﻿
(t)sun feb 09 20
(u)mbc
(*)Added a new way to handle tiny light sources that move around a lot (using a static image attached to an object instead of updating nearby tiles each step). They'll look a bit different, but also take some load off of our lighting system. Affects PDA lights, station bots, and human burning status right now. 
(t)sat feb 08 20
(u)mbc
(*)Balanced scream sounds to be a bit quieter and more equivalent to each other. Also quieted burps and farts a little.
(*)Add new step sounds for galoshes, sandals, and robots.
(t)wed feb 05 20
(u)mbc
(*)New device - the access-pro. Use it to change access requirements of many different kinds of machines. It will copy the access requirements from any ID that you insert into the access-pro. The user must be wearing an ID with id-change priveliges to do this. Find it in the HoP locker.
(*)Added an AND/OR toggle to the access-pro if you use it in-hand when its empty. This lets you specify if you want a door to require a list of accesses for entry, or allow anyone who meets any one value in the list.
(*)If a door has 0 access requirements, it can be deconstructed with the deconstruction device now.
(*)There will probably be some items I forgot to flag as access-changable or some bugs. Please report as usual
(t)tue feb 04 20
(u)mbc
(*)Welding helmet now provides a bit less head armor when it's flipped down. Full protection is only given when flipped up.
(*)Weakened the intensity of scanlines and other vision-impairing wearables
(t)sun feb 02 20
(u)mbc
(*)Deconstruction Device will appear in engineer lockers as well as mechanic lockers.
(*)The Deconstruction Device can now be used to deconstruct more kinds of objects, and not just things mechanics have created (either click in-hand or use mousedrag). When you deconstruct an object, it turns into a mechanics frame that can later be soldered up at a different location. Most things will require some tool use to deconstruct as well, depending on complexity of the object. 
(*)There will probably be some bugs or objects I've forgotten to whitelist as 'deconstructable'. Please report if you encounter those!
(t)sat feb 01 20
(u)mbc
(*)Stamina bar updates more frequently.
(*)The time it takes to pin someone with an aggressive grab will be reduced proportionally depending on their remaining stamina (as opposed to the previous implementation where they had to be at 0 for a fast pin)
(*)Replaced the existing (byond built-in) sound falloff rate with our own custom one. Also reduced the max ranges of sounds a bit.
(t)wed jan 29 20
(u)mbc
(*)Fixed bot pathfinding to not get stuck on unopenable doors.
(t)tue jan 28 20
(u)mbc
(*)Moved hold-at-gunpoint functions to the new item grabs framework. Hold any gun and click someone on Grab intent to hold them hostage. This behaves similar to the old gunpoint mode, but now it's more flexible and you can get a tight hold + pull the target around.
(*)Fixed bullets that throw the impacted player, like shotgun rounds - they were throwing in basically random directions instead of the direction the bullet was moving and weren't throwing at all on pointblank shots. Also, players who are thrown through the air by bullets will no longer be able to counteract the throw by running (this behavior is unchanged for normal throws)
(t)mon jan 27 20
(u)mbc
(*)Fixed reinforced cables not being immune to explosions.
(*)Fluid movement gear (flippers etc) will prevent sea plants from slowing you down. It also won't slow you on mined rock tiles anymore.
(*)Increased time it takes to remove a jumpsuit from someone else.
(t)sun jan 26 20
(u)mbc
(*)Revolution leaders can now buy daggers and standard flashes through their uplink.
(*)Pins can be executed a little faster on targets who have 0 stamina.
(*)You can chair flip off of boxing rope corners now (same input - mousedrag)
(*)Knives can be used to strangle and inflict minor bleed damage.
(*)Cable coil can be used to strangle and inflict a bit extra oxygen deprivation.
(*)Added overlay for inhand item grabs.
(*)You can now pin someone by grabbing them and clicking the floor. The action will happen faster if you have a tight grip before starting. Neither party will be able to move during the pin (but the target can resist), and the pin will break when the attacker's stamina runs out.
(*)Fixed bot and mulebot pathfinding, for real this time. Probably.
(t)sat jan 25 20
(u)mbc
(*)Split the disorient resist armor property into 3 types - Body, Eye, and Ear. Body protects from mostly anything, Eye for flashes, and Ear for sonic stuns. Also added some different amounts of Eye/Ear protection to existing headwear where it would fit.
(*)You can now dose a material cloth with a small amount of reagents to force targets you strangle to inhale from it.
(*)You can now strangle someone with a breath mask. If you're holding an internals tank in your off-hand, they will be forced to inhale from the tank.
(t)thu jan 23 20
(u)mbc
(*)Revolutionary flashbangs will shatter loyalty implants in affected targets.
(t)tue jan 21 20
(u)mbc
(*)Adjusted triplemeth stun reduction from 100% to 98%.
(u)mbc
(*)Use Grab intent with a cloth (material piece) to hold someone aggressively with an additional effect of muffled speech. Not a 'quiet' effect, it's normal volume and more unintelligible.
(*)Adjusted hot/cold food buffs to only apply their effect appropriately when you are too hot / too cold.
(*)You can now suplex two people at once.
(*)Slightly changed suplex stun times.
(t)mon jan 20
(u)mbc
(*)You can now dive off the pool springboard with a technique identical to the chair flip. Also, people can now be thrown into/out of the pool instead of always needing to enter through the ladder.
(t)sun jan 19
(u)mbc
(*)Reworked the way stun reductions work. (They used to reduce all stuns by some amount per life tick. Now, stuns are reduced on the instant of application by some percentage value). This affects lots of drugs, but also fixes some stuff like the changeling abomination form.
(*)Disorient reductions have been introduced as properties of armor. Currently the only things that grant a disorient reduction are the security barrier, heavy riot suit, and EOD armor. Probably make some craftable civilian version at some point.
(*)You can view these protection values by using the STAT tooltip on the ingame HUD.
(*)Fixed a longstanding bug where you could get the benefits of armor simply by holding it in your hand (no more spacewalking by holding a space suit, sorry)
(t)sun jan 12 20
(u)mbc
(*)In the 'Display' menu on the top left you now have the option to toggle framerate up to 60. This won't look good for everyone and may look worse, depending on your PC.
(*)Chair flip is now a targeted ability where you can click on a tile to throw yourself in that direction. Flipping will launch you in whatever direction your character is facing.
(*)Chair flip range extended to 3 tiles instead of 2. You will deal more damage to targets who are farther away. Missing your target (slamming into walls etc) can hurt a little.
(*)Added little pull/unpull icon effects.
(t)sun jan 05 20
(u)mbc
(*)Pods can now aim and shoot diagonally.
(*)Pods can brake (hold your SPRINT button)
(*)Pods bump into things and take/deal damage just like subs do.
(*)When impacted by a taser, there is a chance that the pod's wormhole recharge will be put on cooldown.
(t)wed jan 01 20
(u)Firebarrage
(*) You can now transfer spacebux between online players and check your balance mid round. Check an ATM for details
(*) You can also withdraw it as a token. But dont lose it or the thief can cash it in themselves at any ATM!
