(t)wed jul 31 19
(u)mbc
(*)Fixed an issue that caused unwanted click-delays for players who like to spamclick during combat.
(*)Some smoke bugs fixed
(t)tue jul 30 19
(u)mbc
(*)Air scrubbers should now drain smoke (basically behave like a fluid drain)
(*)Made a lot of balance changes to smoke, it should now behave more similarly to classic smoke in how it applies to stuff. Also fixed some broken reactions in fluids + smoke.
(u)Gannets
(*)Nuclear Operative Commanders now spawn with a new, unique outfit. It's spaceproof despite appearences and as robust as other Syndicate Specialist Armour
(*)Syndicate headsets now have a chat icon, marked with an S
(*)Syndicate Commanders also have an icon, a white star
(u)Zamujasa
(*)The VR Gauntlet looks slightly different now. It's still the same otherwise.
(t)mon jul 29 19
(u)mbc
(*)Reworked chemical smoke into 'airborne fluids'
(*)Added a new special attack for the welder.
(t)fri jul 26 19
(u)Zamujasa
(*)You can now toggle chui windows using normal window frames.
(*)Random event antagonists will now ignore your antag preferences.
(*)The Nano-Fabricators should now always use chui instead of being broken without it.
(t)thu jul 25 19
(u)Firebarrage
(*)AIs can now make station announcements
(*)Patch written by Ursula!
(u)Zamujasa
(*)The Construction Worker's room planner can now change the appearance of most floor tiles and walls.
(*)Vending machine UI is slightly better and should be readable when chui is enabled.
(*)You can eject gems and other blocks from manufacturers without taking them apart now.
(t)wed jul 25 19
(u)mbc
(*)View map vote tally by clicking the (View Tally) link that appears in the chat log.
(*)Increased the honk rate of the clown's horn a bit.
(u)ZeWaka
(*)Optimized/reworked the algorithm for the PTL. I also took the time to brush up on my calculus while doing so.
(*)The PTL can now 'steal' money if something special is done to it.
(*)Here's the equation if you want, for some weird reason: desmos.com/calculator/c5qvuzaj2e
(t)tue jul 23 19
(u)mbc
(*)Spy theft bounty tracker will now tell you what the rewards are before you deliver the bounty.
(*)Added some more variety to spy thief objectives.
(t)sat jul 21 19
(u)mbc
(*)Removed the artificial 2-second delay for flashes in-between attacks. To compensate, flashes now do less stamina damage and disorient (ideally the amount of time to down someone is the same, but you have to land another click or two instead of click->wait->click)
(t)sat jul 20 19
(u)mbc
(*)While pulling something, you will now only suffer the slowed effect if you are taking a step that actually moves the pulled object.
(u)Flourish
(*)Thanks to Cicadalek, clowns now have a dress variant of their clown suit in their clown crate!
(*)AIs now have two additional commands: Unbolt All Airlocks and Access Area APC. Eventually we'll move all the commands to the game window, I promise.
(*)Fixed some AI eyebot hotkey and click issues; let me know if something isn't working!
(t)thu jul 18 19
(u)mbc
(*)Did a lot of optimizing on deletions over the past week or so
(*)This doesn't target explosions and one-off events. instead I targeted the constant background deletions that pile up over the course of a normal round, keeping the game a lot smoother probably. we'll continue to work on this over time.
(t)wed jul 17 19
(u)ZeWaka
(*)Improved performance of lighting and made the pitch-black darkness brighter. Let me know if there's any new issues.
(t)tue jul 16 19
(u)mbc
(*)The hydroponics reagent extractor can now flush all of specific reagent.
(u)ZeWaka
(*)Used my fancy math JND thing from fire to reduce lighting lag overall. Let me know if you see any issues.
(t)sat jul 14 19
(u)ZeWaka
(*)Implemented patch by UrsulaMejor allowing the nuclear bomb to be teleported with the stationary teleporter.
(*)Implemented wizard uplink cleanup patch by Kubius.
(*)Implemented PDA QoL patch by glassofmilk.
(*)Implemented modified ID console PIN updating patch by Triacontakai.
(t)sat jul 13 19
(u)Azungar
(*)Added new book sprites by Schwick, also the fabled Space Law 1st Print that is sought after by many of the security forces. Head of Securitys should probably go visit their old pal' Beepsky to find it and reminiscent about the old war?
(t)thu jul 11 19
(u)mbc
(*)Movement keys will now rotate your character even if you are already taking a step. Doesnt affect gameplay, it just feels way better. I think this was a classic ss13 quirk that we lost along some many reworks?
(t)wed jul 10 19
(u)mbc
(*)Add new medical item : 'auto-mender'. It heals over a few seconds via TOUCH application. You need to stand still while applying it but you can otherwise use your hands and interact with stuff.
(*)Patches no longer apply their contents instantly and are instead digested over a longer time period.
(t)sat jul 06 19
(u)kyle
(*)If certain Command jobs are vacant on round start, the job picker now selects a crew member within that department to be the department head.
(*)Positions that can be promoted currently are Medical Doctor, Scientist, and Engineer to Medical Director, Research Director, and Chief Engineer respectively.
(*)Place command roles on unwanted in your job preferences if you don't ever want to be promoted.
(t)thu jul 04 19
(u)kyle
(*) Ghost drones now can squeeze through closed doors.
(*) Fix ghost drone laying cable wire while moving.
(t)wed jul 03 19
(u)Gannets & Gerhazo
(*)Centcom got their randomized drinks fixed! Thanks to Gerhazo for smushing this particular bug.
(u)HydroFloric & Gerhazo
(*)After multiple calls to their IT department, Space Bees finally drink from plants again (Hopefully). Everyone give a round of applause to Gerhazo for also smushing this bug.
(t)tue jul 02 19
(u)ZeWaka
(*)Canister bombs now always announce when they're primed. Thus, you can no longer attach radios to them.
(u)Gannets
(*)Grenades now have an explosion effect when they go off. Always thought it looked weird that they didn't before now.
(*)Nuke Ops Class balance changes: Engineer turret depoloyer fits in backpacks. Heavy LMG does more damage. Grenadier spawns with an extra grenade pouch of new high explosive grenades.
(u)Flourish
(*)Added three brand new and shiny medals, icons courtesy of cyberTripping!
(*)Also added two monthly contest medals and their respective rewards.
(t)mon jul 01 19
(u)kyle
(*)Added 16 new grenade sprites by The Gorog.
(t)mon jun 23 19
(u)HydroFloric, Cogwerks, Warcrimes
(*)It's time for you to free Bombini and unravel the mystery around her dissapearance.
(*)There's a whole new place to die, and a new way to get there. Maybe Shitty Bill knows the way...
(*)Wait why do I smell Barbeque?
(t)sat jun 22 19
(u)Azungar
(*)In-game RP ruleset has been -finally- updated.
(t)wed jun 19 19
(u)warcrimes
(*)Added three new randomly generated structures to z5, made by Kubius and Adhara
(*)New type of gloves and specialised janitorial equipment by Adhara
(*)Try defibrilating some dough. Just try it, I promise.
(*)No really give it a shock, see if it does anything.
(t)mon jun 17 19
(u)ZeWaka
(*)Added thongarangs, MEGA VELOCITY edition.
(u)kyle
(*)Losing a limb also drops the item in that hand, should update your hud immediately now too.
(t)sat jun 15 19
(u)MBC
(*)Fixed loyalty implants not working when shot from a gun.
(*)Fix broken 'loyalty implant resist' message.
(t)wed jun 05 19
(u)warcrimes
(*)Added Pride Jumpsuits, by Schwicky_Schwag
(*)One locker (with 7 unique jumpsuits) has been hidden on each map
(t)mon jun 03 19
(u)Flourish
(*)We're holding our first Goonstation Monthly Contest and would love for you to participate! Check out the details here: https://forum.ss13.co/showthread.php?tid=12331
(u)kyle & Azungar
(*)Thermals let you see farther in the dark again. What took so long amirite?
(*)Merged part of my genetics effects patch, there's a few new low-key ones. Genetics Computer uses its custom UI again.
(t)sat jun 01 19
(u)Warcrimes
(*)fixed an apparent bug where fried foods never reach the "HOLY FUCK ITS ON FIRE" stage. Now they actually will. Watch your fucking fryer, nerd.
(u)MBC
(*)Rev flashes and implants are both instant again.
(*)Click an O2 tank with a mask or vice-versa to auto-equip the internals.
(u)kyle
(*)Improvements to pod sensors. You can track targets by clicking on them or by using the sensor scan window. Certain conditions will affect the range and reliability of sensors.
(*)Update to Space-GPS. Functions a bit more like a simplified version of pinpointers now. Input a gps coordinate and it will guide you there. Pod sensors also have similar functionality.
(t)fri may 31 19
(u)Daeren
(*)Petty crimers be warned, the Captain now gets an alert when someone destroys the bonsai tree (or the ship in a bottle on Oshan.)
(t)sun may 26 19
(u)MBC
(*)New icons that display someone's rank when they speak on the radio. (These icons are tied to the radio headset itself and not your actual identity)
(u)Gannets
(*)Updated Nuclear Operative Specialist - Combat Engineer: Turret
(*)Click on the turret in-hand to deploy, then weld in place and screwdriver to activate.
(*)Wrenching an active turret now provides you an aiming reticule to allow you to set the firing direction more easily.
(u)MBC
(*)Fix storage HUD boxes not responding to clicks when you are trying to remove an item. EDIT : Turns out this problem was localized to an issue with the latest BYOND version and my fix broke previous versions. I have properly put a band-aid over the bug on all versions now.
(t)fri may 24 19
(u)kyle
(*)Fix surgical trays, they'll work a lot more smoothly and consistently from now on. You can't use the pick_up verb on items on the tray, but you can just click em.
(t)thu may 23 19
(u)Hempuli and MBC
(*)Updated explosion sprites.
(t)thu may 23 19
(u)kyle
(*)Change to atropine. Now it can't do enough tox damage on its own to put you into crit, heals brain damage, and shortens the movement misstep duration after it's out of your system.
(*)Moved misstep chance and dizzy effects to the realtime processing.
(u)Warcrimes
(*)New trait: French (language)
(*)Added pizza-ghetti. Just slap some pizza on a plate of saucy noodle and watch out. Sprite by Partheosis
(t)tue may 21 19
(u)Gannets
(*)New Nuke Ops Class Crate - Combat Engineer
(*)This kit comes with a deployable gun turret for holding areas as well as a variety of tools, including a high-capacity weldingtool and a combat wrench.
(*)The turret fires at non-syndicate threats in a 30 degree arc.
(*)Weld it to the floor to secure it, screwdriver to turn it on, and wrench it to set the angle.
(*)The firing angle is set in terms of degrees clockwise from North.
(*)Inputting a negative angle will result in a setting in terms of degrees counterclockwise from North.
(*)Welding the turret while it is active will allow you to perform repairs.
(*)Turret code written by UrsulaMajor, sprites submitted by schwicky_schwag
(u)MBC
(*)Statuseffects for being buckled or cuffed will appear. You can click the buckled/cuffed/burning status effects to resist them.
(t)sun may 19 19
(u)MBC
(*)I just discovered suplexing has been broken for the last XXX? days/weeks so it's fixed now
(u)Infinite Monkeys
(*)Implanters now take 2 seconds to work, with the exceptions of microbomb and mindslave implants, which use magical syndicate technology to work instantly.
(*)Melee attacks now de-rev when putting someone into critical condition (less than 0 health) rather than when knocking someone out.
(t)sat may 18 19
(u)MBC
(*)Added option to disable Chui to the 'Game>Interface' menu on the top-left.
(u)Infinite Monkeys
(*)Fixed bug where damage overlays would be drawn on missing limbs.
(*)Spy thief limb objectives should work again now.
(*)Attaching a limb to someone other than its original owner may have side effects.
(*)Added hand labelers to some surgery areas to keep track of limb ownership.
(t)fri may 17 19
(u)MBC
(*)Added a variant of Mixed mode without Blob, Wraith, Wizard, and Werewolf
(u)Infinite Monkeys
(*)Limbs and organs now gain your fingerprint when severed, rather than being labeled with your name. Thanks to UrsulaMejor for the suggestion.
(*)Fixed inconsistent combustion chamber labeling on Cogmap 2.
(t)thu may 16 19
(u)MBC
(*)Vampire rework. Lots of abilities replaced or modified. I dont feel like typing everything out, lets hope someone puts it on the wiki instead :). Thank you to everyone who helped me make new sprites : ReturnOfTheJefe, KikiMofo, Navi, NeroIsPretty, and Mewaka!
(t)tue may 14 19
(u)Somepotato
(*)All windows should be slightly prettier now. There will be bugs that come of this, please report them on the forums
(t)sun may 12 19
(u)ZeWaka
(*)All variants of screwdrivers now properly act like screwdrivers.
(t)mon may 06 19
(u)MBC
(*)Syndicate station gets 2 minisubs when spawning underwater. (Sprite by Azungar)
(*)Patch by Kyle, sprites by schwick : Added a gun to replace the detective revolver that late-join NTSO start with.
(u)Somepotato
(*)You can now emag telecrystals.
(u)Gannets
(*)Nukeops Combat Medic loadout now has their medical supplies split in to a unique pouch, belt and satchel.
(u)Emarl
(*)Added Dummy Thick trait.
(t)sun may 05 19
(u)Somepotato
(*)Added an experimental verb for AIs. Check the AI Commands tab to try it out!
(t)tue apr 30 19
(u)MBC
(*)Fixed an issue where a quick tap on the movement keys could be ignored. This should fix dropped inputs during server lag too.
(u)SpyGuy
(*)The illegal immigrant trait has been renamed to stowaway, in keeping with our tradition of naval shenanigans.
(*)It also makes you start in a random locker or crate on-station, in keeping with our tradition of general shenanigans.
(t)thu apr 25 19
(u)Cirrial
(*)After mass complaints, our neighborhood alien hologram trader has made some changes to their culinary offerings.
(t)tue apr 23 19
(u)MBC
(*)Implemented Dr.Acula and Bat flavor patch from kyle.
