by Culka</li>
<li>Nuke disk now spawns in ALL game modes so that during secret rounds the syndicate now have the element of surprise!</li>
</ul>
<h5>Saturday, February 22, 2009</h5>
<ul>
<li>Implemented unstable's "observer" mode</li>
<li>Halerina's wizard mode</li>
<li>Non-interesting stuff</li>
<li>Began addition to the new admin system - right now only available to coders for testing</li>
<li>Admins can now click on the multikeying offenders name to pm them, instead of hunting for them in the pm list</li>
<li>Halerina's chemistry system</li>
<li>You can now deathgasp without being dead, hopefully so people can fake their own deaths.</li>
<li>Redid Medlab</li>
<li>New chemist job</li>
</ul>
<h5>Thursday, February 19, 2009</h5>
<ul>
<li>New DNA system. 200th Revision special.</li>
<li>Various bugfixes</li>
<li>Maze</li>
</ul>
<h5>Monday, February 17, 2009</h5>
<ul>
<li>Added a new game mode into rotation.</li>
<li>Added an AI satellite</li>
<li>Lockdowns can be disabled with the communications console</li>
<li>Prison shuttle can be called on the comm console, but only if its enabled by admins first</li>
<li>When you slip into space you'll have a 50% chance of going to z=4 instead of z=3</li>
</ul>
<h5>Friday, February 13, 2009</h5>
<ul>
<li>Fixed Cakehat</li>
<li>Dead people can now see all turfs, mobs and objs not in their line of sight.</li>
<li>Modified the map slightly</li>
<li>Stungloves can now be "made"</li>
<li>Flashes can now have their bulbs burning out.</li>
<li>Batons can now be turned on and off for different effects. They also now have 10 uses before they need to be recharged.</li>
</ul>
<h5>Tuesday, February 10, 2009</h5>
<ul>
<li>Fixed all the autoclose bugs</li>
<li>Due to it being myself and Keelin's 100th revision we have added a super-secret special item. Don't ask because we won't tell! Figure it out!</li>
</ul>
<h5>Sunday, February 8, 2009</h5>
<ul>
<li>Modified doors in engineering so that they do not autoclose - Autoclose now handled by a variable</li>
<li>Fixed toxin researcher spawn bug</li>
<li>Changed the "You hear a faint voice" message.</li>
<li>Gave the host new commands to disable admin jumping, admin reviving and admin item spawning</li>
<li>Fixed some airlock autoclose bugs</li>
<li>Changed some doors to not autoclose.</li>
<li>Nerfed the toolbox down.</li>
</ul>
<h5>Friday, February 6, 2009</h5>
<ul>
<li>Doors now close after 15 seconds</li>
<li>Fixed some p cool bugs</li>
<li>Cakehat</li>
<li>Added another suit</li>
<li>Walls now take 5 seconds to build</li>
<li>Added sam0rz, thesoldierlljk and kelson's revolution gamemode. Thanks guys!</li>
</ul>
<h5>Thursday, February 5, 2009</h5>
<ul>
<li>Fixed a couple of bugs</li>
<li>Improved bar ;)</li>
<li>Beer acts like pills and syringes</li>
</ul>
<h5>Tuesday, February 3, 2009</h5>
<ul>
<li>Added 'Make AI' Option for Admins</li>
<li>Added dissolving pills in beer (cyanide and sleeping pills)</li>
<li>Modified engine AGAIN, but personally I love it now</li>
</ul>
<h5>Monday, February 2, 2009</h5>
<ul>
<li>Moved bar due to popular demand</li>
<li>Captains room is now a security checkpoint</li>
<li>Assistants now have access to maint tunnels again</li>
<li>Courtroom</li>
<li>Engine has been redone slightly to make it easier to load</li>
<li>Nerfed beer a lot more</li>
</ul>
<h5>Saturday, January 31, 2009</h5>
<ul>
<li>Added a bartender job + Bar</li>
<li>Captains panic room</li>
<li>Voice changer traitor item</li>
<li>Bartender suit</li>
<li>Made taking a table apart take longer</li>
<li>Balanced beer a bit more.</li>
<li>Assistants can no longer open external air locks and maint tunnels, sorry guys. Get a job you bums.</li>
<li>Engineers CAN access external air locks and maint tunnels.</li>
<li>Fixed traitor AI bug</li>
</ul>
<h5>Thursday, January 29, 2009</h5>
<ul>
<li>Added traitor menu for admins - The ability to turn people into "traitors" as well as keep track of their objectives.</li>
<li>Implemented Keelins revive system - Primary Admins can now revive people.</li>
<li>Moved and redid security to prevent clusterfucks and everyone just crowding around security.</li>
<li>Redid the brig to make it bigger and so that people can break others more easily out since it isn't right in security.</li>
<li>Moved and redid captains quarters/heads quarters. Captains made much smaller and heads is now more of a meeting room.</li>
<li>Added Stungloves and an axe - right now only admin spawnable.</li>
<li>Implemented Persh's adminjump back in - admins can now jump to set locations.</li>
<li>Added a feature that if someone logs off their character moves around and says things - Change what they say from the config/names/loggedsay.txt file.</li>
<li>Added in adminwho verb - tells the user if there are any admins on and who they are.</li>
</ul>
<h5>Saturday, January 10, 2009</h5>
<ul>
<li>Freedom implant has been changed so that it will have a random emote associated with it to activate it rather than always chuckle.</li>
<li>There is now a pinpointer tool for use in Nuclear Emergency. It works similar to the existing locator, in that it will detect the presence of nuclear disks and in what direction it is.</li>
<li>The nuke being detonated in Nuclear Emergency should now properly end the game.</li>
<li>Spacesuits now cause you to move slower when not in space.</li>
<li>Syndicate in Nuclear Emergency now have syndicate-themed spacesuits.</li>
<li>Blob mode should properly end now.</li>
</ul>
<h5>Wednesday, January 7, 2009</h5>
<ul>
<li>Syndicate Uplink has been changed up, allowing traitor more freedom in his ability to be... traitorus.</li>
<li>Syndicate Uplink can now spawn a ammo-357, syndicate card, energy sword, or timer bomb.</li>
<li>Fixed an issue where Syndicate Uplink looked different than a normal radio.</li>
</ul>
<h5>Monday, January 5, 2009</h5>
<ul>
<li>You can choose to be a nudist now.</li>
<li>Facial hair!</li>
<li>Added constructable flamethrowers.</li>
<li>Redid internal naming scheme for human/uniform sprites.</li>
<li>Helmet visors are now translucent.</li>
<li>Held item graphics corrected for basically everything, internally only uses one dmi file instead of two.</li>
<li>Config settings reorganized for.. organization.</li>
<li>Seperated male and female names.</li>
<li>Females have pink underwear.</li>
<li>Guests can no longer save/load profiles, as this just created useless profiles that weren't used again.</li>
</ul>