(u)Gerhazo
(*)Happy New Years!
(*)Oshan had an issue with merchant announcements followed by no trader actually arriving. This has been fixed, as a result of which the Oshan merchant bay has been very slightly expanded.
(*)Fixed an issue with merchants sometimes hiding under their shuttle chairs, often completely vanishing from sight.
(t)tue dec 31 19
(u)Zamujasa
(*)We managed to have a changelog entry every day this month. Neat.
(*)AI QOL: As AI, "Y" gives you the radio channel popup, so you can pick from all your radio channels.
(*)AIs have a HUD now! It shows the AI core's health, charge, and tracking info, as well as buttons to open the APC for the area your eye is under and to change your status/color.
(*)Cyborgs and the AI, when killswitched, will eject their brains instead of spontaneously gibbing.
(*)When a cyborg's head is destroyed, the brain is dropped onto the ground.
(*)AI shells now take on the name of the AI while the AI is using it. It will reset back to the default afterwards.
(*)AI is a high-priority role again. Basically, the game will try to add an AI to every round. This will allow people who have it on medium or low to get assigned to it instead of a round starting with no AI at all. (AI defaults to Unwanted in your job preferences.)
(*)As usual, please report any issues.
(u)Kyle
(*)Merge dice rework patch by Awkward Dryad. Dice rolls are a lot easier to read now, you can purchase dice and dice paraphernalia at your local card machine.
(t)mon dec 30 19
(u)ZeWaka
(*)Escape shuttles have been spiffed up a bit with a new look!
(t)sun dec 29 19
(u)Flourish
(*)Wrestling timberdoodles have been added as a random antag respawn possibility. For reference, they should show up about as often as blobs.
(u)Zamujasa
(*)The Character Preferences menu now has a few tooltips that explain what the various options do.
(*)The AI can now dispense from the Port-a-Nanomed, just like it can from regular Nanomeds.
(t)sat dec 28 19
(u)mbc
(*)Disarm will shove/roll away anyone who is already lying down.
(*)Help intent can be used to help pat out flames on someone else. You can burn your hands doing this, careful!!
(*)Help intent does a bit more stun reduction (-5 seconds instead of -3 seconds)
(u)Kyle
(*)Merge Photocopier patch by Adhara. You can find photocopiers on Cog1 and Clarion crew lounges.
(*)New sprites for pod weapon, sensor, and engine handheld items courtesy of schwick.
(t)fri dec 27 19
(u)Gannets
(*)Some changes to Nuke Op Specialist Engineers:
(*)Turrets can now be thrown to activate, skipping the usual construction steps and getting from zero to shooting in a far quicker time.
(*)Each turret has two charges of quick-deploy juice. So after that you'll have to do it the old-fashioned way. The turret will aim in the direction thrown when deployed this way.
(*)Thanks to Urs for this exciting new feature & thanks to Schwick for the new sprites!
(u)Zamujasa
(*)PlantMaster spliced seeds now merge the names of the seeds as "Xxxyyy" rather than making "Hybrid Xxxxxx".
(*)Botany's UV lamp and mister have a range of 2 instead of 1, so you don't have to keep them directly next to plants.
(*)The UV lamp also actually acts like a lamp.
(*)Produce grown in botany will have names based on splices and mutations. Sometimes it might carry over to things made with them, who knows! This almost certainly broke something esoteric I didn't find so please report any bugs.
(t)thu dec 26 19
(u)Zamujasa
(*)Messed with the PlantMaster Mk3 UI. Feedback appreciated.
(t)wed dec 25 19
(u)Somepotato
(*)Merry Spacemas, crew! For a short time after suiciding, you can suicide again to succumb to guarantee your (un)timely death.
(t)tue dec 24 19
(u)Azungar & Keelin
(*)Nanotrasen Commander has arrived to investigate the NSS Polaris incident and can be found in the bridge of Manta & Oshan.
(*)Nanotrasen faction reputation is now enabled. You can earn (or lose) reputation with Nanotrasen. Currently there are no features if you lose it enough, but gaining enough earns you some cool rewards.
(*)The ocean around NSS Manta is SWARMING with Syndicate Gunsharks and Fishdrones, seems like they are launching a full frontal assault now that the Nanotrasen Commander is here.. Stay tuned for more as the war between Nanotrasen and Syndicates heats up.
(*)Yes, faction reputation persists through played rounds. Get grindin'!
(u)Zamujasa
(*)It's still Monday in my timezone. Oh well.
(*)Cyborgs have a new health readout.
(*)Clicking the health icon (the one in the top right) will toggle it between mini, full, and hidden.
(t)mon dec 23 19
(u)Flourish & Flaborized
(*)Super cool claw machines have come to your local station! Play 2day for a chance of winning some ultra adorable plushies. As always, extremely cute and good sprites by Flab.
(*)Oh, did I mention that you can now make plushies talk? Yep, just click 'em while they're inhand.
(u)Kyle
(*)AI Cores can WEAR HATS!!!
(u)Zamujasa
(*)The "You have died!" message in chat is bigger and tells you how to do ghost things.
(*)Ghosts using the Enter VR command no longer occupy a real VR pod. (May be buggy. Report issues.)
(t)sun dec 22 19
(u)mbc
(*)Fixed bug where you could no longer RESIST to roll out fires. ALSO I want to mention even though its not a new feature, you don't have to mash the button to keep rolling! Just click it once and your character rolls automatically.
(u)Zamujasa
(*)VR Murderbox now has a button that cleans up all (or most of) the mess.
(*)Setting DNR should now properly keep you from being yoinked out of the afterlife bar.
(t)sat dec 21 19
(u)mbc
(*)Fixed issues with ghost critters ignoring their restrictions (speech + item usage + grife prevention)
(u)Zamujasa
(*)Real wizards no longer get the VR spellbook.
(*)Fixed some VR issues where you could get sent to nowhere.
(*)Fixed a bug where your ghost could get deleted while you were still in it.
(*)Fixed some bugs where things broke because they tried to use your old body after it got deleted.
(t)fri dec 20 19
(u)Zamujasa
(*)Some more updates to VR I guess. hopefully this didn't break anything.
(t)thu dec 19 19
(u)Zamujasa
(*)VR has been updated a bit.
(*)Most notably is THE MURDERBOX&trade;. Be a wizard! Werewolf! Wrestler! Or just use some Syndicate gear I guess.
(*)
(t)wed dec 18 19
(u)mbc
(*)If you put lattice, a dowsing rod, some reinforced wire, OR a thermal vent over a seafloor tile, it cannot be exploded into a hole anymore.
(u)Zamujasa
(*)Construction and action bar images now have a little white outline to help show they're not actual items, just the image of one.
(*)VR-flavor wirecutters are no longer invisible.
(t)tue dec 17 19
(u)ZeWaka
(*)Implemented the Pears, Peaches, Roses, and Cats botanical patch by UrsulaMajor.