(u)Readster and Firebarrage
(*)Added dabbing
(*)Firebarrage is ashamed
(*)Readster is not
(t)mon apr 22 19
(u)MBC
(*)Raised the minimum floor of where your stamina will lock when you are performing attacks. Previously your stamina would drop to 30~50 if you were repeatedly attacking someone. Now it will stop at 91. This value is subject to change, but should make the stamina investment for attacking a bit less harsh.
(u)ZeWaka
(*)Decreased fire lighting lag by implementing peer-reviewed low-cost JND color perception research.
(u)SpyGuy
(*)New trait - "Hyperallergic (+1)", means histamines will affect you worse than they normally would. On the other hand, how often do you get hit by histamines? Free trait point, what could go wrong?
(t)fri apr 19 19
(u)MBC
(*)Some lighting optimizations and a little hack based around playercount should reduce the slowdown you see on Oshan specifically and speed up space maps a bit too!
(u)Cirrial
(*)Be careful when buying burgers from weird aliens. They might eat you after you eat them.
(t)thu apr 18 19
(u)Flourish
(*)Oshan now has an inner maintenance that connects the area outside hydroponics to the area outside tech storage. Sounds kinda confusing, so go see it for yourself!
(t)tue apr 16 19
(u)MBC
(*)For Sleepers and Scanners you can : Click+drag a mob to move them inside, click-drag to floor to eject, and use movement keys to exit while inside. (You no longer need to use right click verbs!)
(t)mon apr 15 19
(u)MBC
(*)Loyalty implanted humans will now be labeled 'L' on the sechud.
(*)Add particle to display interactions on some objects (things that are not picked up, like fire alarms)
(t)sun apr 14 19
(u)MBC
(*)Changeling headspider is now player-controlled.
(*)Changeling can activate horror form or regenerative stasis while KO'd.
(*)Neurotoxin takes a bit longer to fully knockout. (In a way, this compensates for recent realtime chemistry processing)
(*)While the changeling is in horror form : Each hivemind observer gains the ability to spit a weak toxic projectile.
(*)Cog2 will only appear in the map voter if player count exceeds 40. Atlas will only appear in the map voter if the player count is below 30.
(*)Mining phaser has higher destructive power vs. rocks.
(*)Adjusted Trench ore generation to create higher rarity ores in big chunks.
(t)tue apr 09 19
(u)ZeWaka
(*)Tetris highscores are now uploaded to the medal hub at the end of the round. Get your name in the history books!
(u)Gannets
(*)Firebrand kit updates:
(*)Fire-axe now does 4 times damage against doors.
(*)Damage in general has increased in both 1 and 2 handed use. Stamina damage also increased.
(*)Firebrand flamethrower now contains napalm that fires in a 3 tile cone.
(*)Ammo and grenade pouches can now be opened while in pockets, similar to how backpacks function.
(t)mon apr 08 19
(u)MBC
(*)Rewrote space-pod movement controller to use proper 2D velocity and acceleration.
(*)Replaced Syndicate Pipebomb in the traitor buylist with a new kind of bomb that sends out tiny syndicates. They have no alleigance to anyone, so watch out!!
(u)Firebarrage
(*)Cryo cells now put out fire.
(*)Telecrystals have been renamed to avoid confusion with the actual tasty crystals you can find.
(t)sun apr 07 19
(u)ZeWaka
(*)Implemented the Scanner Patch by glassofmilk and the additional buttless farts patch by JohnWarcrimes.
(u)Gannets
(*)New Nuclear Operative Class: Firebrand
(*)This kit contains a flamethrower, fire-axe that can be two-handed for more damage and an incendiary grenade pouch. Their suit is also fire resistant.
(*)Other classes have been balanced to include ammo pouches rather than loose magazines.
(u)Mordent
(*)Fixed a bunch of reported minor issues with Oshan map.
(*)Fixed the magnesium-ammonium chloride recipe.
(t)wed apr 03 19
(u)Gannets
(*)Added KikiMofo's detective shoulder-holster sprites. Works like a secbelt, detective spawns with one.
(*)Added CameronWoof's new reagent bottle sprite.
(t)tue apr 02 19
(u)MBC
(*)New 'light queue' to reduce the impact of lights while the game is under heavy load.
(*)Instead of processing all lights immediately, they may be delayed for a time if the server is preoccupied with other stuff. Hopefully will result in a smoother experience.
(t)mon apr 01 19
(u)Firebarrage & Keelin
(*)Due to budget cuts the Goonstation team has decided to take this game in a new more sustainable direction
(*)Goonstation is being re-branded as a Battle Royale, sure to draw in the Gen Z crowd
(*)Be sure to purchase the BattlePass for only 1k spacebux!
(*)Not enough spacebux? Purchase more at goonhub.com/spacebux! Keep an eye out for great deals!
(t)sat mar 30 19
(u)Mordent
(*)Cyborg PDAs are now internal, like the AI PDAs, and can be accessed via the Robot Commands tab.
(*)Cyborgs no longer take on the name of the AI if the AI deploys to them, making it easy to connect to the same one and easy for roboticists to keep track.
(t)fri mar 29 19
(u)Gannets & Warcrimes
(*)Adds a new 12tc item to the traitor pda buylist, the Syndicate Hat!
(*)This impressive headwear will show everyone on the station how tough you are. It also provides some other utilities.
(*)Idea & code by Warcrimes, art & debugging by Gannets.
(t)wed mar 27 19
(u)MBC
(*)Breathing in plasma shouldnt instant kill you anymore.
(*)Fix cyborgs not being stunned by flashes.
(t)tue mar 26 19
(u)ZeWaka
(*)Implemented Robustris PRO by QwertyQwerty.
(t)mon mar 25 19
(u)MBC
(*)Robotics late-join brain patch from HydroFloric
(*)Pod weapon sprites from Awkward Dryad (patch from kyle2143)
(*)Small fixes : Tanks/Cars have better deceleration, RCD/build on flooded floor by clicking the fluid, misc vehicles will work on ocean flooring
(*)Oshan security podbay gets some police siren shipcomponents.
(t)sun mar 24 19
(u)MBC
(*)Reagent metabolism, breathing, food digestion, and blood processing will now happen on a real-time basis instead of byond-time.
(*)You will now instantly get up when stun timers deplete to 0.
(*)Fixed bug where a broken grab would stick to your hand for a bit.
(t)sat mar 23 19
(u)MBC
(*)Stamina regeneration will now happen on a real-time basis instead of byond-time. (This means that when the game is lagging, your stamina regeneration will no longer be slowed)
(*)Oshan will now generate a rough map of the trench.
(*)The trench map can be viewed through physical 'sea trench map' objects, or through your PDA home screen.
(u)Dr. Cogwerks
(*)Some minor updates to cogmaps 1&2
(*)Mailchutes in the armories
(*)Securitron added to arrivals + medbay hall
(*)Visual differentiation of arrivals shuttles
(*)More navigational aides for cog1
(*)Cryotrons added at crew quarters
(*)More water coolers
(u)Flourish
(*)The bar's party button has been reworked. Steal the bar's lights while a party is in progress to get cool colors for your own hangout.
(t)tue mar 19 19
(u)ZeWaka & MBC
(*)Hey, we've been doing a lot of optimization stuff so let us know if anything's super strange.
(t)mon mar 03 19
(u)Dr. Cogwerks
(*)Raised job limits to compensate for the huge wave of new staff
(t)fri mar 15 19
(u)MBC
(*)Footstep sounds (different kinds of tiles make different sounds)
(t)mon mar 11 19
(u)MBC
(*)Fixed bug where thrown objects would sometimes stop in space.
(*)Adjust tasers to properly implement a Disorient slowdown (instead of their previous Slowed status).
(*)Fixed handling of multiple barriers shielding at the same time.
(*)Fixed an (apparently?) long-standing bug where detective stunners would not properly apply taser slow/stun effects at range.
(t)fri mar 08 19
(u)MBC
(*)Some stunning weapons will now interact with stamina. They will reduce a large amount of stamina on hit (examples : Baton 130, Csaber 210). If the target is left with 0 or less stamina after the hit, they will be stunned normally. Otherwise when the target has greater than 0 stamina after being hit, they will be afflicted with a new 'Disorient' effect that causes them to stumble around slowly and drop items for some period of time.
(*)High capacity air canisters will contain more air at roundstart.
(*)Security barrier can be wielded with one hand.
(*)Implemented security cameras patch by kyle2143.
(u)Dr. Cogwerks
(*)Added some background moons and objects
(*)Buford Tenin's froggos can occasionally visit now
(*)Chance now for special job Tourists and Salesmen to arrive as not-humans
(*)Survey map added to cog1/cog2 research sectors and bridge
(*)Cut out a few of the Too Many Pods on cog2
(t)wed mar 06 19
(u)ZeWaka
(*)Implemented Character Select box patch by kyle2143.
(t)mon mar 04 19
(u)MBC
(*)Changed the way that armor reduces stamina damage - Stamina is now reduced by the same proportion that the base attack damage was reduced. (So if an attack does 10 damage and the armor reduces 5, stamina damage would also be 50%)
(u)SpyGuy
(*)New trait! You can be a space Finn.
(u)Grayshift
(*)Macrobombs have been rebalanced to catch up to their smaller, more numerous cousins. Also pumped up to the full 12TC cost, and power boosted to match 12 micros.
(t)sat mar 02 19
(u)Grayshift
(*)Sarin is now more volatile. Take precautions.
(t)thu feb 28 19
(u)Gannets
(*)Added assets and custom jobs for Nanotrasen Special Operatives vs Syndicate Special Operatives event rounds.
(*)Recoloured blue Syndicate Specialist uniforms for NT-SO.
(*)Added ammo pouches: containers that fit in pockets & can fit up to five magazines/clips/cells.
(*)Spec-ops uniforms can't be removed now, avoiding misidentifying friends & foes.
(*)Syndies in this context don't get a pile of free pda bombs.
(t)wed feb 20 19
(u)Grayshift
(*)Some experimental space lube changes. Less teleport-y in general!
(*)Regular space lube now has no damage component and is thus no longer restricted to antag use. Lubing the hallways is still a very good way to get yourself murdered and thrown into a star.
(*)A more powerful variant can be obtained by adding helium. This one does do damage so don't spray it everywhere as a non-antag.
(t)sun feb 17 19
(u)Haine
(*)Added some new hairstyles courtesy of snek:
(*)Combed, Long Half-Shaved, Geisha, Bobcut Alt, Combed Bob, Shoulder-Length Mess, Mid-Length Curl, Long Flip, and Left/Right Bang. Also one to get through genetics!
(t)fri feb 15 19
(u)Flourish
(*)Chicken soup and weight loss shakes now have some cool sprites thanks to Schwicky_Schwag!
(t)thu feb 14 19
(u)ZeWaka
(*)Implemented interaction put in hands patch by qwertyquerty.
(t)wed feb 13 19
(u)Gannets
(*)Late changelog announcing our two new maps, Horizon & Atlas!
(*)Horizon was launched on the 3rd of February, created by John Warcrimes and ported by Haine.
(*)It's the first of our maps to really take advantage of the game being in widescreen, with departments designed to be wider than they are tall!
(*)Atlas was released on the 9th of February, made by me, Gannets.
(*)It was originally created to be the smallest reasonable, feature-complete map possible to improve compile times when developing new features. However Lummox fixed that, so now it's just very small!
(t)tue feb 12 19
(u)SpyGuy
(*)New item for syndicate operatives. A fibre wire for 3 tc, a guaranteed* silent kill on an isolated target. Use in both hands, sneak up from behind and go. They won't know what hit 'em, until it's too late!
(*)*Void in case of loose grip on wire, poor sneakmanship or chemical interference.
(t)tue feb 05 19
(u)MBC
(*)Moved WASD toggle to the Game tab (at the top of the screen). Instead, TAB will now focus the command bar without clearing text you have entered.
(*)Added a couple new options to the Display tab (at the top of the screen) to give you some control over the scaling mode and FPS target.
(t)mon feb 04 19
(u)Somepotato
(*)You can now build girders by clicking on floor tiles with steel in your hand.
(*)You can now scan APCs with a device analyzer.
(u)MBC
(*)Sea hotspots cannot spawn under the station. They can still drift under the station mid-round through chance or player action, but no longer will they erupt fire over the station on round start.
(*)Add new 'eject occupants' verb for pods and subs. Will take about 5 seconds to execute (progress bar) on an unlocked vehicle.
(*)Less janky pod boarding : You can no longer board a pod while stunned or running around the room.
(u)Somepotato
(*)Building in space adjacent to a room will now extend that room to your new tile, primarily for the purposes of power distribution.
(*)Building out in space will create a new area. Build tiles adjacent to each other to expand your new area; APCs built in these areas will use this new area.
(*)Name your new areas by using a hand labeler on an APC.
(*)You can now build floor tiles by clicking in space without requiring a lattice to be built.
(t)sun feb 03 19
(u)Haine
(*)Ghosts can now laugh.
(t)fri feb 01 19
(u)MBC
(*)Vent capture units can be deconstructed - use wrench, crowbar, or screwdriver.
(t)sun jan 27 19
(u)MBC
(*)Reduced click delay (outside of combat) for more responsive feel. The combat click delay will remain at 1 second per attack.
(*)Fixed double-hit special attack (second hit was not working properly)
(t)sat jan 26 19
(u)SpyGuy
(*)Added "Preferred Map" option under your character preferences. When selected you will always count as voting towards that map, unless you make an active choice to vote for something else.
(*)Democracy made easy!
(u)MBC
(*)Engineers on Oshan get a crate of weak explosives that they can use to dig trench holes.
(u)Flourish
(*)Pod-seeking shells can now be found in the pod weapons crate in the armory. Two pairs of night vision goggles can be found in the armory as well.
(t)fri jan 25 19
(u)SpyGuy
(*)New options if you want to add some extra detail to your character.
(*)Add some text that shows up as an Important Note in the security- or medical computers, in case someone goes looking.
(*)Tell everyone about past trauma (that time you watched Suicide Squad) or past crimes (that time you directed Suicide Squad).
(t)thu jan 24 19
(u)MBC
(*)Optimize some fluid drainage code to reduce lag from many drains being active at the same time (i'm lookin at YOU, late-round oshan)
(t)wed jan 23 19
(u)MBC
(*)You can now bust down a door (with time and a good source of blunt damage)
(*)Made some minor Oshan layout changes : Detective's office is more inviting. Arrivals has liquid barriers. Rearranged drain placement - generally moved out of departments and into the hallways
(t)tue jan 22 19
(u)Somepotato
(*)Toxins now has bomb testing strips. Check out the dispenser!
(t)sat jan 19 19
(u)MBC + Azungar
(*)Add new SharkDrone enemy into the trench. Watch out for that gun.
(u)ZeWaka
(*)Implemented cargo pod hold & manufacturer polish patch by Kyle2143.
(t)fri jan 18 19
(u)MBC
(*)The trench floor will now contain randomly-placed boxes of assorted loot. They may contain medical supplies, general tools, clothing, ship components, rare ore, etc.
(*)Objects and people can now 'jump over' trench holes - this only works if the entity in question is moving very quickly over the hole area.
(t)thu jan 17 19
(u)MBC
(*)The AI can now remotely pulse wires on vending machines and manufacturers.
(*)Added naval mines into the trench (sprites by Schwicky_Schwag)
(*)Destroyed fishdrones will now drop simple mining picks along with a chainsaw. It doesn't really make sense, but it does give you more oppurtunity to dig your way out.
(t)tue jan 15 19
(u)Haine
(*)RP Motives: Adjusted dehydration rates for all alcoholic beverages. Also adjusted it so that ice hydrates you as much as normal ater because it uh is water. Hopefully now you guys won't die of thirst from drinking booze or eating some ice cream (at least not as much)!
(*)Please let me know if this still needs adjustment!
(t)fri jan 11 19
(u)MBC
(*)Added an option to use a HUD styled after the /tg/ code layout.
(*)Moved the /tg/ controls option (as well as the new HUD option) to the Game tab at the top of the screen. You can even toggle them ingame now!
(t)thu jan 10 19
(u)ZeWaka
(*)Implemented the borgs being able to recharge from APCs patch by Kyle2143.
(t)tue jan 08 19
(u)MBC
(*)Spy Thieves can now continue to deliver bounties after completing the initial 6. There is an increase in the bounty requirement per reward as deliveries increase.
(*)Non-spies can no longer deliver a bounty through a PDA.
(*)Added some sea ladders for engineers to deploy over trench holes to climb in/out.
(*)Explosions affecting the ocean floor may now create holes to the trench
(*)Bomb created trench holes are a little different - they move you to the corresponding location under the hole instead of all routing to the same landing.
(t)mon jan 07 19
(u)MBC
(*)Explosions affecting a large liquid container may now spill the contained reagents onto the floor.
(*)Sealed helmets will now hide your hair.
(*)Spy target trackers will no longer work for non-spy users.
(*)Pulsing a powered door without gloves now has a chance to shock you.
(t)sun jan 06 19
(u)MBC
(*)Security barriers will no longer break when they reflect a projectile.
(t)fri jan 05 19
(u)ZeWaka
(*)Implemented werewolf fix & synthlimb patches by Kyle2143.
(*)Basically, you can now attach Botany's synthlimbs without surgery.
(*)Implemented Blind trait by CandleCandleCandles.
(*)Implemented pump and passive gate UI by elan_oots.
(t)tue jan 01 19
(u)Firebarrage
(*)Added a new janitor reward.
(*)You can now be heard over the radio when calling in to the radio station.
(u)Gannets
(*)Happy new year!
(*)We've taken the spacemas decorations down. Thanks to everyone who contributed spacemas tree decorations!
(t)mon dec 31 18
(u)ZeWaka
(*)Implemented donut suicide by NateTheSquid.
(*)Implemented cyrogenic observing by fosstar.
(t)sat dec 29 18
(u)ZeWaka
(*)Implemented kudzu door protection & inertia direction patches by Kyle2143.
(*)Implemented bee cheer & lowball glasses patches by qwertyquerty.
(u)Firebarrage
(*) Ghosts can now choose to hang out in the Afterlife Bar. Check your ghost commands tab!
(t)sun dec 23 18
(u)Firebarrage
(*)You can now vape over the phone
(*)I'm so ashamed
(t)fri dec 21 18
(u)Firebarrage
(*)Added a new telephone system to the station.
(*)Sprites by Gannets
(t)thu dec 20 18
(u)Readster
(*)E-Cigarettes are now available at cigarette machines along with refill cartriges.
(*)Blow those fat smoke clouds to show off to your crewmates!
(t)thu dec 13 18
(u)Gannets
(*)Implemented Kyle's neutral pronoun patch.
(*)This doesn't cover all instances of he/she pronouns yet.
(t)tue dec 04 18
(u)Wire
(*)Reduced the effects of poison on blobs (possibly maybe, blobcode is weird ok)
(u)Firebarrage
(*)Implemented Saxophone Honk Bonks by Wraithcraft
(t)mon dec 03 18
(u)Firebarrage
(*)The mindslave cloning module has been tweaked a bit
(*)MD and Doctors can now order the mindslave module
(*)A new Deluxe Mindslave Module Kit that comes with a premade cloning lab for 11 TC. Be sure to use that last TC for a stylish moustache!
(*)Fancy lights and sounds, and it no longer blows up when removed with a screwdriver
(t)sat dec 01 18
(u) Gannets
(*) Spacemas season has arrived!
(*) Expect our many rotating maps to become more decorated as time goes on.
(*) Also, head on over to the forums and submit a decoration for the spacemas tree!
(t)sun nov 25 18
(u)SpyGuy
(*)Some considerable improvements to strychnine, courtesy of Schwicky_Schwag.
(u)Gannets
(*)The pool is no longer a valid Nuke Ops target.
(*)Nuclear bomb timer increased to 10 minutes and unscrew time has been slightly increased too.
(*)Added a new sound clip that plays on bomb planting.
(t)tue nov 20 18
(u)Gannets
(*)New icons for explosive and fragmentation grenades. As well as breaching charges.
(*)More medicines and posions for the medic loadout.
(*)Increased LMG bullet strength.
(u)Grayshift
(*)Shocking Touch no longer has a charge time, as it has donated it to spells that cause worse-than-death effects.
(t)tue nov 13 18
(u)Gannets
(*)New class crate, Medic: Includes a syringe gun and a bunch of different medical supplies. Post in the thread if you think they're missing some essential meds.
(*)New icons for Medic and Infiltrator suits.
(*)Infiltrator knife makes you move faster when equipped and has a sound effect when drawn.
(t)mon nov 12 18
(u)Gannets
(*)Nuclear Operatives now have the option of trading their 12 telecrystals for a class crate containing a full, unique loadout. Each crate contains a primary weapon, ammunition, a new space-worthy suit and several other goodies.
(*)The current class list is;
(*)Grenadier: Includes a single handed grenade launcher, bandolier and an assortment of grenades that can be loaded in to the launcher like the riot launcher.
(*)Heavy Weapons Specialist: Includes a light machine gun which can be stowed on your back, ammo and some stinger grenades. The LMG fires a large spread of low-power bullets and slows down the user when carried or fired.
(*)Assault Trooper: Includes an assault rifle that fires in bursts as well as some utility grenades.
(*)Infiltrator: A stealth focused class with dual pistols, smoke grenades, a combat knife and a cloaking device.
(*)This list will be expanded upon in time and all loadouts are subject to change.
(u)Grayshift
(*)Being on fire (a condition known in the medical community as 'burning') is now less strenuous to the body thanks to advances in not lightly dusting crews with a fine charcoal powder constantly.
(t)sat nov 03 18
(u)Somepotato
(*)You can now eat telecrystals.
(t)sat nov 03 18
(u)Gannets
(*)Added vending machine restock patch by kyle2143, including LovelyMimic's sprites.
(t)sun oct 28 18
(u)Flourish
(*)Added monkey burning sprites by Eibel and monkey skeleton and labcoat sprites by PhysicalFormOfCurrency.
(t)sat oct 27 18
(u)Gannets
(*)Added the mobile disposal pipe dispenser, avaliable in engineering.
(u)Infinite Monkeys
(*)Taser stuns now stack better, so shooting someone a lot with a taser should stun for longer without each individual shot being stronger.
(t)fri oct 26 18
(u)Flourish
(*)Hitting a toolbox, box, or toolbelt with another of the aforementioned will automatically load items from the latter to the former.
(*)Hitting someone with an open box of patches will attempt to apply a patch to them.
(u)Grayshift
(*)We apologize for sending untrained thugs to enforce security on the station for many years.
(*)Our thugs have now received some special training. (Passive boosts for security officers have been increased.)
(t)sun oct 21 18
(u)Dr. Cogwerks
(*)Been updating some drone stuff in Z3
(*)Pod occupants will hear shots and impacts from projectiles
(*)Pod computer will alerts you when drones begin pursuit of your ship
(*)Pod sensor scan will also return a threat rating for drones
(*)Reduced volume of pod-death alarms
(u)Infinite Monkeys
(*)Increased the number of antagonists in Traitor, Changeling and Mixed modes.
(*)Hopefully fixed the spray paint noise not playing in Gang mode.
(*)The eye beam mutation can now be used while cuffed.
(*)Pulling the nuclear bomb will now slow you a bit. Pull slows affect cyborgs as well as humans.
(t)sat oct 20 18
(u)ZeWaka
(*)Implemented tweaked patch by pali6 - The AI's tertiary radio has been replaced with a headset to monitor all department channels.
(*)So, to talk through the headset normally use the prefix ':3'. You can also talk on the department channels by adding it after, e.g. ':3c' to talk on the civilian channel.
(*)Implemented bork bork bork patch by Kubius.
(t)sun oct 14 18
(u)Infinite Monkeys
(*)You can now use wire on a tank transfer valve to add straps, allowing it to be worn on your back.
(t)thu oct 11 18
(u)Gannets
(*)Added sound clips for shuttle recall, departure from station & arrival at centcom.
(t)mon oct 08 18
(u)MBC
(*)While you are dying/suffocating, instead of gasping you will whisper quietly when you attempt to speak. Whispers cannot be transmit over the radio.
(u)Infinite Monkeys
(*)Thrown heavy items no longer cause the staggered status effect for the thrower or target.
(*)Oshan toxins should work now.
(*)Rev flashes now actually flash people on use.
(t)sun oct 07 18
(u)Infinite Monkeys
(*)Blob turrets will now target pods.
(t)sat oct 06 18
(u)MBC
(*)Added a hotkey for 'speak on radio'. Press 'Y' to bring up a list of available channels and auto-speak through your selected channel.
(*)Spy thieves can now steal limbs just by attacking a human with their PDA. They also spawn with a flash at roundstart.
(*)Added new security weapon - two-handed barrier. Click in hand to activate, and use its special attack (harm or disarm intent on a ranged tile) to deploy a temporary barrier that can reflect projectiles.
(u)Infinite Monkeys
(*)Lasers now heat tiles they pass through, so they can ignite plasma etc.
(*)Increased the power of the detective's stun rounds.
(t)fri oct 05 18
(u)Infinite Monkeys
(*)Fixed werewolf heads staying when they transform back to human, and made the cooldown for their transform ability reset if their transformation is interrupted.
(*)Hopefully fixed a bug where welding fuel wouldn't ignite sometimes.
(*)Human shields no longer protect you from their own attacks, are more likely to be dropped, and function more consistently between melee and ranged attacks.
(t)wed oct 03 18
(u)MBC
(*)Fixed some issues that allowed you to repeatedly suplex / throw / chair flip into someone for an unending stun.
(u)Infinite Monkeys
(*)Thrown objects with a weight class of 3+ (extinguishers, toolboxes and other large objects) now stagger both the thrower and target.
(*)Clicking on floors no longer activates the click delay unless it actually has an effect, so missing a click in combat won't prevent you from swinging again.
(*)Fixed shoes and gloves still being visible after losing their limb.
(t)tue oct 02 18
(u)MBC
(*)Ported all abilities from the commands tab into the top-of-screen bar.
(u)Infinite Monkeys
(*)Added a 'staggered' status caused by inflicting or receiving melee hits, which prevents sprinting and slows slightly. The idea is to make it harder to flee from melee combat once it's started. Will be tweaked if necessary.
(t)mon oct 01 18
(u)Infinite Monkeys
(*)Reduced laser damage from 60 to 45, and dropped their chance to hit prone targets from 90% to 50%.
(*)Increased taser power from 15 to 20, and stun duration from 1 second to 2 seconds.
(t)thu sep 27 18
(u)MBC
(*)Changed drop-and-roll to be an automatic action so you only have to click RESIST once.
(t)tue sep 25 18
(u)MBC
(*)Fixed tactical flip (it was doing nothing on a successful dodge)
(*)Fixed chat interrupt (the "--URK") not playing when you get KO'd
(*)Added some small things over the last week including a new pick-up animation and new sound effects for many actions
(t)wed sep 19 18
(u)MBC
(*)Added cloning module patch by Firebarrage.
(*)Added cryo patch by Kyle2143
(t)sun sep 16 18
(u)MBC
(*)Added a bunch of debris-field style locations to the seafloor surrounding Oshan (not trench).
(t)sat sep 15 18
(u)MBC
(*)Replaced the water surrounding Oshan with an OSHA-approved chemically indistinct slip-surpressant seawater.
(t)fri sep 14 18
(u)MBC
(*)Traders that spawn in Oshan's trench now have unique GPS identifiers. (Also the mining outpost + greenhouse)
(*)Add new sound effects for some machines, gun reloads, and other small things
(t)tue sep 11 18
(u)MBC
(*)Fixed bug where cloning an antagonist would block them from using abilities.
(u)Infinite Monkeys
(*)You can now mix smoke powder and pyrosium without it evaporating instantly. The pyrosium evaporates as soon as the smoke powder ignites, instead. Let me know if this causes problems.
(t)sun sep 09 18
(u)Readster
(*)Shambling Abominations can no longer be pushed about like chumps. This will hopefully make them threatening again. Also makes it a lot harder to interrupt devour!