(u)Kyle
(*)Add level 0 job reward for detective to exchange his revolver with a single action revolver, the peacemaker.
(*)Wraiths now have the blood writing ability from spooktober ghosts, thanks flab for painstakingly drawing all those letters!
(u)Zamujasa
(*)Some lighting stuff fixed (for a certain adventure zone puzzle, mainly)
(*)Barbers can now give people the fancy gimmick hairstyles too
(*)Fixed instances of things like "steel void", "steel snow" etc.
(*)Various other mild touches here and there, probably
(t)mon dec 16 19
(u)mbc
(*)Oshan engineers will now be able to boost the speed of the carousel by diverting power into the new 'carousel power unit' machine.
(t)sun dec 15 19
(u)mbc
(*)Oshan inner maintenance is expanded into a cargo carousel.
(*)Dowsing rods will now notify you when they are placed over the 'true center' of a hotspot
(u)Readster
(*)A list of changes to dabbing that I have made over the last few days
(*)-Captains, Traitors, and Nuke ops can now dab, and everybody can dab on assday
(*)-The Syndicate hat now negates the braindamage penalty (You can still dab your arms off!)
(*)-Dabbing next to somebody who is lying on the ground will now dab "on" them. Allowing you to officially dab on people to assert dominance and shame them.
(u)Zamujasa
(*)Oshan's vent capture generators will now show their output in kW, MW, etc.
(*)The PTL might show how much money it's earned, now, so you can brag about that.
(*)deleted most of the vr race track. sorry. it's in a better place
(*)the vr area now has a ladder going to the gauntlet area instead of the disposal chutes.
(*)the chess board is part of the gauntlet area too now. wow!
(*)???
(t)sat dec 14 19
(u)mbc
(*)Pods now count as something you can hold on to in space without drifting away.
(*)Fixed some passability issues (like the door in disposals)
(*)Revolutionary flashes will only stun people who are being converted.
(*)Add new item Revolutionary Sign, that lets a revhead put small combat buffs on nearby revs.
(u)Zamujasa
(*)You can use pens to write on floors again.
(*)Implemented <a target="_blank" href="https://forum.ss13.co/showthread.php?tid=13476">Ryumi's patch</a> for faster floor replacement.
(*)Fixed the Spacemas-special fruitcake recipe.
(t)fri dec 13 19
(u)warc
(*)Potato Batteries by Kubius
(*)have you met bill ?
(t)thu dec 12 19
(u)mbc
(*)Rev heads get an uplink that gives them a small selection of revolutionary items.
(*)Added 'Revoultionary Flashbang', which does what it suggests.
(t)wed dec 11 19
(u)mbc
(*)Comm dishes will now log any large items or mobs that exit the station zlevel as 'lost cargo'. Heads of staff can access these logs through the communications console. The list will erase older entries if it gets too long.
(*)Corpses will release small amounts of a gaseous slightly-toxic reagent 'Miasma' into the air as they decompose.
(*)Lowered wait time for ghost critter spawns a bit.
(u)Flourish
(*)Added wasp grenades as a new traitor botanist item. They cost 3 evil nerd bucks. Remember, wasps won't attack botanists!
(u)Zamujasa
(*)To change the text on AI Law modules, you must use them in hand. They will no longer prompt you just by picking them up.
(*)The law modules have also been cleaned up and their descriptions somewhat updated.
(*)You know how when there were multiple AIs, and using a Rename would rename all of them? That sure was awful, good thing it's fixed!
(*)There might be problems related to these changes that I couldn't test. Please report any bugs like not getting law update dings or other weird crap.
(t)tue dec 10 19
(u)Zamujasa
(*)Constuction worker tools may let you make fancy autowalls now. Probably buggy, oh well.
(*)Another big UI rework for late-joiners. It probably sucks and is full of bugs.
(t)mon dec 09 19
(u)Zamujasa
(*)Ghosts that use the "Teleport" verb can now cancel instead of being forced to teleport somewhere.
(u)Kyle
(*)Respawn options button for ghosts at the top right. This time it works!
(t)sun dec 08 19
(u)Zamujasa
(*)The Afterlife Bar now has a proper exit, for some meaning of exit.
(t)sat dec 07 19
(u)Kyle
(*)Experimental change for light grenade. It no longer instantly kills you forever removing you from the round. It does something... else...
(u)mbc
(*)Heads of staff will get a new 'Mutiny' stat boost when revs are standing nearby within a few tiles distance. They can unconsciously sense a disloyalty!! They're just bossy like that!.
(*)Added onscreen button for ghosts to respawn as animal alongside the afterlife bar option.
(*)Epinephrine in the bloodstream will slow the progression of sarin somewhat. Doesn't actually cure it like atropine does, though!
(*)Wizards who drink mugwort will find that it now has sarin-reducing properties.
(u)Somepotato
(*)Borgs and ghostdrones can now scroll through their module list. Neat. Sorry Mac users with only one mouse button.
(u)Zamujasa
(*)More tweaks to the character setup window. Sorry if it breaks something for you.
(*)Grinches can vandalize and poison food more frequently. Happy Spacemas.
(t)fri dec 06 19
(u)Zamujasa
(*)Changed the way the character setup menu looks. If something is broken, sorry, yell at someone to revert it I guess.
(t)thu dec 05 19
(u)Kyle
(*)Merge adhara's allergy trait patch. Two new traits, get a completely random allergy or a medical chemical allergy.
﻿(t)wed dec 04 19
(u)zamujasa
(*)New MOTD, featuring more links and incredible art.
﻿(t)mon dec 02 19
(u)zamujasa
(*)Using the "unequip" hotkey with a magtractor will unequip it if it isn't holding anything, or will drop the held item if it is.
(*)Ghostdrones and mobs that "squeeze" through doors will now try to open them when pulling things (but will still squeeze through if it doesn't open).
(*)Ghostdrones have some fancy maptext on their UI. Really preliminary and bad maptext.
(*)When music plays, a message will appear in chat telling you how to make it stop, probably. Maybe.
(t)sun dec 01 19
(u)Gannets
(*)It's Spacemas time, everyone!
(*)Cogmap 1 has been decorated to match, expect other maps to join in the spirit of the season throughout the month.
(*)Also, the spacemas tree decoration thead is open again! Come draw a cute new ornament! https://forum.ss13.co/showthread.php?tid=13406
(u)warcrimes
(*)Horizon and Atlas reporting for spacemas duty. Reports of a docking incident have been grossly exagerated. All is according to spacemas plan.
(u)azungar
(*)Cleared out the Manta bug thread on the forums. Thanks for everyone who has contributed, sorry for being so damn slow with them and keep them coming.
(t)sat nov 30 19
(u)kyle
(*)Wraith has new GUI for the poltergeist ability. Also wraith now has the click-drag-throw ability that the telekinesis power has. Sprites by Flaborized.
(t)fri nov 29 19
(u)Flourish
(*)You can now order party supplies via QM, thanks to UrsulaMejor. They contain, among other things, birthday hats and red duo cups. Sprites by Flaborized.