(t)sat sep 08 18
(u)MBC
(*)Made some small adjustments to combat stuff over the past few days. Most notably, disarming an item from someone's hand has a chance to throw the item in a random direction.
(*)Eyespiders can squeeze through doors like vermin can.
(t)thu sep 06 18
(u)MBC
(*)Spythieves can now see the area of any personal bounty in their PDA.
(t)wed sep 05 18
(u)Wire
(*)Re-enabled map voting. Removed Mushroom and Donut from votable options.
(u)MBC
(*)Fire alarms now have an 'inactive' period after you manually switch them off (they will not reactivate until some time has passed)
(t)sun sep 02 18
(u)Infinite Monkeys
(*)Gangs now get an alert when their locker is under attack.
(t)sat sep 01 18
(u)Infinite Monkeys
(*)Added high priority areas to gang mode. They are announced over the gang radio channels starting at 10 minutes into the round, and the gang that controls them after 5 minutes gets a bunch of points.
(*)Gang affiliation is now tied to your mind, rather than body, so cloning etc. will maintain your gang status.
(*)The time taken to spray a gang tag has been increased to 15 seconds, but is reduced by 5 seconds for each piece of gang gear you're wearing.
(t)fri aug 31 18
(u)MBC
(*)Added new werewolf abilities patch from Kyle2143.
(*)Food buffs will now appear in the status effects UI.
(u)Infinite Monkeys
(*)Shocking Grasp spell cooldown almost halved.
(*)More gang changes:
(*)- Member limit is now 5, plus the leader, and doesn't increase.
(*)- Adjusted scoring: guns are worth more, cash is worth less.
(*)- When you join a gang, your headset will automatically gain access to the gang radio channel (use :g to talk on it).
(*)- Gang members should now be able to see if someone is in their gang. Members have a red G overlay, while their leader has a blue G.
(t)thu aug 30 18
(u)MBC
(*)Added portable fluid canisters with pump-in function.
(u)Gannets
(*)Added a glowstick crate to the cargo orders list, as well as to the bottom of the trench elevator.
(u)Infinite Monkeys
(*)Fixed mail system on Oshan.
(*)Changed a lot of things about gang mode:
(*)- Gang members are now considered antagonists and can kill or be killed by the crew.
(*)- It is no longer compulsory to wear a gang uniform.
(*)- Items worth points must be stored in the gang's locker in order to gain the points.
(*)- Lockers can be destroyed with brute weapons or bombs to break them open and steal their loot.
(*)- Gang recruitment is now done via flyers rather than the locker itself. The gang leader can get flyers from the locker.
(*)- Probably some other stuff too. If there are any problems, please let me know in IRC or on the forum.
(t)wed aug 29 18
(u)MBC
(*)Fixed fire alarms + Fire alarms trigger in deep water.
(u)Infinite Monkeys
(*)Added a disposal pipe route between the research pod bay and research outpost.
(*)Added a new type of disposal unit for transporting mobs.
(t)tue aug 28 18
(u)MBC
(*)Fix thing where examining a fluid body say it was empty
(*)Fix deconstructed walls not flooding
(*)Shooting a sub or pod with a stun weapon will also zap the occupants
(u)Gannets
(*)Added a nautilus to the pool of aquatic critters.
(*)Thanks to LovelyMimic for contributing the sprite on the forums!
(*)Changed the dowser to display a blue/red gradient rather than yellow/red.
(*)Let me know if this is more readable.
(t)sun aug 17 18
(u)MBC
(*)Added a new right-click action 'Interact' that may come in handy trying to deal with submerged drains and otherwise covered objects that you cannot pickup.
(t)sun aug 17 18
(u)MBC, Flourish, & ZeWaka
(*)Introducing a new map: Oshan Laboratory, located deep beneath the ocean, at the precipice of a dark and unexplored trench!
(*)Much is different about this station, including: power systems, transportation, and exploration.
(*)Many thanks to:
(*)-Our amazing head artist Gannets for making the map look beautiful.
(*)-Our amazing community for help with playtesting, ideas, and sprites.
(*)-The Goonstation administration and coding staff for helping with so many bits and bobs.
(*)We really hope you enjoy this unique experience, and have lots of fun!
(t)mon jul 30 18
(u)Haine
(*)Added wheelchairs. They will make you move quicker when you have limb-related issues. Watch out for stairs!
(t)thu jul 26 18
(u)MBC
(*)Add spacebux purchases Golden Ghost and Alt Ghost Critter.
(u)Flourish
(*)You can now purchase lunchboxes with spacebux! The neat sprites are courtesy of PhysicalFormOfCurrency.
(t)wed jul 25 18
(u)ZeWaka
(*)Cyborgs with the physical shield upgrade take more power loss on blob attack.
(*)Cyborg shield upgrades now scale with a 50% damage reduction, and ignoring very low ammounts of damage.
(*)Cyborg shield upgrades now bounce projectiles off of them, rather than just absorbing the projectiles.
(*)Cyborg recovery upgrade now requires more energy upon activation.
(u)SpyGuy
(*)Cyborg module expansion slots now require exponentially more power the more slots you get.
(t)tue jul 24 18
(u)Haine
(*)The shuttle will now automatically be called at 2 hours into the shift, and every hour after that. Please plan accordingly!
(t)sun jul 22 18
(u)SpyGuy
(*)Fixed bug that caused AI to get all sent PDA messages.
(t)fri jul 20 18
(u)SpyGuy
(*)Fixed issue where airborne pathogens were transmissible through windows.
(*)A lone soundwave floats through the air, looking for an ear to live in. A local syndie escapes its notice due to his cloaking device. Whew.
(*)Implemented pathogen mutation delay patch by Noah_Buttes
(u)Mordent
(*)The "observe" verb for ghosts now only lists mobs that actually have logged-in players. There's probably a couple of cases when this is irritating, but should make the experience a lot nicer for most.
(*)Medical belts can now hold defibrillators.
(t)wed jul 18 18
(u)SpyGuy
(*)Fixed bug with changelings becoming permanently shortsighted.
(*)Fixed antag token redemption on a lot of gamemodes. Please continue reporting any issues.
(t)mon jul 16 18
(u)ZeWaka
(*)Applied patch by NinjaKyat to fix grep -o.
(*)Applied patch by Kyle2143 regarding a cigarette pack QoL change.
(u)Readster
(*)Some much-needed karma rebalancing and a few admin utilities for it.
(t)sun jul 15 18
(u)Grayshift
(*)Bugfix: Wraith command power now works.
(t)fri jul 13 18
(u)Mordent
(*)Powerhammers and picks now fit in mining belts, but don't fit in pockets.
(t)thu jul 12 18
(u)Haine
(*)You can now use pills, patches and auto-injectors in-hand to use them on yourself.  Auto-injectors now work on player-controlled animals, as well.
(u)SpyGuy
(*)Samedi removed from regular map rotation pending a rework to account for player feedback.
(t)mon jul 09 18
(u)SpyGuy (feat. Noah_Buttes)
(*)Some needed pathology improvements.
(*)You can purchase a new low-level sample from the pathogen synthesizer. Remember to share the money brotherly with genetics.
(*)Coughing is no longer a total stun-fest.
(u)Mordent
(*)Powered pick and powerhammer drain charge when used to attack other things, and have their damage values fixed.
(t)mon jul 02 18
(u)ZeWaka
(*)Fixed earmuffs.
(t)sat jun 30 18
(u)Flourish
(*)Peach Schnapps: Vodka + Peach juice; Moscow Mule: Vodka + Ginger ale + Lime juice; Tequila Sunrise: Tequila + Orange juice + Sugar; Paloma: Tequila + Grapefruit juice + Lime juice
(t)thu jun 28 18
(u)Gannets
(*)Implemented character set-up preview rotation patch by kyle2143.
(t)sun jun 24 18
(u)SpyGuy
(*)Strychnine, for when you REALLY hate someone.
(*)This recipe brought to you by a shady woodward-like creature.
(t)sat jun 23 18
(u)ZeWaka
(*)New Map: Samedi by Kubius
(t)wed jun 20 18
(u)Gannets
(*)Added a sound clip that plays when the shuttle docks.
(t)mon jun 18 18
(u)ZeWaka
(*)Implemented energy shield patch by kyle.
(t)sat jun 16 18
(u)ZeWaka
(*)You know that atmos bug where you couldn't repressurize rooms? Fixed.
(*)Also, that bug where holes in the station wouldn't drain air? Fixed.
(*)Implemented Pod-Seeking Ammo by Noah Buttes.
(t)fri jun 15 18
(u)ZeWaka
(*)Added some new wall posters by Sundance & Sex_Robot.
(u)Flourish
(*)The ConservePower and ProtectStation modules have been removed from AI uploads sector wide and replaced with Emergency and RemoveCrew modules. Thanks to LuigiThirty for the module ideas!
(t)thu jun 14 18
(u)ZeWaka
(*)Sped things up a bit. Shuttle now only takes 6 minutes to get to the station. You can recall it before it reaches 2 minutes.
(*)Rounds also start 30 seconds faster, to account for Z5 loading.
(t)tue jun 12 18
(u)Flourish
(*)Implemented Air Vending Machine patch by elan_oots. Buy the oxygen that you need to live today!
(*)The capacity of emergency oxygen tanks has been reduced. They're still very useful, but shouldn't last you forever, if filled up.
(t)mon jun 11 18
(u)MBC
(*)Fixed issues where chemistry reactions wouldn't work if triggered inside a fluid body.
(t)fri jun 08 18
(u)Wire
(*)Blowout event changes. Halved siren volume. Halved screen shake strength. Moved the "un-irradiate everywhere" bit to before the announcement, to hopefully eliminate that whole thing where you get an all clear, go outside, and die because centcom are dirty liars.
(t)tue jun 05 18
(u)Grayshift
(*)Stable mutagen is now Approved Safe. Changeling stings won't be immediately obvious now.
(*)Anyone who wipes out your style/identity is still owed a good beatdown.
(t)mon jun 04 18
(u)ZeWaka
(*)Implemented Literal Item Spinning by Dieting Hippo.
(*)Implemented Distance Atmospheric Scanning by kyle2143.
(*)Implemented Secure Pod Crates by Kubius.
(t)sun jun 03 18
(u)Goonstation Coding Team
(*)Shuttles from the station are now being directed towards Centcom's Earth Headquarters.
(t)sat jun 02 18
(u)ZeWaka & Grayshift
(*)Changed it so you can change the bodytype of monkeys, but activators won't work on non-players.
(*)However, rewards for using activators on players has been boosted.
(*)To encourage players to visit geneticists, it's now possible (low chance) to flip-unlock a genetics scanner.
(t)fri jun 01 18
(u)ZeWaka & Flourish
(*)Added a new option: Depth Shadowing! It's pretty neat!
(u)ZeWaka
(*)<strike>You now cannot change the body type of monkeys.</strike> Interact with your fellow 'humans', geneticists.
(*)Reorganized some settings. Audio settings can now be found at the top of your screen, via the Audio tab.
(*)Organized and did some more option menu stuff on the top bar.
(t)thu may 31 18
(u)Wire
(*)Blob fire resistant walls are now more vulnerable to damage besides fire (brute etc).
(t)sat may 26 18
(u)Grayshift
(*)Expresso: Espresso + Neurotoxin
(t)thu may 24 18
(u)Gannets
(*)Fixed weapon racks and food boxes accepting items over their amount limit.
(t)mon may 21 18
(u)MBC
(*)Bunch of AI eye fixes.
(*)Removed some public access medkits from Cog1. You get mini patches instead, jerks.
(t)sun may 20 18
(u)ZeWaka
(*)Re-did a bunch of area naming stuff. Tell me if you see anything wrong.
(t)thu may 17 18
(u)Keelin
(*)Fixes and improvements to Z5 generation. Using crowbars/prying tools on asteroid floors now removes them.
(t)wed may 16 18
(u)ZeWaka
(*)Implemented Radioactive, Snapping, and Brewery pathology symptoms by Noah Buttes.
(t)sun may 13 18
(u)Gannets
(*)New icons for industrial mining armor + helmet.
(t)thu may 10 18
(u)Gannets
(*)Fixed mining tool overlays being broken, new icons for the power pick, hammer and drill.
(*)Added SFX for when you turn a mining tool on or off.
(*)Dart rifle is now 2-handed with a new icon.
(t)wed may 09 18
(u)kremlin
(*)Cameras are now scannable/constructable. Thanks Noah_Buttes and Elusiff for patch.
(t)mon may 07 18
(u)Gannets
(*)Security has some new toys! The armory now has a riot shotgun rack and the security equipment room has taser recharger rack.
(*)Also, riot shotguns and the old hunting rifle are now two handed, along with a new sprite.
(*)To reload you can either click on ammo with your gun or drag and drop ammo from your person or the environment on to your weapon.
(*)Many thanks to Keelin for putting two handed weapons together in the first place.
(u)Flourish
(*)You can now set the output location of chemistry machinery (dispensers, CheMaster 3000s, and reagent extractors).
(*)P is now the hotkey for the Pick Up verb.
(t)sun may 06 18
(u)Keelin
(*)Added Z5 as a randomized mining / exploration level. Can be reached by touching the edge of the map (like debris field)
(*)This is really quite experimental right now. Since the whole thing is very randomly generated it might range from utterly terrible to amazing.
(t)sat may 05 18
(u)MBC
(*)Security officers and the Head of Security now spawn with a small energy cell (200PU capacity) in their security starter kit. Swap it into your taser for more charges!
(u)Flourish
(*)The Chief Engineer now spawns with 50 RCD ammo in their backpack.
(t)fri may 04 18
(u)MBC
(*)Patch from Noah Buttes : You can load any type of grenade into security's 40mm shell launcher now!
(*)Patches from kyle2143 : Space heater changed to space HVAC + minor change to the save/load profile text
(t)sat apr 28 18
(u)MBC
(*)Grab rework : Removed grab level 2. Merged level 2 and 3 grabs together into one grab. There are now 3 grab levels : passive, aggressive, and strangle.
(*)An aggressive grab is a lot more Robust now. Harder to break than a simple pull! You'll need to Disarm or Resist your captor to flee them.
(*)Added progress bar action for starting a stranglehold.
(t)fri apr 27 18
(u)Gannets
(*)Merged my random soda patch.
(*)Buy a space cola from any red or blue vending machine to recieve a new randomly generated drink.
(t)wed apr 25 18
(u)MBC
(*)Added a 'hotkey' to stop pulling : ctrl+click any distant tile.
(*)Fixed bug where your Pull could be cancelled by pushing a different object.
(*)Added SFX for throw impacts + missing door stuff
(t)sat apr 21 18
(u)Flourish
(*)You now have five save slots and five cloud saves.
(*)Added the prismatic spray (wizard spell) patch by Noah Buttes. Spell icons are courtesy of Kubius.
(t)fri apr 20 18
(u)MBC
(*)Changed pushing behavior slightly for more smoothness.
(t)thu apr 19 18
(u)MBC
(*)Slightly increased the distance (from center of screen) that you must click to trigger a special attack. The special attack radius now resembles a full circle instead of a square.
(t)sat apr 14 18
(u)Keelin
(*)Radiation moved over to status system. Implementation differs from what it was before so expect wonkyness. Balancing is WIP.
(t)fri apr 13 18
(u)Keelin
(*)Burning stages now ramp up instead of down. The duration still goes down.
(*)Long story short; The longer you ignore it the worse it gets, but you have more time to react initially.
(*)Rolling on the ground to extinguish a fire is more effective now.
(*)Human torch trait no longer does the exact opposite of what it was supposed to do (what the heck)
(t)thu apr 12 18
(u)Flourish
(*)Added Tombi's unequip all on firegib patch.
(t)wed apr 11 18
(u)Keelin
(*)Burning moved to status system. More stun value fixes etc.
(*)Burning will likely behave very much differently from before. Values will be tweaked.
(u)Flourish
(*)Added Tombi's QoL hand labelers patch.
(*)Added Bartorex's power generator artifact patch.
(*)Added Snakebite and Diesel from LuigiThirty's cocktails patch.
(*)Added The Grim Sleeper's unscannable party button patch.
(t)tue apr 10 18
(u)Keelin
(*)Paralysis moved to status system. Fixed some incorrect stun/weakened values.
(t)mon apr 09 18
(u)MBC + Keelin
(*)Special Attacks - Click any distant tile on Disarm or Harm intent to use a special that is tied to the weapon you are holding. You can only do this if you have enough stamina. They can't crit, and sometimes do less damage. Some weapons have unique specials - we will be adding more over time!
(u)Keelin
(*)Implemented a status effect system.
(*)Experimentally switched stuns over to new system.
(*)There WILL be incorrect stun values etc. Well over ~1000 references to stuns had to be changed. There's guaranteed to be mistakes in this. Let me know if something is misbehaving.
(*)Keep in mind that not everything that "stuns" you actually uses the stun var. So if you don't see the status effect for a "stun" it probably doesn't actually use stuns
(*)Weakened now moved over as well. This accounts for 2/3 of stuns.
(t)sat apr 07 18
(u)MBC
(*)For those of you who use the chatbar : Press ESC or ENTER(when the bar is empty) to shift keyboard focus back to the game window. This means that if you're sending a message with the chatbar, you can just double-tap ENTER to shift focus back to the game instead of using mouse clicks.
(u)Mordent
(*)Behind-the-scenes refactor of how ID access works to give us more flexibility in ID requirements. It is VERY likely that I messed up something's ID requirements while doing this. Let me know!
(t)thu apr 05 18
(u)MBC
(*)Fixed the old problem of clicks being ignored on tiles that you cannot see. This means that you can fire guns in tight hallways or small rooms without having to click the floor!
(*)Added Kusibu's Chiron Outpost to the mapvote options.
(t)tue apr 03 18
(u)Flourish
(*)Implemented Dieting Hippo's limb targeting hotkeys with the 567890 keys.
(*)Use the - and = keys to toggle walking and resting respectively.
(t)sat mar 31 18
(u)MBC
(*)Use the IJKL keys to rotate your character.
(t)sat mar 24 18
(u)MBC
(*)You can move objects around inside of your inventory by click+dragging.
(t)fri mar 23 18
(u)Flourish
(*)Two new secret chems: feather fluid and transparium (I'll take suggestions for better names).
(t)wed mar 21 18
(u)MBC
(*)Spy thief number adjustments
(*)You should be able to get bounties for large items (machines, vehicles, etc) now. In the case of a large bounty, either tap it with your PDA or click+drag it to your PDA to claim. This action takes about 3 seconds to execute.
(t)sun mar 18 18
(u)ZeWaka
(*)Implemented Pod Lights & Exit patches by Tombi and a gavel + block patch by QuiltyQuilty.
(t)fri mar 16 18
(u)Keelin
(*)Material recipes for steel, electrum and plasmasteel.
(*)Futzed about with the material processor. Who knows what that's gonna do.
(*)Space suits added to nanofabs.
(*)Steel off-color issues hopefully fixed.
(*)Sheets recipe from nanofab now produces 10 times as many sheets.
(t)thu mar 15 18
(u)MBC
(*)Foods are now digested, and release their reagents into your system over time instead of immediately when bitten
(*)Added food bonuses. Bonus depends on what kind of food you ate! Click the 'stat' button on the lower right hand side of the UI to see the names of any current Bonuses.
(t)sun mar 11 18
(u)Flourish
(*)Discount Dan's GTMs have finally arrived on your station! Eat some burritos and redeem those shiny golden tickets for fantastic rewards today!
(*)Mushroom and Donut2's armories have been remodeled.
(t)sat mar 10 18
(u)Mordent
(*)Added the mining magnet communications array, ore scoop/hold, and rock drilling rig to the pod manufacturer.
(t)thu mar 08 18
(u)Flourish
(*)A couple more guns now have inhand sprites, thanks to Gannets!
(t)tue mar 06 18
(u)Mordent
(*)Cyborg modules have been shuffled around/combined. The new modules are: civilian, engineering, mining, medical, chemistry, brobocop.
(*)This is a first-pass at making cyborgs a little more pleasant to play, expect tweaks in the near-future for balancing and more features to come.
(t)mon mar 05 18
(u)Keelin
(*)CE has a new toy in the locker.
(t)sat mar 03 18
(u)Keelin
(*)Custom-made power cells should no longer be horribly disappointing. Hopefully.
(*)Material analyzer will now spit out exact values in addition to descriptions.
(u)Flourish
(*)There are new sec uniform, armor, and helmet sprites thanks to Gannets! And yes, the helmet now has a flashlight.
(*)You can now use the Stop the Radio! command to stop radio station tunes from playing. You can also alter the volume with an in game command (Alter Radio Volume) or in your setup preferences - set it to 0 to never hear them.
(t)wed feb 21 18
(u)Flourish
(*)A collection of clown car records, made by Arborinus, can be found somewhere in the debris field.
(t)tue feb 20 18
(u)Wire
(*)I've made some rather significant changes to the tooltip code in an effort to alleviate the dreaded "stolen focus" issue that was eating everyone's clicks. I know tooltips are alt-only by default now, but if ya'll could turn them on for a bit to see if there's any improvement that would be dandy. Ta!
(t)sun feb 18 18
(u)Flourish
(*)Pills that you make are now the color of their contained reagents.
(*)Botanists can now grow poppies for morphine. The cool sprites are courtesy of Hufflaw.
(t)sat feb 17 18
(u)Flourish
(*)A bit late, but, yes, you can now play records at the radio station! Find them stashed away in a wooden desk. More to come!
(t)fri feb 16 18
(u)Flourish
(*)You can now save and load cloning records to and from data disks.
(*)Security officers and the HoS now spawn with said data disks, complete with their cloning record. Hand the disk to a trusted friend or medbay, and skip the immense ordeal of getting scanned in the cloner.
(u)MBC
(*)Added a security scanner object. When a human passes through, the scanner will calculate an overall contraband rating from 0-10 (depending on the objects and how they are held) and report it to the security PDA mailgroup if the threat is greater than 4.
(t)tue feb 13 18
(u)MBC
(*)Added 3 fashionable alt-backpacks you can buy with spacebux. thanks, Gannets!
(t)mon feb 12 18
(u)MBC
(*)Clicking a person with a fire extinguisher on Help intent will harmlessly spray them instead of beating them.
(t)sun feb 11 18
(u)MBC
(*)AI can interact with vending machines. There's also a new wire in vending machines that will disable AI control when cut.
(*)AI is now on the PDA mailing/alert list for all departments.
(*)AI can now use portable machinery, bot control, and crisis alert programs through the PDA. The target location will be the position of your AI Eye, if you're standing on an area visible to cameras.
(t)sat feb 10 18
(u)MBC
(*)Increased reagent capacity of janitor buckets + mop
(*)Fixed drinking glass interactions : you can now pour them out on the floor, or scoop up fluids using an empty one
(*)Added new roach sprites by Skunkrocker
(*)Added a crustacean sprite from manezinho
(t)mon feb 05 18
(u)Flourish
(*)Un singe fran�ais a �t� arr�t� par le personnel s�curitaire de NanoTrasen. Il porte un b�ret formidable et il est tr�s orange!
(*)Oh no, the Syndicate vandalized the changelog! Poor accents. But why? Perhaps, is this monkey...
(t)sun feb 04 18
(u)Mordent
(*)Monkeys can now wear the Head of Personnel's suit and black suits (and dress variants) without looking ridiculous... well, it's a monkey in a suit, so I guess some baseline ridiculousness is there, but at least it fits now.
(t)sat feb 03 18
(u)Mordent
(*)Clarion has mildly sensible hallway sections now (i.e. doesn't immediately decompress).
(t)tue jan 30 18
(u)Wire
(*)Slight rebranding from the LLJK tag to simply GOON.
(u)ZeWaka
(*)Implemented grep and Slurred Announcement patches by The Grim Sleeper and darkbitt, respectively.
(t)sat jan 27 18
(u)Flourish
(*)Implemented Candy Hearts patch by Arborinus. You can find individual hearts in goodybags or get a whole box from a QM crate.
(t)thu jan 25 18
(u)Cirrial
(*)Okay, loot crates are now worth 8 telecrystals instead of 11. This implies a very, very nice synergy for a specific other traitor item. Have fun.
(*)Oh and at some point they were buffed to give more stuff so there's that too.
(u)Mordent
(*)Added monkey worn sprites for fire suits and emergency suits (courtesy of A4Brogan), improved a couple of other monkey worn sprites.
(*)Fixed atmospherics mixer sprite (courtesy of kremlin).
(t)fri jan 12 18
(u)Cirrial
(*)Implemented Loot Crates by Gannets. Actually it's by Frankity but sssh you didn't hear that from me.
(t)fri jan 05 18
(u)Gannets & Flourish
(*)There's a new radio station (or is it a ship?) in the debris field, thanks to Gannets.
(u)Flourish
(*)New traitor item: barrel of monkeys. Available to staff assistants, test subjects, and geneticists, and also found in surplus crates.
(t)thu dec 28 17
(u)ZeWaka
(*)Implemented the BloodTrak blood finder patch by Crystalwarrior.
(*)Just swipe your BloodTrak-compatible device on blood and you will be given a direction towards the darn bleeder, provided you stand still!
(t)mon dec 25 17
(u)ZeWaka
(*)Implemented christmas fruitcake patch as a holiday treat by LuigiThirty.
(*)Implemented pipebomb assemblies patch by The Grim Sleeper! Now combinable with Signaler, Proximity, and Timer assemblies.
(t)sun dec 24 17
(u)Flourish
(*)You may start to notice shiba inus wandering through the halls. The adorable sprites are courtesy of PhysicalFormOfCurrency.
(t)sat dec 23 17
(u)Flourish
(*)There's another trader in the debris field. This one's location is a bit obscure.
(t)fri dec 22 17
(u)Flourish
(*)In case you were wondering, the voice that tells you to vote at the start of map vote is Hufflaw's.
(t)thu dec 21 17
(u)ZeWaka & Flourish
(*)Implemented kremlin's TEG statistics computer patch. Learn calculus for farty spacemen today!
(u)Flourish
(*)Added butterflies as playable critters. The awesome sprites are courtesy of locusts/Protowizard.
(t)fri dec 15 17
(u)Cirrial
(*)Please give a warm welcome to our new visitor.
(t)thu dec 14 17
(u)Flourish
(*)Homemade pizza can finally taste amazing! Also, pizzas can now fit as many toppings as you'd like (unless people abuse this).
(t)wed dec 13 17
(u)MBC
(*)Using Rest to lie down will now recover damage VERY slowly. It won't save your life but it might be nice to lie on a bed as you are treated in the medbay and stuff.
(t)sun dec 10 17
(u)Cirrial
(*)Cubes of varying varieties can no longer pilot pods, due to having no appendages to do so.
(*)Animals that don't know how to read or write can no longer pilot pods due to it being beyond their tiny little brains to comprehend advanced spaceflight concepts.
(*)Krampus is no longer unpoppable. You heard me. Apparently people can find a way to be shit even as a meatcube. Christ.
(t)thu dec 07 17
(u)Cirrial
(*)Critters can now, at long last, finally commit suicide.
(t)wed dec 06 17
(u)MBC
(*)Being turned into a mouse will now inherit your character's hair and eye color.
(t)tue dec 05 17
(u)MBC
(*)You can weld drains shut now. You may also clog them temporarily by stuffing in bits of cloth.
(*)Mechanics can scan drains. Don't worry about piping when you lay them down... they run on mini-singularity technology.
(t)sun dec 03 17
(u)ZeWaka
(*)Merry Spacemas month!
(*)Implemented the Cogmap1 Gas Mixer Control patch by Kremlin.
(*)Implemented the Brig Flusher Adjustment patch by Firebarrage.
(t)fri dec 01 17
(u)ZeWaka
(*)Merry Spacemas month!
(*)As a gift to start off the holiday season, the Chemicompiler is back! Rejoice!
(t)wed nov 19 17
(u)Cirrial
(*)Implemented Dieting Hippo's chest items patch. Crack a dude open and sew a saxophone into them or whatever. (Psst, it's grab intent on torso)
(*)As an experimental new feature, we're trialling a new respawn feature for ghosts. Want to respawn as an unintelligible, illiterate cockroach? We have you covered.