(*)Also there are more wrapping paper variants. Wrap your dead space pals in these new fun and fruity colors 2day.
(u)Somepotato
(*)Ghosts can now point. Neat.
(*)Blobs now have access to viewports.
(*)You can now teleport to a tile in your viewport by clicking on it (as AI or Blob).
(*)Space is now unpowered.
(t)thu nov 28 19
(u)Flourish
(*)UrsulaMejor and Schwicky_Schwag proudly present... Popsicles! Find these tasty frozen treats at your local snack machines and in your chef's refrigerator.
(*)Your space pals Urs and Schwick have also bestowed botany blueberries.
(u)Somepotato
(*)If you've donated to us using Patreon, you can use !shelterfrog in Discord to be granted the ability to use the emote in OOC.
(*)If your key is not currently linked, you may have to do so with !link first.
(t)wed nov 27 19
(u)mbc
(*)Hitting a pod or minisub with a melee weapon will have a chance to stun the occupants. Intent is to make taking on a vehicle at point-blank range a viable thing and not a death wish.
(*)Vampire ranged blood suck ability should now begin its cooldown when interrupted (either from the target running away or being bumped), and the cooldown was increased from 30 to 45.
(*)Bat form will now try to open doors as it flies through.
(*)Thrall ability point cost reduced from 200 to 100. Keeps the same effect as before (making a thrall with 200 bloodpoints)
(u)ZeWaka
(*)Implemented forklift adjustment, heartburger, and Esoteric Naming patches by UrsulaMejor, Cyclical, and AwkwardDryad.
(u)Somepotato
(*)Your radio and admin volume settings have been reset. However, they now persist across servers.
(*)In addition, 3 new volume verbs have been added, pending a UI. Master, Ambient, and Game audio.
(*)Master audio controls everything, so a master audio of 0 would mute the game.
(*)Ambient/Game control ambient zone music, and game sounds (like airlocks etc) respectively.
(t)tue nov 26 19
(u)zamujasa
(*)Tweaked sound volume falloff by messing with some numbers. Things will probably be louder and stuff from three tiles away will no longer be nigh-silent. Experimental, so yell at me on Discord if you like/hate it.
(u)kyle
(*)Lawgiver gun now shoots flames for several tiles when shooting a flare on "Hot Shot" mode.
(t)mon nov 25 19
(u)kyle
(*)Merge visible crate barcodes patch by Pali.
(*)Merge lipstick sprite positioning "patch" by Adhara.
(*)Kudzu-people are here! Dead bodies on kudzu tiles will be changed into kudzumen. Their goal is to live in harmony in the station and cultivate kudzu... Mostly. NT has kidnapped their God, the Captain's Bonsai Tree
(*)They get a couple defensive/healing abilities and take damage when not standing on kudzu tiles. The defend their kudzu, but aren't necessarily antags; not that they would be good at it anyway with their low stamina and speed. But they can stop and start the growth of kudzu in areas.
(*)Kudzu-person and bulb sprites by Awkward Dryad. HuD buttons and benign kudzu sprites by Flaborized.
(t)sat nov 23 19
(u)warcrimes
(*)11-23-2053 - There has been an incident at the NSS Horizon moored research installation. Severe gravimetric distortions detected. Unidentified debris collision, port flank. Navigation offline. Thrusters offline. Minimal casualties.
(*)Temporary evacuation measures are now in place. All assigned personnel are to report to the aft starboard propulsion section for evacuation. Follow signs for Research.
(*)Extrication and salvage operations will resume shortly. A service is being held at [REDACTED]. Forward mail to your liaison officer.
(u)Kyle
(*)Vampires heal slightly from drinking blood via the bite power.
(*)Thralls get a non-healing, weakened version of the vampire's bite power.
(t)fri nov 22 19
(u)warcrimes
(*)NSS Horizon's research wing has been completely redesigned.
(*)Toxins is gone. New open concept multidisciplinary L.E.A.N. workspace has taken its place. You'll also find a new Tool Storage and a new Pod Hangar, public access (despite the name)
(*)Minimally tested, please post relevant bugs in the appropriate forum thread. Thank you, be gay, do crimes.
(u)Kyle
(*)New "pulse" setting for Lawgiver gun.
(t)wed nov 20 19
(u)Kyle
(*)New resource for gangs to buy: Janktank Implants. It's drugs but not; it gives you slight combat bonuses and bonuses to spraypainting speed. The a status effect that lasts a good deal of time but you go into withdrawl if it times out. The price goes up over time.
(t)tue nov 19 19
(u)Warcrimes
(*)You can cut 'rillos open to make blunt wraps now, they keep some of the chems in your 'rillo.
(*)Wrap "herbs" in them to make really fat doinks
(*)Oh, speaking of herb, CBD is a thing now. Let me know if that changes anything for ya.
(u)Kyle
(*)You can scan the occupants of cryo cells by hitting the cell with a health analyzer.
(t)sat nov 16 19
(u)Warcrimes
(*)Y'know those shitty "cigars" they sell at the gas station, two fer a buck? Ya got those now.
(*)I hear there's a shady brand out there that loads em with all sorts a spice and junk, know what i'm sayin Big J?
(t)wed nov 13 19
(u)Firebarrage and Hyrdofloric
(*)A new Ass Day event: The Ass Day Arena!
(*)Travel there with your ghost ability buttons, just like the afterlife bar
(*)In the arena is a special artifact. If you pick it up and dont let anyone else pick it up for 30 seconds you will respawn!
(t)sat nov 09 19
(u)Kyle
(*)Merge functional plates and trays patch by adhara. Put items on plates or trays and carry them around with you. Find trays in the kitchen vendomat.
(*)Gang members can once again make and use TTVs, but know that I will be very disappointed in them if they do.
(t)fri nov 08 19
(u)Kyle
(*)Merge sasafrass tree and beans botany patch by urs. alternate recipie for spacedrugs using Safrole, water, salbutamol, and nitrogen.
(t)thu nov 07 19
(u)Kyle
(*)Merge watermelon botany patch by pali. You can infuse hydrogen/helium to make baloons and increase endurance to make melon bowling balls.
(t)wed nov 06 19
(u)Kyle
(*)Gang leaders now get prompted to choose their gang name from randomized choices. And they can choose their gang uniform.
(*)Points earned by doing gang activities (stealing guns, cash, tagging turfs) can be spent at the gang locker for items.
(*)Changes to point generation. Tagging turfs generates points over time. Cash can only be deposited in $500 increments.
(*)Wearing your gang uniform grants significant bonuses to max health and stamina.
(*)Gang members can no longer make or use TTVs. You want to rule the criminal underworld of the station, not destroy it.
(t)tue nov 05 19
(u)Kyle
(*)Add Vestigal Ballistics genetics power. Found from combination or random chance.
(t)mon oct 28 19
(u)Firebarrage
(*)New secret chem - Liquified Space Rubber. Good luck!