(t)sun nov 26 17
(u)ZeWaka
(*)New Space Suit sprites, courtesy of snek! They're great!
(t)sat nov 25 17
(u)Flourish
(*)Implemented Wraithcraft's Robustissin patch.
(*)There are now some new and improved miscreant objectives!
(t)thu nov 23 17
(u)Cirrial
(*)Critters should now be able to use flashlights again, I sincerely hope.
(*)Added new wizard voice if you decide to gear up in full necromancer gear. Have fun.
(t)tue nov 21 17
(u)Flourish
(*)Four new hairstyles: bangs, bobcut, mini pigtails, and double buns. This should make layering more interesting!
(t)sun nov 19 17
(u)Cirrial
(*)Now, when calling the escape shuttle, you have to give a reason. It doesn't need to be particularly compelling, but it will be broadcast to the entire station!
(u)Flourish
(*)Added purple, pink, and yellow clown suits. As of now, clowns can purchase them with spacebux.
(*)Rudimentary Discount Dan's Rewards System. Eat those burritos!
(u)ZeWaka
(*)Fixed cogmap2 bugs, the Chaplain cloning bug, and the gas canister layering thing. Some others as well.
(t)thu nov 16 17
(u)MBC
(*)Added Mushroom into map rotation + updated the station
(t)wed nov 15 17
(u)Flourish
(*)The rice and bean plants have been re-added with new food recipes. Rice can also be brewed into rice wine.
(t)tue nov 14 17
(u)ZeWaka
(*)Projectiles should be a bit less laggy now.
(t)sun nov 12 17
(u)Wire
(*)Chat messages that are identical to the last message received now increment a "stack" counter and increase the font size of the last message, rather than appending to the bottom of chat. This is a small step towards alleviating chat spam.
(u)MBC
(*)Widescreen and horizontal split modes. Option is accessible via the Display dropdown menu on the window top bar.
(*)Experimental attack particle animation (This has been in for a few days already, but we've made some changes.)
(u)Flourish
(*)A couple small QoL changes: vending machine and emote messages are now two distinct shades of gray and the pointing arrow color now corresponds to your hair color.
(u)ZeWaka
(*)If you're looking for it, Claim Achivement was moved to the commands tab.
(t)thu nov 09 17
(u)ZeWaka
(*)Patch Day!
(*)Assburgers now contain fartonium, by Maegor.
(*)Wrestlers now have cool ability icons, by Sundance.
(*)Space figurines now can preform actions. Also, a basketball suicide by LuigiThirty.
(*)Iron now helps regenerate blood, by Fosstar.
(t)mon nov 06 17
(u)Wire
(*)Map voting system. Once a round has lasted for 5 minutes, an automated map vote will trigger allowing you to vote on the next round's map. By default the vote lasts 2 minutes.
(*)If you're wondering why this vote isn't at the end of the round, well there's technical reasons as a map switch triggers a full recompile of the game, which takes like 3-5 minutes.
(t)sat nov 04 17
(u)Mordent
(*)Created the omnitool for cyborgs, which can cycle between modes comparable to screwdrivers, crowbars, wrenches, wirecutters, and multitools (click on it while in-hand).
(*)May have overlooked interactions with the above tools in certain cases while refactoring, report in the forums if you notice any existing tools not working or places where the omnitool should be working.
(t)wed nov 01 17
(u)MBC
(*)Changed the pool to contain fluids instead of the fake 'water' that it used before. You can drown in fluids now too!
(*)lots of fixes + improvements behind-the-scenes (this is ongoing)
(t)sun oct 29 17
(u)MBC
(*)Fluid simulation
(*)thanks to somepotato for the initial prototype, zewaka for advice, and everybody else who helped out!
(*)Lots of cool things, like evaporation, draining, <strike>water guns</strike>, reagents,  and physics!
(t)sat oct 28 17
(u)Flourish
(*)Apples now have a mutation, and there are two new alien plants.
(t)wed oct 25 17
(u)Flourish
(*)Added mint plant and its derivative foods/drinks. Menthol is also now a thing.
(t)wed oct 11 17
(u)MBC
(*)Added Crystalwarrior's Ghost VR patch. Click a VR pod as a ghost to enter.
(t)sun oct 08 17
(u)Wire
(*)Revolution mode now requires at least 15 people to be declared ready as the game starts in order to get picked.
(*)Ghostdrones can now hear the dead and talk to them via the :d chat prefix.
(t)sat oct 07 17
(u)MBC
(*)Reworked AI cameras to use a free observer. Static hides areas that are not seen by cameras.
(*)Credit goes to Somepotato for making the base 'camera static overlay' effect. Credit goes to Zewaka for helping me fix some bad bugz. thank u!!
(*)There WILL be bugs. Report them to an admin or on the forums.
(t)tue oct 03 17
(u)MBC
(*)Removed access to traitor items from Rev heads. They must now use the new Revolutionary Flash to convert. Gave security loyalty implants.
(t)mon oct 02 17
(u)MBC
(*)Testing out a higher framerate (client-side only!). Things should look smoother. This will Probably not break anything!
(t)mon sep 25 17
(u)MBC
(*)Spacebux purchases will now persist between rounds as long as you escape alive.
(*)Purchases will probably need some more adjusting after this change. Post your feedbacks on the forums!
(t)sun sep 24 17
(u)MBC
(*)Butchering a player controlled animal will now drop a brain.
(t)tue sep 19 17
(u)Mordent
(*)More monkey uniforms! Most uniforms that starting (non-gimmick) jobs start with now have sprites for when monkeys wear them. Still more to come?!
(t)mon sep 18 17
(u)MBC
(*)Persistent Bank
(*)Earn cash by completing rounds. Base pay is your job's starting salary. Achieving a high station grade and escaping alive will increase pay.
(t)sun sep 17 17
(u)ZeWaka
(*)Tweaked some values regarding reflectivity, and switched out some stuff. Experiment!
(u)Mordent
(*)More monkey sprites for worn things: engineering space suits, engineering space suit helmets, and (non-emergency) gas masks. More to come!
(t)fri sep 15 17
(u)MBC
(*)Added changeling leg worms (another detachable hivemind critter). They are a bit beefier than the other changeling pets.
(u)Mordent
(*)Monkeys can now wear any of the standard colored jumpsuits (rather than just the colors that the Muggles family, Krimpus, and Mr. Rathen like) without looking ridiculous. Monkey fashion is important.
(t)thu sep 14 17
(u)ZeWaka
(*)Implemented New food recipes/items by Flourish.
(*)Implemented Go Go Inspector Noir patch by CrystalWarrior.
(t)mon sep 11 17
(u)Mordent
(*)Implemented Ageinium reagent by Noah Buttes.
(t)sun sep 10 17
(u)Mordent
(*)Implemented Hootagen and Unstable Hootagen reagents by Noah Buttes.
(t)thu sep 07 17
(u)ZeWaka
(*)Implemented fix for RegEx Replace/Find Component by Ronriteki.
(t)thu sep 02 17
(u)ZeWaka
(*)Implemented and modified 8 new traits by Crystalwarrior.<ul><li><b>Meathead</b> You have higher max health, but you suffer from permanent brain damage.<li><b>Athletic</b> You have higher max stamina and stamina regen, but you have much lower max health.<li><b>Big Bruiser</b> Your punches take way more stamina, but you hit harder.<li><b>Jailbird</b> You get a randomized criminal record and are out for arrest.<li><b>Matrix Flopout</b> Flipping has a higher stamina cost, but you can dodge bullets and attacks! Some stamina gets refunded if you successfully dodge.<li><b>Spaceaphobia</b> Reworked this a bit so you are scared of people talking about space as well as actual space.<li><b>Pithecophobia</b> Monkeys are horrifying. You hate those disease-ridden furry beasts.<li><b>Robophobia</b> Robots are going to take over the world! You're scared of the tinny metal beep-boopers.</ul>
(*)Implemented BEEst friend and Happyfeet traits by Flourish.
(t)thu aug 24 17
(u)ZeWaka
(*)Implemented the Traitor Katana item patch by RobertGN. Yatta!
(*)That smoke and foam and who knows what else bug where it only affected one tile has now been fixed.
(t)sun aug 20 17
(u)Wire
(*)Trimmed about 20mb off the resource file by not including the billion vox audio files. They're loaded on use now.
(*)Reintroduced starter assistance for blobs if their initial spread-blast doesn't reach 25 tiles (the price of the first evo point).
(*)Made messages for blob nucleus attack much easier to see, to avoid blobs getting stealth killed by some punk in a pod and a voltron.
(t)fri aug 18 17
(u)ZeWaka
(*)I reverted some of my portable material processor changes. It should play nicer now, perhaps.
(t)tue aug 05 17
(u)ZeWaka
(*)Implemented the following patches: Honkpocket by LuigiThirty, Crit Fix by FoxMcCloud, Riffle Shuffle by elan_oots, and the Elvis Trait by Noah Buttes.
(t)tue aug 01 17
(u)ZeWaka
(*)I've been working on lighting bugfixes, like the black explosive dark doom spots and false walls. Let me know if you see anything amiss!
(t)wed jul 26 17
(u)ZeWaka
(*)Introducing Josh: The hippest trader on the market. Check out his radical rides.
(t)mon jul 24 17
(u)ZeWaka
(*)Implemented Equipment Locker Overhaul by CameronWoof.
(*)Implemented meatcube emotes by LuigiThirty.
(t)sat jul 22 17
(u)ZeWaka
(*)Added new gas canister sprites courtesy of Mageziya.
(t)tue jul 17 17
(u)ZeWaka
(*)Implemented two traits and a mutation by LuigiThirty. Icons by me.
(*)Implemented complex list functionality for Power-Networking Packets by ihenn.
(*)Implemented ampoules and reworked smelling salts by QuiltyQuilty.
(t)sun jul 16 17
(u)Wire
(*)Latejoin antag selections no longer count towards your antag weighting chances in the future. (Not terribly fair to have reduced selection chances if you happen to join as a changeling for 2 minutes at the end of a round or something)
(*)Antag selections during ass day no longer count for weighting
(t)sun jul 10 17
(u)ZeWaka
(*)Thermite now requires 15u or more to melt walls.
(*)Implemented Sponge Capsules patch by QuiltyQuilty. They can be found in a QM crate.
(t)sun jul 09 17
(u)ZeWaka
(*)Implemented Jukebox Instrument & Banh Mi patches by QuiltyQuilty.
(t)sat jul 08 17
(u)ZeWaka
(*)Security Officers now spawn with security-issue health implants, which message security and medbay.
(u)BurntCornMuffin
(*)Added cyborg recharge stations to AI core, engineering, mining sections on Cogmap1 and Cogmap2.
(t)fri jun 30 17
(u)ZeWaka
(*)Implemented Urine Beaker patch by LuigiThirty and CartyParty patch by CameronWoof.
(t)tue jun 27 17
(u)BurntCornMuffin
(*)Fixed material duplication bugs involving floor tiles.
(*)Assigned default materials to certain floor types.
(t)sun jun 25 17
(u)Wire
(*)Refactored the (only a week old) antag weighting system. It now relies on a set % of rounds each player should play as an antag.
(*)For example, if we have set that antags should get to play as a traitor for 10% of all of their played traitor rounds, it will give higher preference to people that have the lowest percentage of traitor rounds played. It's very annoying to describe but it should work wonderfully ok.
(*)As before, please post feedback to: https://forum.ss13.co/showthread.php?tid=8931
(u)Cirrial
(*)Made the brig on Cogmap1 a little less trivially easy to break out of.
(*)Achieved this by making the chairs into stools and replacing the glass with plasmaglass.
(*)Today's historical lesson is: when Cogmap1's brig was designed, you couldn't pick up and throw chairs! Times have changed.
(*)Also got rid of the weird floating stray ashtray in escape.
(t)thu jun 22 17
(u)Cirrial
(*)Added baseball bats, thanks to WrongEnd & Gannets. Can YOU find the hidden baseball bat?
(*)Implemented Discount Dan's Covfefe patch by LuigiThirty.
(t)wed jun 21 17
(u)Cirrial
(*)Added better eyespider sprites courtesy of Arborinus. Thanks!
(*)Added eyespiders to changelings. <b>*scream</b>
(*)They're even weaker than handspiders, but they're free!*
(*)*Price may include loss of one or more eyes.
(t)tue jun 20 17
(u)Haine
(*)Fixed paper bins, game kits, donut boxes, egg cartons and lollipop bowls.
(*)You can now take paper out of paper bins AND put paper BACK IN!  This is truly the most glorious scifi future!!!
(t)mon jun 19 17
(u)ZeWaka
(*)Wraiths can now see a bit more in the dark like blobs can.
(*)Music should now mute if your volume is set to 0, and all music sources should respect the volume setting.
(*)Implemented Cockaroach patch by LuigiThirty.
(u)Cirrial
(*)Ghost drones can now build furniture. Turns out it was a bug, whoops!
(*)Reverted pull speed changes for everything except player mobs (so, humans, basically).
(*)Full speed pulling if the target has help intent selected.
(*)Full speed pulling if the target is standing.
(*)Containers that contain mobs that are not on help intent will still be slow.
(t)sun jun 18 17
(u)Wire
(*)<b>Antag Selection Weighting</b>
(*)When the game selects antagonists for a new round, instead of being completely random chance, it will be based on how many previous plays as that antag type you have had before. This allows people with lower selections to play something they haven't been lucky enough to get before.
(*)Caveat: The system needs data to function as expected, so you probably won't notice any change for the first little while.
(*)Also, there remains a low chance to ignore weighting for an antag pick and just select any old shmuck.
(*)Feedback thread: https://forum.ss13.co/showthread.php?tid=8931
(*)Fixed blob tutorial, insofar as you can actually complete it now and not be stuck forever.
(u)Cirrial
(*)Added a popup when a ghost possesses a soulsteel item to remind them they shouldn't be murdering dudes, COME ON. COME ON, GUYS, PLEASE STOP
(*)Also relatedly I added something like this for polymorph a while back and forgot to add it to the changelog, so here we go!