(u)Kyle
(*)Katanas can parry other katanas at the cost of stamina. New special attack for katana too!
(t)sun oct 27 19
(u)HydroFloric
(*)Merged the chalk patch by Adhara. Made with Calcium Carbonate and Acid, and some oil. See the chemistry page for more information.
(*)Merged the "cooler soda cans!" patch by Adhara. Space cola cans now have tabs that have to be pulled to open them. Empty soda cans are now crushable aswell! (Just click on the can in your hand dummy.)
(t)thu oct 24 19
(u)Flourish
(*)Added a bunch of cool new costumes and outfits by Schwicky_Schwag!
(*)Some of these are tied to new Halloween jobs, others will be sold by Geoff Honkington (sorry he's kinda backlogged so they'll probably appear later today).
(u)mbc
(*)Unconvertable targets will not be affected by the revolutionary flash stun.
(u)kyle
(*)Salt piles are now more robust. Removed base chance to destroy a pile even when walking. Examine piles to see how near they are to being destroyed.
(*)C-sabers now parry hits at the cost of stamina from other C-sabers only. Dumb math needed for this by everyone's pal, Pali.
(t)wed oct 23 19
(u)Kyle
(*)Lizard people now can be different colors with different detailing. Your hair color from your character preferences changes your lizard form. Sprites for skins detailing by Aleks.
(u)Keelin
(*)Fix longstanding job reward redemption bug. Now you need to be the proper level to redeem a reward.
(t)tue oct 22 19
(u)Flourish
(*)There's a new item on the traitor uplink: Syndicate Sponge Capsules! A pack costs 3 bad guy coins and contains 6 sponge capsules, each harboring a terrifying critter.
(u)Kyle
(*)Job experience for Medical Doctors. Perform actions such as: applying patches to the injured, performing heart transplants, clone scanning people, giving your precious blood to Dr. Acula.
(*)Job rewards for Medical Doctor coming soon...
(t)sun oct 20 19
(u)mbc
(*)Fixed a bug where beating a revolutionary who is in crit could fail to derev them.
(*)When revs beat a normal non-implanted crewmember into crit, that crewmember will be converted to a rev and healed up a bit (as opposed to dying). Added a little heal to a derev-beating as well.
(u)kyle
(*)Potassium iodide now very slightly heals tox damage (including kidneys/liver). Pentetic acid heals organs now.
(*)Fix bug where organs that "died" from too much damage were still able to heal, yet remain broken.
(t)sat oct 19 19
(u)Flourish
(*)Monkeys will now fight back against critters when attacked. This means they'll be your comrades in times of wraith hauntings and martian infestations and such.
(*)NPCs (this includes monkeys!) will now slowly break out of ice cubes. They'll also dismount from vehicles themselves.
(*)Let me know if anything about monkeys or critters seems weird or bugged!
(u)mbc
(*)Added mosquito ghost critter and changed fly ghost critter - they are now only available for dead antagonists and get a special ability (fly vomits, mosquito sucks blood)
(*)Changed door crush behavior - far less likely to happen outright on a whim, but the longer a door is forced to stay open the more likely it is to crush. Also fixed the Safety wire being unmended at round start.
(t)fri oct 18 19
(u)kyle
(*)Make hulk more robust. More likely to send people flying with punches and able to bust all the way through walls.
(*)Add playable piano patch from Adhara. Find them in your local chapel or bar and the guide book in any library vendomat.
(*)Example songs to see here: https://wiki.ss13.co/Piano_Song_Dump
(t)tue oct 14 19
(u)HydroFloric
(*)Fixed multiple duplication bugs related to attaching items to your arm. Please report any additional bugs on the forums if you spot them.
(u)kyle
(*)Add closet skeletons random halloween event patch by urs.
(t)sat oct 12 19
(u)HydroFloric
(*)Due to a clerical error, the new cocktail licenses handed out to NT Station Bartenders had higher then average alcohol contents. The person responsible has been executed and the alcohol watered down to company standard levels.
(u)mbc
(*)Add toggle to Audio settings in the top-left tabs that will let you mute VOX/Dectalk. (Your settings might be reset as a result of this change, please note.)
(*)Quieter air raid siren and emergency siren
(t)thu oct 11 19
(u)HydroFloric
(*)Added 14 new bartending recipes from our good friend Dr. "sartorius" Floorpills.
(u)Flourish
(*)You can now respawn as a housefly ghost critter. Super cool sprites by TheVeseloff.
(t)wed oct 10 19
(u)kyle
(*)Added gang member antagonist popup when players join a gang by aleks.
(t)sun oct 06 19
(u)mbc
(*)Taser racks are now cardlocked + hackable.
(t)sat oct 05 19
(u)HydroFloric
(*)Added a mistake to Botany courtesy of UrsulaMajor. Spliced plants will now contain the chemical contents of their parent seeds.
(*)Added Lumen... again. Coded by Adhara. Check the wiki for a hint to fill you with pride and accomplishment.
(u)warcrimes and Hufflaw
(*)Person-sized VR chess is now available in uh, VR. Click + Drag to move a piece.
(*)It's not perfect yet, sometimes captures arent registered, sometimes things get willy wonky. Let crimes know if you can pinpoint some awkward piece behavior.
(u)mbc
(*)You can attach almost all items in place of severed limb now. If you try to disarm an attached item, it will instead roll a chance to whack the user.
(t)fri oct 04 19
(u)Kyle
(*)New Phaser projectile sprite from Vex.
(*)New spawn animations for ghost ability: Decorate by Flaborized.
(t)thu oct 03 19
(u)Kyle
(*)Spooktober is here, but the ghosts forgot until 4 days later it seems. New spooky abilities that ghosts can team up and use to scare the living!
(*)All ghosts share the same spookpoints resource pool, work together! You can gain points by doing ghostly things like spinning chairs and farting on the living!
(*)HuD sprites and all blood writing sprites by our very own Flaborized!
(t)wed oct 02 19
(u)Gannets
(*)Nuke Op Combat Medic class kit has been adjusted to improve efficiency and reduce inventory juggling.
(*)Rather than pills and bottles, they now recieve high-capacity autoinjectors in their medical belt.
(*)They have a capacity of 50 units and inject 5 units per application, this should speed up treatment in combat.
(*)The first aid kits in the medical satchel have been replaced with brute and burn auto-menders.
(t)tue oct 01 19
(u)Flourish
(*)Happy Spooktober! A couple more spooky latejoin jobs are now available.
(u)Gannets
(*)Heavy Weapons Specialist's light machine gun now applies a slow on-hit for more suppressive fire.
(*)It also does slightly more damage per bullet and goes a further distance before losing power.
(*)Firebarrage also moved the class kits to the top of the uplink buy list.
(t)mon sep 30 19
(u)SpyGuy
(*)Added a respawn timer to the RP server. Currently set to 30 minutes, after which you can respawn.
(*)Players using this feature are expected to not re-use a character that has played in the current round, nor use knowledge gained before the respawn.