(t)sat jun 17 17
(u)Cirrial
(*)Congratulations to our new mentors, YoukCat, Tom Clancy's Gay Ghost, Sovexe and Ferriswheel!
(u)Haine
(*)Fixed the bug making it so borgs that clicked themselves with their own medical patches would irreparably break said patches.
(t)thu jun 15 17
(u)ZeWaka
(*)Implemented Throwing stuff patch by Arborinus.
(u)Cirrial
(*)Finally, you can grab player critters. Rejoice.
(*)You can't choke them out, though. Most of them don't even breathe, anyway!
(*)Slightly less arcane error messages for trying to scan critters into the cloner or do surgery on them. You still can't do either of those, but at least you won't be scratching your head about space mice not being carbon-based lifeforms.
(t)wed jun 14 17
(u)ZeWaka
(*)Implemented Tall Hats patch by Arborinus.
(t)sun jun 11 17
(u)Wire
(*)Playable critters are now vulnerable to all blob attacks (as opposed to entirely invulnerable).
(t)tue jun 06 17
(u)ZeWaka & Haine
(*)When I fixed mesons, I don't think they were supposed to be THAT green. That's fixed now.
(*)I also installed an on & off button on them, to toggle the GREEN VISION. Don't ask how the button works for the meson eyeballs. You don't want to know.
(t)sun jun 04 17
(u)Cirrial & Gannets
(*)Added a whole new bunch of cargo packs by Gannets.
(*)Added some shiny new sprites, too.
(*)An old friend awaits you in cargo. Old, terrible, and powerful.
(t)sun jun 04 17
(u)Wire
(*)<b>Blob Balancing Tweaks</b>
(*)Blobs no longer get a insta-spread starting assistance at spawn. Instead, 20-30 blob tiles will instantly spawn around the first placed nucleus.
(*)Blobs now receive a roughly 5 minute "grace period" upon spawning, within which they can retry from scratch if they die.
(*)Upon the death of a nucleus, blobs will receive a debuff for a short period (lose all biopoints and half generation rate). In addition, blob tiles adjacent to the nucleus will die.
(t)sun may 28 17
(u)Dr. Singh
(*)It's halfway through 2017 and you can now edit your preferences mid round. Sheesh. Say hello to the "Character Setup" verb in the Commands tab.
(u)ZeWaka
(*)Implemented Semolina and Wheat patch by Mordent.
(t)sat may 27 17
(u)MBC
(*)Added Spy Thief into the pool of antagonists for Mixed mode.
(*)Added an option to choose whether or not you play as a Spy Thief into occupation settings. Set your preferences accordingly!
(t)thu may 25 17
(u)SpyGuy
(*)New feature for AI turrets: if they're retracted into the floor you can walk over them. Lasers will also miss the turret.
(*)TG-style controls now includes non-wasd (hotkey) mode. Hopefully arrow key spacemen will now have a more comfortable experience.
(u)Haine
(*)Added a couple new things to the random loot crates you get through mining/the debris field.
(t)wed may 24 17
(u)SpyGuy & ZeWaka
(*)We're finally adding a long-awaited /tg/-like control scheme. You can set it under Character Setup. If you're into that sort of thing.
(*)New hotkeys in WASD mode: O for OOC. M to use a custom emote.
(*)AI and cyborgs got some love. They can now change the turret fire mode by holding the BOLT key (default SHIFT) and clicking the turret control. You can also turn them off or on using the OPEN key (default CTRL).
(*)The AI and cyborgs can toggle the APCs with the OPEN key. Annoy a spaceman by flashing the entire room, not just the lights.
(t)mon may 23 17
(u)MBC
(*)Added Spy Theft mode into the random rotation. If you encounter any problems while playing this mode, please tell an admin or report in the forum topic.
(t)mon may 22 17
(u)ZeWaka
(*)Added recipe for luminol by HydroFloric. Oxygen + Hydrogen + Nitrogen + Carbon.
(*)Added recipe for ash by Wraithcraft. Heat paper to 424K in a beaker.
(t)sun may 21 17
(u)Wire
(*)People wearing cure-blindness eyewear (such as the VISOR goggles) will now suffer less negative effects from the Wizard's blind spell.
(*)The station renaming program now has a 60 second global cooldown between name changes. You can only blame yourselves for this.
(t)fri may 19 17
(u)MBC
(*)Added a bunch of missing items to cogmap1 (that were previously only on cogmap2)
(t)mon may 15 17
(u)SpyGuy
(*)Fixed bug that let silenced hivemind members take control of the ling that ate them.
(*)Does this count as a ling buff? Am I the worst?
(t)sun may 14 17
(u)Wire (on behalf of Tobba)
(*)The default clicking behavior has been changed slightly. Where before there was a flat 1 second delay for click-actions to register, now there is some fancy grace periods, so it should seem more responsive and less like you're spamming clicks on shit for ages waiting for something to happen.
(t)fri may 12 17
(u)ZeWaka
(*)I'm working on improving performance with how some back end stuff functions. Let me know if anything looks really wrong.
(t)tue may 08 17
(u)ZeWaka
(*)Due to popular request, gang and revolution have been re-added into rotation. Y'all asked for this.
(t)sun may 07 17
(u)ZeWaka
(*)I've transitioned all maps to use the new material reclaimers now, and there is a portable version. Lemme know if there is issues.
(t)tue apr 25 17
(u)Some Asshole
(*)Someone has vandalized some of the NASSA suits, fuuuuuuck
(*)Exploring a bit might locate replacements
(t)sun apr 23 17
(u)Wire
(*)Tooltip preferences (set in character settings) now apply to all tooltips, rather than just item tooltips.
(*)Station name changer popup now has a "randomise" button, in case you're lacking creativity and need to button mash your way to hilarious station names.
(u)Haine
(*)Implemented the Green Fingers Trait patch by AmaranthineApocalypse and the Toilet warp pipes and swirlie suicide patch by Noah_Buttes.
(t)sat apr 15 17
(u)Wonk
(*)Admin names including apostrophe versions are now on the whitelist. This cannot POSSIBLY be abused.
(t)sat apr 15 17
(u)Wire
(*)Port-A-Brigs will now stun the occupant briefly when they are ejected. (The lore explanation for this is that being transported in a weird tube thing is very disorienting ok)
(u)SpyGuy
(*)Made some changes to how multiple foams behave.
(*)I expect some chemistry nerd will get ideas and cause a ruckus with this.
(t)thu apr 13 17
(u)ZeWaka
(*)There are now stinger grenades available for Security Officers, and fragmentation grenades available for Syndicate personnel.
(u)Grayshift
(*)Sprinting is now more effective. Both against cold-slows, and for pulling things over short distances.
(t)wed apr 12 17
(u)Grayshift
(*)Pull speed of containers now vaguely reflects whatever the fuck is inside them! This will generally be faster.
(*)You may need to open and close them once to get them to rebalance.
(t)sun apr 09 17
(u)Wire
(*)Words that are all uppercase in the station name changer will now properly carry over to the actual name (as opposed to a lowertext + capitalise transform)
(t)thu apr 06 17
(u)Haine
(*)Changed it so that blood on the floor will make you slip you depending on how much there is: a few drops won't trip you up, but a big puddle will.
(*)Gave the Detective a set of radio-only spy stickers.  They're locked to the security channel.  You can find them in Forensics equipment lockers.
(*)Traitor spy sticker kit price has been dropped to 1TC.
(t)tue apr 04 17
(u)Haine
(*)You can now make little camera robots.  Camera + robot arm + proximity sensor.  Have fun!
(t)sun apr 02 17
(u)Wire
(*)Captain PDAs have a new program that lets them name the station (based on a whitelist of words so you fuckers don't ruin everything)
(t)sat apr 01 17
(u)SpyGuy
(*)What the assing fuck.
(*)DarkChis no longer a coder.
(u)DarkChis
(*)After taking feedback from several members of the community we've decided to add a filter to the chat to prevent toxic speech in order to create a safe space for players of all ages and walks of life, as well as combat white privilege and cis male oppression.
(*)This will be successively rolled out and may take some time to activate.
(t)fri mar 31 17
(u)Keelin
(*)Various mining tool additions and changes.
(*)Industrial space helmet now has radiation resistance.
(*)Mining now has a few bottles of potassium iodide.
(t)tue mar 30 17
(u)Keelin
(*)Work on new mining tools has begun.
(*)It's all very WIP right now but i decided to put the fabs on the map anyhow.
(*)Expect bugs etc etc. This is not meant for real gameplay yet. More to come.
(*)New mining tools should now properly derrive stats from their materials. (Hopefully the stats used will make sense to people)
(*)New mining tools will now show their mining power in their tooltips.
(*)Might want to keep certain explosive somethings in the fab when making new mining tools. Just saying.
(*)Those tools i was talking about? You should be able to actually manufacture them now. Woops.
(t)wed mar 29 17
(u)Keelin
(*)Bumping into asteroid tiles will now cause you to effectively "click" them. In other words, bump into the tiles to mine them.
(t)tue mar 28 17
(u)Keelin
(*)More Quantum telescope stuff. Yes, I'm being vague.
(*)Miraclium now behaves ... strangely when exposed to high temperatures.
(*)Material infusing is back at the nano-fabs. Sort of. Oh dear.
(*)There's now a small chance that starstones can be found via the telescope.
(t)mon mar 27 17
(u)Keelin
(*)Quantum telescope moved to mining. (For now on #2)
(*)Added new stuff to the telescope.
(*)More to follow.
(t)fri mar 24 17
(u)ZeWaka
(*)Implemented Brewable Burrito patch by NoahButtes. You can now shove burritos into the still.
(u)Wire
(*)Hey maybe tooltips wont steal focus and flash whitespace errwhere how about that huh.
(*)Credit to <b>EMP Fingers</b> and <b>Cgrn10</b> for helping me debug tooltip issues for like 2 hours solid.
(*)As always, your first round or two with the new tooltip code will probably be broken as fuuuuck because of caches. Just roll with it.
(*)This patch was pushed and quickly reverted last week after it broke clicking on things for people. Maybe now it wont do...that.
(t)thu mar 23 17
(u)ZeWaka
(*)Implemented Slicing IV patch by CameronWoof. You can now pour IV bags into beakers if you slash them with a scalpel.
(*)Implemented Cryostylane and fires patch. You can now put out fires on dudes with cyrostylane if they get cold.
(*)Implemented Pathogen Splice UI change. Now instead of manipulating a single DNA sequence, you manipulate the start and end pointers, adding or removing everything inbetween.
(t)wed mar 15 17
(u)Wire
(*)Tooltips should no longer get stuck if you hover over a bunch of 'em too fast. Or not I dunno, fuckin race conditions man.
(t)mon mar 06 17
(u)ZeWaka
(*)Blobs are now required to spawn on station.
(t)tue feb 28 17
(u)ZeWaka
(*)When you recieve a new law as a silicon, there will now be a notification noise.
(u)MBC
(*)DNR protects ghosts from being yanked into changeling hivemind. Hivemind members will have the option to leave if their host goes AFK or is inactive for a long enough period of time.
(*)Shaking a bush while someone hides inside will smack them with branches.
(t)mon feb 27 17
(u)MBC
(*)Changelings can absorb their own handspiders with grab intent. Handspider corpses grant a reduced amount of DNA. So clean those gross things up!
(*)Certain kinds of shoes can deal a bit of extra damage when kicking someone.
(*)Did some football kit buffs
(u)SpyGuy
(*)Auto screenshot button works again. It's F2. Hit it and you'll get a screenshot in your Documents/BYOND folder.
(u)Grayshift
(*)A couple items that were previously duplicable by mechanics, and then not, are once again.
(t)sun feb 26 17
(u)ZeWaka
(*)Latex from rubber trees now works when crafting gloves.
(*)The steel on station has been stripped of rust and is hard again.
(t)thu feb 23 17
(u)ZeWaka
(*)You can now switch out the lights on tanning beds, for a <b>sick</b> custom tan!
(*)Buddies and robots are now faster to pull.
(t)wed feb 22 17
(u)SpyGuy
(*)Fixed a bug in the manufacturer material validation. You know what this means. The honeymoon is over.
(u)Grayshift
(*)Items should now provide the actual amount of cold/heat resistance in their tooltip.
(*)Wearing a full spacesuit is automatic 100% still.
(t)mon feb 20 17
(u)ZeWaka
(*)A tanning bed straight from Space Hawaii is now available in the Health Spa! Get your tan on today!
(*)No more racially insensitive asshats.
(t)sun feb 19 17
(u)ZeWaka
(*)Updated QM's ordering interface a bit. There are now categories, and it's all pretty!
(*)Went and prettied some more machines near QM as well. Crates should also be faster to pull!
(t)wed feb 15 17
(u)ZeWaka
(*)Custom large and small energy cells are craftable again at a nano-fabricator.
(*)Restored swapping functionality to energy guns and stun batons. To swap cells, simply click the device with a cell.
(u)Grayshift
(*)Bleeding damage should be harder to stack up to "all my blood fell out, help" levels.
(*)Some of the traitor items that involve dragging them around have had their pull speeds increased.
(t)tue feb 14 17
(u)Haine
(*)Dragging people who are standing up is now faster.
(u)ZeWaka
(*)There is now a mulebot and forklift not located in QM. Forklift speed increased.
(t)mon feb 13 17
(u)Haine
(*)I've tweaked the settings on the pull speeds for stuff and changed the backend just a bit.  See what you think.
(*)The Port-A-Medbay is back again, this time as an actual sleeper!  Click it with an empty hand to access the console.  Medical PDAs have a remote like the Port-A-NanoMed.
(u)Grayshift
(*)Further tinkering with individual object drag speeds (mostly faster). Genetically strong and/or green people can pull things real good!
(*)The tranquilizer rifle is now less likely to kill people. It turns out it should knock people out from the haloperidol, not the blood loss
(*)Borgs are now good for heavy duty work, exempt from the pull changes. Visit robotics for an upgrade!
(*)A fex crucial pieces of gear are a bit faster to move pull.
(u)ZeWaka
(*)It looks like someone left the 'low power' switch on the mulebot on! It's now 200% faster, along with other tweaks.
(*)The Magnetic field event has been re-enabled, and toned down from it's previous gibbing mayhem!