(t)sun sep 29 19
(u)Gannets
(*)Nuclear Operatives now spawn with a call-sign instead of a number as part of their randomly generated names. This should make identification slightly easier instead of yelling at Op #3 all the time.
(*)Radio room removed from the Oshan nuclear operative bomb target list.
(*)A pile of bomb pinpointers has been added to the Syndicate Battlecruiser Cairngorm's equipment room. Now there's no excuse for losing the bomb!
(*)Thanks to pali + urs for the code help.
(t)sat sep 28 19
(u)kyle
(*)Merged Adhara's gold bullion patch for trinket gold clarity.
(*)Removed Herobrine.
(*)Blobs no longer need to manually absorb humans. When they spread to a tile, it automatically starts absorbing if a human is present. Ability button still exists for outliers.
(u)warcrimes
(*)Grenades will no longer immediately fucking prime and throw if you happen to click on any goddang turf. God have mercy.
(*)hauntdog. hopdog. Thanks to UrsulaMajor, and to Telltolin for the animations. Be a skeleton and go make spooky tube sandwiches.
(*)Also you can now give snacks to John Bill. Useful if you accidentally piss him off.
(u)HydroFloric
(*)Added the Bath Bomb patch by UrsulaMajor. Find them in your nearest bathroom or restricted medical vendor.
(*)Also thank you Slacker Magician for the cool bath bomb sprite. (Totally didn't forget to credit you originally.)
(*)Also added a new right click verb to fill the tub with water.
(u)Kyle
(*)New effects for when projectiles impact mobs by Vex. Different effects for kinetic, energy, and stun projectiles.
(t)thu sep 26 19
(u)Gannets
(*)Nuclear Operative Assault Troopers now spawn with a pouch containing 3 regular STENAG magazines as well as 2 new armour piercing magazines.
(*)Previously they only recieved 5 regular magazines, this change gives them some flexability in hunting armoured targets.
(u)Kyle
(*)New sprite for the Lawgiver by Schwick. Sorry Frank! The original version will be available as an even more exclusive HoS reward, the "Antique Lawgiver".
(t)wed sep 25 19
(u)Flourish
(*)October isn't quite here yet, but that doesn't mean we can't have some mildly spooky jobs! Of course, the real frightening ones will come out next month. Let me know if you have suggestions!
(t)sun sep 22 19
(u)Kyle
(*)New internal organs and cyber organs!
(*)Adds 8 functional new organs and surgery paths to the spaceman body. The liver, kidneys, lungs, spleen, pancreas, stomach, intestines, appendix.
(*)New surgery tool, surgical scissors, for use with existing surgery tools for getting at those juicy new organs. Surgical textbook in medbay and medical vendors describes the organs in more detail.
(*)Cyber variant of all new organs in medical and robotics fabricators.
(*)Various new additions to current chems that damage/heal specific organs in addition to their existing effects.
(*)New diseases for organ failures if organs take too much damage such as Respiratory Failure, Liver Failure, Kindey Failure, Pancreatitis, Appendicitis.
(*)Slight update to medical Cryo Cells. New eject button on the screen and can place people inside by click-drag.
(t)sat sep 21 19
(u)Kyle
(*)Nice new collapsable and less safe stun baton for the NTSO. Starts in their pocket and powered by a self charging power cell that can't be removed. Don't lose it! All sprites and animations by Vex.
(*)"Lawgiver" gun job reward for Head of Security.
(*)Can lay connecting wires by click-dragging from floor to adjacent floor. Partch by urs.
(*)Space GPS now forces chui for usability.
(t)fri sep 20 19
(u)Azungar
(*)Even more Manta bugfixes, the disposal pipes are no longer invisible either. Woo.
(*)Addendum: Fixed centrifuge sprite on all maps, added more medical supplies to Manta, some other minor fixes.
(t)thu sep 19 19
(u)Gannets
(*)After years of frankly pathetic attacks via their shuttle, the Syndicate have brought the Syndicate Battlecruiser Cairngorm in to range of the station to serve as a staging post for nuclear operative strikes.
(u)kyle
(*)Add ability buttons for some ghost verbs, more to come. Currently has teleport, observe, re-enter corpse, afterlife bar. Can toggle them on/off with ghost verb "Toggle Ability Buttons". Sprites by Flaborized.
(u)warcrimes
(*)home improvement for the soul.
(t)wed sep 18 19
(u)mbc
(*)More deletion optimizations, I can't predict exactly what it will affect but speed will be improved across many objects or deleters.
(u)Azungar
(*)Fixed some minor bugs, also you can now examine emitters/field generators to see if they're bolted/welded.
(t)tue sep 17 19
(u)mbc
(*)Fixed singularity collision bounds - instead of occupying 1 tile it will occupy a 3x3 area in the center of its mass. Should make it a bit easier to land shots on, maybe make it more clearly eat stuff idk
(u)Azungar
(*)Third round of Manta bug fixes, the grand architect of NSS Manta was a bit tired yesterday so uh, engineering wiring was a tad fucked. Sorry about that. It's fixed now. Barman also no longer spawns inside my WIP area (oops). And I removed the energy shields from blocking QM. If someone else has QoL suggestions, PM them my way.
(t)mon sep 16 19
(u)Azungar
(*)Second round of Manta bugfixes, let me know if the SMES wires are still not functional. It's also now safe to shoot borgs out of the torpedo tube.
(t)sun sep 15 19
(u)mbc
(*)Fixed a bug where objects that take up more than 1 tile (like big pods) were not responding to certain kinds of collisions (like projectiles) on certain tiles in their bounding box.
(u)HydroFloric
(*)Added an official Triple Triple cocktail. The recipe is pretty obvious. Courtesy of Slacker Magician.
(u)Azungar
(*)First round of Manta bugfixes also apologies for a somewhat messy launch, some people just don't want anyone to have fun.
(t)sat sep 14 19
(u)Azungar
(*)So here we are, Manta has been made public. You can now vote for it whenever you feel like playing on it. There is a handy bug tracking thread on the forums, please use it to submit any bugs that you WILL find.
(*)I'd like to thank the following people for helping me with my vision regarding NSS Manta, in no particular order: Schwick, Haine, Gannets, Spooky, Firebarrage, MBC, Kremlin, Slacker Magician, AwkwardDryad, Keelin, Bill, Valterak, Flourish, Kyle, Avack, Cameron  and I've probably forgotten half of the others that helped me. I also would like to thank the commnunity for being so damn supportive about the map.
(*)And now for the actual changelog:
(*)Added A BUNCH OF decoration stuff, clocks, new plants, new floor tiles, new posters, new doors, new space dividers (on the bridge) and so much other stuff that I can't even remember all of it.
(*)A system that allows you to "move" NSS Manta, if you are caught in the current, you'll find yourself in the trench.
(*)A computer that uses Keelin's dialogue system that can be found in the bridge, tells you NSS Manta lore and other handy info.
(*)New gameplay enchancing mechanics such as the magnetic tether and the communication tower, both can be broken for different effects on the map and gameplay.
(*)A goddamn functional roulette table.
(*)A SAUNA (buff for sitting in a warm sauna will be coming later)
(*)A clothing store with a bunch of brand spanking new clothes, I also went through all previously used ones and added a ton of those there too.
(*)Miners get their very own mining ship in the trench, alongside a new fancy teleporter which allows to get back in on the ship.
(*)Engineers get some new firefighting gear, a loudspeaker system and anti-singularity measure. Also a bunch of other useful gear.
(*)COFFEEMAKERS, COFFEE FOR EVERYONE.
(*)New fancy click-to-use cabinets by Keelin. They are the future of storage.
(*)QM's can buy anti-singularity kits and upgraded security gear. Also shipping container galore. Oh and you can craft all kinds of new crates too with the new manufacturer.
(*)Chaplain gets a new garment and a couple candelabras that they can light up for more atmospheric effect.
(*)Communications Officer has entered service aboard NSS Manta, they are a slightly fancier radio host with a new set of gear.
(*)Speaking of gear, the captain, HoP and the HoS have received more naval looking clothes. The captain's armor can be used in-hand to toggle the new look, on all maps.
(*)Research has received some new posters and a couple new pieces of glassware to use (and abuse). Pathology has also been moved to research.
(*)NEW traitor objectives which involve smashing the captains priced ship-in-a-bottle or stealing one of the new prized items that each head has. (RD diploma, MD medical license, HoP first bill and HoS medal.)
(*)Medical has received some new clothes.
(*)Security pods/submarines can now open ALL bay doors but civilian/engineering ones can't open the security bay.
(*)The clown is not actually part of the crew but they have arrived for the party anyway. Be careful as you spawn in.
(*)Vastly expanded Syndicate assault submarine, new faint signal, new diner and another new set piece.
(*)+ Other stuff that I've forgotten about by now. But since you made it this far, the Manta secret has now been enabled. Let the best explorer figure it out first. ;)
(*)NSS Manta storyline changing events will be played out on specific dates, expect a forum post about this later on.
(t)fri sep 13 19
(u)urs & cog & crime
(*)where the fuck is shitty bill?
(*)christ bro I TOLD you not to touch anything in the bus! aw heck what the fuck are we gonna do now?
(*)I warned you about the goggles man, I told you brud. but I'm gonna to getcha you out.
(t)wed sep 11 19
(u)Firebarrage
(*)Changeling buttcrabs
(t)sun sep 08 19
(u)Gannets
(*)Reworked the Infiltrator nuclear operative specialist.
(*)Alas, all good things must come to an end, this extremely powerful kit has been trimmed down to focus on sneaking aboard the station and aquiring important goods unaware.
(*)Removed portions of the original loadout will likely be reused in a later class.
(*)The new Infiltrator kit now comes with a 15 round tranquilizer pistol loaded with sodium thiopental to knock-out any crew who spot you.
(*)The cloaking device is now limited to a total of 5 activations, so use it sparingly on entry!
(*)Other elements of the old kit remain, such as the speed-boosting knife, cryptographic sequencer, smoke greandes and night-vision goggles.
(t)wed sep 04 19
(u)mbc
(*)Add voodoo cameras patch by Kubius
(*)Add rcd airlock upgrade by Kubius
(*)Add Circus Board patch by glassofmilk
(*)Add floor guides patch by twoski (not used anywhere currently)
(*)Add projectile power fixes by Vextrom
(*)Add new emag functions by Cyclical
(t)tue sep 03 19
(u)Kyle
(*)Can't telesci directly onto blob nuclei anymore.
(t)mon sep 02 19
(u)mbc
(*)Add pali6's piss patch.
(*)Add bucket helmets + bucket suicide from UrsulaMejor
(*)Add plastic utinsels from UrsulaMejor
(*)Add AI State Laws (Advanced) verb from UrsulaMejor
(*)Add satchel searching from UrsulaMejor
(*)Add harmless glitter from Adhara In Space
(t)sun sep 01 19
(u)Gannets
(*)Adds a new nucelar operative specialist, the Marksman!
(*)This kit is built around a high-powered rifle that can be used from a great distance, but also comes with a brace of smoke grenades.
(*)Features of the Marksman's rifle include: 4 shot capacity, back-slot carriable, high damage, stun and knockback on hit.
(*)Holding the SPRINT key enters your rifle scope's zoom mode. (Shift on default controls, space on tg layout)
(*)From here you can use the WASD keys to move your view to hit targets at a range further than your usual vision permits.
(*)You will remain stationary when zooming.
(*)Thanks to MBC and pali6 for the help coding this class!
(t)sat aug 31 19
(u)Flourish
(*)I've been fixing some silicon stun and status effect stuff. Let me know if you find anything odd or broken.
(t)fri aug 30 19
(u)mbc
(*)Stun projectiles will now damage a pod instead of stunning its occupants.
(u)Kyle
(*)Wraith can now use the whisper ability to talk to the crew much faster and for less points.
(*)Excess levels of radiation now have a chance to give you beneficial or neutral genes in addition to harmful ones.
(t)thu aug 29 19
(u)Flourish
(*)The mailman now spawns with a syndicate mail suit and a little additional access.
(*)Paper mechanics have been slightly changed. To label a paper, you now use a hand labeler (makes sense, right?).
(*)Now, when you click a paper inhand, you can fold it into a hat, plane, or ball. You can unfold planes and balls, so they're good for secret messages. Paper ball sprite by Slacker.
(t)wed aug 28 19
(u)Kyle
(*)New drunkenness status indicator in the HuD so you can be extra sure that the booze is working.
(t)tue aug 27 19
(u)Gannets
(*)Nuclear Operative Specialist balance changes:
(*)The Engineer's turret now takes less damage from gunshots and no damage from taser shots. Thanks to Urs for the fix!
(*)They also recieve a shotgun and a shotgun shell pouch.
(*)The Medic now recieves a random poison bottle to stock their syringe gun with.
(*)The Heavy Weapons Specialist no longer gets 2 stingers, instead they get a high explosive grenade pouch.
(t)mon aug 26 19
(u)mbc
(*)Fixed slow metabolism chem depletion bug
(*)Full biosuit + gloves +  gas mask setup will properly protect you from new smoke
(*)Heavily reduced burn damage from smoke inhalation
(*)Fixed bioeffects purchased from the gene booth going invisible (probably)
(u)Kyle
(*)Add floor light parts to constructable object list in metal sheets. 2 sheets per light.
(u)Keelin
(*)After scanning (and saving/discarding) a number of asteroids with the telescope, you now get a choice of ores. Rarer ores might require more scans to show up. This might or might not be a temporary solution until something better comes along.
(u)mbc
(*)Reduced client FPS drops from large stacks of blood (too many overlays stacking, put a limit on the max amount per blood)
(*)Fix vuvuzela gun not stunning
(*)Fix some flashes stunning too long
(*)Fix bots not pathing sometimes
(t)sun aug 25 19
(u)Keelin
(*)Quantum Telescope has been rewritten.
(*)Expect the occasional bugs.
(*)Requires IE9+
(*)More things to follow soon.
(t)sat aug 24 19
(u)mbc
(*)Fixed some lighting bugs related to creating or destroying floors and walls.
(u)warcrimes
(*)VERY LATE LOG ENTRY IM SORRY IM SORRY
(*)The brothers Bill have finally saved up the dosh to revitalise their precious hangout- and the first rule of business is Location Location Titration. They've uprooted their homestead and transplanted it in untamed fields of minerals and prospect. (You'll find them on z5, that is.)
(*)Mechanically, this means that each station's mining shuttle now leads directly to the center of the mining z-level, making it easier than ever to exploit the ressources there. John Bill has added a new stop to his bus, now transiting between the old mining station on z3, and the diner on z5.
(*)Old Mining Station is also seeing some renovations- access restrictions have been relaxed, free internals and fresh air tanks are available, as well as a transport chute to and from John's new shuttle dock. Check it out!
(t)fri aug 23 19
(u)mbc
(*)Add new machine - gene booth. Genetics can sell mutations here! Scan your ID card on the genetics PC you're using to take a cut of the profits. (Will normally go to the research budget)
(*)Fix propellant reactions inside fluid/smoke.
(*)Area flashing power drops off with increased distance.
(t)thu aug 22 19
(u)kyle
(*)Merge Adhara's to/twobacco botany patch.
(*)Add NT approved syringe gun to the Medical Director's locker. Uses the hypospray reagent whitelist, but that's subject to change.
(*)Buffed Epinephrine's ability to warm you up a bit.
(*)Fix some browser window sizes.
(t)sun aug 18 19
(u)mbc
(*)Security vendors will contain some spare loyalty implants.
(t)sat aug 17 19
(u)mbc
(*)Sechud icons will now reveal more detail about who was loyalty implanted (rev heads shown with R icon)
(*)Implanting a rev head will now briefly stun them.
(*)Implanting a revolutionary will no longer instant-deconvert them. Instead, it will do damage over time (per implant) until the target reaches crit, and then derev them (and heal them a bit back out of crit).
(*)Revolutionary Flashes will be able to deprogram a loyalty implant when used by a rev head. This operation takes a long time, though.
(*)Rev Heads can now instantly identify station heads regardless of disguise (H icon)
(t)fri aug 16 19
(u)mbc
(*)Added little speech sounds that play when you send a chat message. You can pick from several options for a 'voice' in character setup. Cyborgs might get one of their own later.
(*)The 'Audio' tab at the top of the screen now has options to disable game audio as well as specifically disable speech sounds. Note : this update to the window buttons will usually reset your other settings toggles (even icon size). Just so you know.
(t)thu aug 15 19
(u)Infinite Monkeys
(*)Revolutionary flash is now a much weaker stun, since it's available from round start and doesn't break or need recharging.
(t)wed aug 14 19
(u)Zamujasa
(*)An end-of-round announcement is sent once the round has ended, to let everyone know when it's OK to grief the shuttle.
(u)SpyGuy
(*)Round stats are calculated immediately when the shuttle arrives at Centcom, instead of potentially being delayed.
(t)sun aug 11 19
(u)Zamujasa
(*)During map votes, you can now vote for a map with the little voting box doodad. It'll even give you a sticker!
(*)You can also pay the machine to vote for your choice... but someone else can pay more to make it vote for them instead.
(*)Map votes show an ongoing tally of how many people voted next to the time remaining.
(*)Anaerobic and Toxic Resist should no longer "lock" you to damaged values.
(*)Canisters, headsets, and intercoms have slightly updated interfaces.
(*)Robotics manufacturers can build station-bounced radios.
(*)Cyborgs can now change their paint and built-in decorations.
(*)You can now swap a Cyborg's power cell by just inserting. No need to remove first. The future is <em>now</em>.
(u)mbc
(*)Any flash can convert for the purposes of the revolution. Default flashes will still do the conversion SFX, but I quieted the flash sound a bit.
(*)Correction to the previous message : The Spooky bug only affected new smoke. Old smoke was intended to use these higher amounts. I believe it's all been sorted out now?
(*)Fixed a spooky bug where TOUCH application amounts recieved from smoke (both old and new, I believe) were way off proportion and much higher than they should be. (NOTE : If this changes any reagents that depended on the bug to function properly in smoke, let me know on discord or forums)
(*)Changed the effect of a critical hit on stamina. The previous behavior was to always set the target's stamina to 1 if they were above, and KO if they were below. The new behavior is to apply a multiplier to the stamina damage of the attack, diceroll for stun when below or at 0.
(*)Add Propellant reagent recipe from Sayuta (replicates old smoke behavior). Mix Chlorine, Platinum, Hydrogen, Sugar, Stabilizing Agent.
(t)thu aug 08 19
(u)Zamujasa
(*)Clarion's cremator now works.
(*)SMES unit UI redone.
(t)wed aug 07 19
(u)Zamujasa
(*)Windows near ground zero of a big bomb will now break instead of defiantly staying unharmed.
(t)mon aug 05 19
(u)Firebarrage
(*)The first of the three contest winner ideas is complete
(*)This means the station has a new hide-and-seek champion
(u)Gannets
(*)Nuclear Operative Specialist Grenadiers now have had some improvements.
(*)The class crate now spawns with 40mm HEDP and HE grenade rounds, in packs of 8, which can be loaded 4 at a time.
(*)The bandolier can now hold 40mm grenade round packs.
(*)While the launcher can still convert single grenades, these new packs allows for a mutch higher rate of fire.
(*)The launcher now makes a satisfting 'fwoomp' when fired.
(u)Zamujasa
(*)Changed ProDoc overlays to match the standard HUD health ranges.
(*)Ghostdrone health indicator fixed. Ghostdrones can use deadchat with just ';'.
(t)sun aug 04 19
(u)ZeWaka
(*)Doing some sound threshold changes to eliminate lag. Let me know if there's terrible issues.
(*)Also did some ambience tweaks while I was in the area.
(u)UwU arcrimes
(*)Nyeh Heh Heh
(t)sat aug 03 19
(u)Gannets
(*)Nuclear Operative Commander's coat is now more resistant to explosions, melee damage and ranged weapons.
(*)Fixed grenade pouches not opening in pockets and allowed greande pouches to fit in the grenadier's bandolier.
(t)fri aug 02 19
(u)Podrick Equus & warcrimb
(*)Blob Ambassador activated. Mission: Slimy Peace.
(u)mbc
(*)Blob's 'Thick Membrane' tiles will now block fluid and smoke spreads.
(u)ZeWaka
(*)The long-missed and much-hated button for brave explorers is back.
(t)thu aug 01 19
(u)Kyle
(*)Wraith's item possession ability no longer gives you an obscene amount of points. You get nothing, you lose!
(t)wed jul 31 19
(u)Goonstation
(*)<a target="_blank" href="https://wiki.ss13.co/Changelog">Older changelog entries are available on the wiki</a>