(*)The Black Hole event now takes longer to de-stabilize, and is more obvious.
(t)sun feb 12 17
(u)Grayshift
(*)Pulling objects is now much less speedy, depending on the weight and bulk of the object.
(*)There are probably a lot of things that have pull speeds that make little sense. There will be a forum topic to report anything critically stupid (all of it)
(*)I am fueled by hate.
(t)tue jan 31 17
(u)ZeWaka
(*)Implemented Haggis patch by Cirrial and Robo-Artifact patch by The Grim Sleeper.
(t)sun jan 29 17
(u)Wire
(*)Fancy tooltip-esque popup windows are now enabled for all robotics bots that previously opened popups.
(*)These should get more use than the airbridge control computers, which were used approximately once every blue moon.
(t)sat jan 28 17
(u)Haine
(*)Fixed a couple bugs with surgery that made it so you couldn't cut out headspiders or ice spiders.  Part of the issue: trying to cut parasites out of someone would make it try to cut them out of the surgeon, not the patient.  Whoops.
(t)thu jan 26 17
(u)Grayshift
(*)Disposals is now "safe" as an escape route, or for flushing people you don't like. Hufflaw made me do it.
(t)wed jan 25 17
(u)ZeWaka
(*)Fixed meson goggles based on community feedback. Enjoy your new 540-280THz Attenuation Goggles!
(u)Dr. Singh
(*)You can throw stuff to an exact spot now.
(t)mon jan 23 17
(u)Grayshift
(*)Testing out a thing: Suicided bodies now get a line in their description. Good for working out who wanted to live or not.
(t)sun jan 22 17
(u)Wire
(*)Blob overminds can now see in the dark a little bit. This is so they can see their own goddamn blob tiles. Except for those dicks that set their color to black, they're still screwed.
(u)ZeWaka
(*)Implemented both formatting patches by CameronWoof.
(t)thu jan 19 17
(u)Daeren
(*)Everybodie gie Cirrial a roon' o' applause fur codin' th' Scottish Accent patch. Guid shit, weel duin, reek weit, brin' hint keech, an' a' thon.
(*)<i>ZeWaka note: Also that un-noir patch.</i>
(t)sun jan 15 17
(u)ZeWaka
(*)Implemented Cube Friends patch by Cirrial.
(*)Also as a note: Tooltip stuff has been being fixed, so a lot of the issues with those should be resolved.
(t)sun jan 01 17
(u)ZeWaka
(*)Whoo! First commit in the new year!
(*)Just in time for the first harvest, the Oat Crops patch by Mordent is implemented!
(t)sat dec 24 16
(u)SpyGuy
(*)Somewhat late perhaps: Introducing Silver Fulminate and Silver Nitrate courtesy of Mordent.
(*)If you are experiencing graphical glitches we recommend updating to Byond version 511.1366 as this will likely resolve the issue. If this does not work we recommend the old solution of .configure graphics-hwmode on or updating directx.
(t)thu dec 22 16
(u)ZeWaka
(*)You can now move those bulky television cameras using screwdrivers and wrenches.
(*)Purple is no longer named "urple".
(*)All funky trait bugs should be resolved. Apologies.
(t)wed dec 21 16
(u)ZeWaka
(*)Implemented pizza cutters by Cirrial.
(t)sun dec 18 16
(u)Wire
(*)Airbridge computers now have a fancy new type of interface that I'm testing (which is why it's only on these rather specific computers). Please report any weirdness to me (Wire) via adminhelp, the forums or IRC.
(*)Blob rounds will no longer be randomly picked when the playing population is less than 15 players.
(t)thu dec 08 16
(u)Haine
(*)<span style='color:red;font-weight:bold'>IMPORTANT CHANGE:</span> The wizard shuttle is now <b>no longer on the station z-level!</b> You will no longer be able to reach it without the ability to teleport, so it works like the nuke station, except there's currently no teleport pad to get there.
(t)wed dec 07 16
(u)Daeren
(*)Certain critters (such as crows, pigs, and a few nastier things) now display scavenger behavior, and will snack on unattended corpses they notice. If left alone, they'll skeletonize the whole body, the greedy beasts!
(*)This absolutely cannot be used by traitorous sorts to render their victims unclonable by throwing them into a pile of scavengers to dispose of the genetic material. No sir, not at all.
(*)In completely and utterly unrelated news, you might not want to leave a clownspider alone in a room with a corpse anymore.
(t)sun dec 04 16
(u)Haine
(*)Sleepers now run on actual time instead of byond time, so if you put someone in for 1 minute the alarm will go off after 1 actual minute instead of some vague amount of time that could be similar to 1 minute but is more likely to be like 3-5 minutes.
(t)thu dec 01 16
(u)Haine
(*)Merry Spacemas!
(t)wed nov 30 16
(u)SpyGuy
(*)Changelings  absorbing a corpse will now integrate the player into the hivemind, even if they have already left their body.
(t)sun nov 27 16
(u)Haine
(*)I adjusted how addictions function so hopefully now you won't just suddenly become addicted to nicotine the second you look at a cigarette wrong.
(*)This change will absolutely need adjustments because this is pretty hard for me to test properly on my own to get it at the right feel. Let me know if something needs changing!
(t)fri nov 25 16
(u)Haine
(*)Bathroom stall doors can now be locked, and those (and wooden doors) can be picked open with screwdrivers.
(t)thu nov 24 16
(u)Haine
(*)Hey, you remember that map I released almost a year ago?  The Destiny?  Yeah, the tourbuddy finally has a complete tour now.  You're welcome!!
(t)wed nov 23 16
(u)Haine
(*)The security toolbelt is no longer a medal reward and is instead now just a regular belt available in security equipment lockers.
(t)sun nov 20 16
(u)Haine
(*)Destiny now has a gym and a pool! You'll find them where the mining magnet used to be - the magnet is now behind the ship.
(t)sat nov 19 16
(u)SpyGuy
(*)Added ability for changelings to give control of their body to members of their hivemind. Useful if you wanna impersonate someone REALLY well.
(*)The hivemind member is slaved to the master, much like a regular mindslave. The master can regain control of their body at any point using the "Retake Control" verb.
(u)ZeWaka
(*)Implemented Ability Labels and Nitrogen/Air Extracting patches by Urs and Mordent respectively.
(t)thu nov 17 16
(u)SpyGuy
(*)Three cheers for Grumpchkin, our newest mentor.
(t)sun nov 13 16
(u)ZeWaka
(*)Implemented modified Security Belt, Captain's Dress, and Egg Foods patches.
(t)fri nov 11 16
(u)Haine
(*)Names are in a new, more exciting format, which your game will probably yell at you about when it loads your character save.  It'll try to convert your old name to the new format, but it might fail.  Sorry!
(*)Flavor text (text that will show up when your character has been examined) has been added as well.  Keep in mind that your flavor text is subject to the same rules as anything else on our servers!  Also it may be buggy for the moment.  Please report issues on the forums as always.
(t)sun nov 06 16
(u)Haine
(*)<span style='color:red;font-weight:bold'>IMPORTANT MINOR CHANGE:</span> Headsets now all use the same channel prefixes for the same channels, so :h will always be for the command channel, :r is always research, etc. I know this will be confusing at first but it will be better in the long run, I swear!
(t)fri nov 04 16
(u)Keelin
(*)Added support for 2-handed items.
(*)Added support for attack speed.
(t)thu nov 03 16
(u)Somepotato
(*)Fixed some UI showing below lighting
(*)You can now poke a hole in eyepatches.
(t)fri oct 28 16
(u)Somepotato
(*)Added a ghost tab for the dead where all the ghost verbs are.
(*)New showers include toggle lighting! Also, ghosts can click chairs to spin them or players to observe them.
(*)AIs are now notified when their core or their core room turrets are attacked.
(*)Temporarily disabled the chemicompiler while we work on fixing it up.
(t)thu oct 27 16
(u)SpyGuy
(*)Fixed issue where genetic stability would fail to reset correctly when storing / adding mutations.
(u)Keelin
(*)Player preferences now contain a setting for tooltip behaviour. On, off, on ALT.
(*)If tooltips are on, items on the map will now also display tooltips while ALT is held.
(t)wed oct 26 16
(u)Haine
(*)One new wizard spell: Baleful Polymorph.  Try it today!  Or, you know, whenever you next have a wizard round.  Try it that day!
(t)tue oct 25 16
(u)Somepotato
(*)Slightly decreased the brain damage you get from trying to pull/pick up the staff of cthulu.
(*)Also slightly increased the chance it'll deal brain damage when you attack someone with it.
(t)mon oct 24 16
(u)SpyGuy
(*)The repairman came by with a brand new AntiBlend X for the enzymatic reclaimer.
(*)Note that electromagnetic interference voids the warranty.
(t)mon oct 24 16
(u)Keelin
(*)Experimental tooltips for worn and held items.
(t)sun oct 23 16
(u)Somepotato
(*)Security scanners! If you walk through these with contraband on you will make it boop angrily.
(*)This is not a traitor detector! Contraband is anything that Beepsky will freak out over if you were holding it.
(*)Except this doesn't care if you're security or not. They're typically placed at brig entrances.
(t)fri oct 21 16
(u)Somepotato
(*)Sponges fit in pockets. Thats gross though, don't actually do it.
(t)thu oct 20 16
(u)MBC
(*)Access implants for the HoP. Set up using the ID computer and then implant someone to grant them temporary access (2 door/machine uses).
(t)tue oct 18 16
(u)Haine
(*)Destiny: You can now force braindead players into cryosleep for safekeeping. They can leave immediately if they log back in.
(t)mon oct 17 16
(u)SpyGuy
(*)The auto-undresser on the Biomatter Reclaimer has broken. Maintenance has been called and will be with you momentarily.
(*)We thank all our geneticists for their patience in this matter.
(u)Haine
(*)Added recipes for Heparin, Proconvertin, and Filgrastim, the new blood-related chemicals.  You can find them on the wiki!
(u)Daeren
(*)Our crack team of drunken thermodynamics engineers has investigated the station's deep fryer and found it was using some form of black magic to force any and all chemicals put into it to stay at the factory regulation frying temperature of 365 degrees fahrenheit, regardless of how hot or cold they were. This feature has been changed so that 365 degrees fahrenheit is the minimum temperature, and oil additives that exceed that temperature will not be cooled during the frying process.
(*)This should make certain forms of mad science with the deep fryer much more entertaining. As always, please report any horrible/overly abusable unintended side effects.
(t)sun oct 16 16
(u)BurntCornMuffin
(*)Behind the scenes changes to implants.  There should be no obvious changes, so if anything behaves strangely let me know.
(t)thu oct 13 16
(u)MBC
(*)American football kit for traitors.
(t)wed oct 12 16
(u)Haine
(*)Made player-creatable AI cores. Check the robotics manufacturers! Might be buggy?
(u)MBC
(*)If you are deployed to an external shell as AI, you will still be able to click people's names over the radio. This will boot you out of the shell and begin tracking.
(*)As AI in normal camera view, click someone to start tracking them.
(t)mon oct 10 16
(u)MBC
(*)New changeling ability 'Morph arm' - transform one of your arms into a stronger one for about three minutes. Costs DNA depending on the transformation.
(*)Made some handspider adjustments - replaced 'Chomp' ability with 'Gnaw'. Gnaw will let a handspider snack on human flesh and collect a small amount of DNA. Handspiders can return to their master and give them any DNA they've collected by touching them.
(t)sat oct 08 16
(u)Tobba
(*)Hooked up the current lighting system to the backend of the new lighting system and ported some features over.
(*)This probably broke something.
(t)fri oct 07 16
(u)MBC
(*)Hold a gun in both hands at once to fire both at the same time.
(*)EDIT: turns out that double-spackers and the like are super strong! You can only dual-wield guns that make sense now.
(u)Tobba
(*)Arrow-key mode should work a lot better now, in theory, maybe.
(u)Keelin
(*)Various body parts now have materials assigned to them. Grody.
(u)Hull
(*)Rotting no longer impossible to make.
(t)thu oct 06 16
(u)MBC
(*)Attack someone with a gun on Grab intent to hold them at gunpoint instead of shooting immediately. In this state, if the victim tries to move or fight they will be shot automatically.
(u)Keelin
(*)Fixed up Arborinus' Material Plants Patch for the reworked materials system and implemented it. (Rubber tree, wood, bamboo, latex)
(*)Material analyzers work once again. Although a bit differently.
(*)Fixed some really annoying bugs that were left in the material systems. (Soft soft pizza is gone forever)
(t)sun oct 02 16
(u)MBC
(*)Changelings will now collect anyone they absorb into a hivemind. Members of a hivemind communicate telepathically. The changeling can talk back using the 'Speak Hivemind' ability.
(*)New 'Handspider' ability will let the changeling pick one member of their hivemind to turn into a weak scouting critter. Cost is 4 DNA and one arm.
(*)Use the 'Silence Hivemind Member' ability to boot players out of your hivemind if you'd rather not keep them.
(t)sat oct 01 16
(u)Tobba
(*)You can (finally) drift in pods again.
(*)Entering pods by click-dragging yourself onto them now works worth a damn; no need to right click them anymore.
(t)fri sep 30 16
(u)Haine
(*)Head transplants now work again (they still work as badly as before but you can do them again, I mean)
(t)wed sep 28 16
(u)Haine
(*)I hear you all have been dying of hypertension lately, so we're going to go to another extreme and make it so that as long as you don't have more than 500u of blood, you will literally be unable to have hypertension if you have 330u of chems in you. This might get adjusted again once I finish the new bloodchems.
(*)To do: make some chems count more towards blood pressure.
(*)Added WIP wanted poster machines to security. They're not feature complete yet but they're long overdue as it is.
(t)mon sep 26 16
(u)Keelin
(*)Material textures now actually properly apply to worn items. Aaaaah.
(*)Fixed a bug that caused composite materials to sometimes lose their texture.
(*)Insulating materials should (mostly) work now. (Maybe)
(*)Spears available on the nanofabs. This is experimental stuff since it behaves different from normal weapons. Inhand sprite is a placeholder.
(t)sun sep 25 16
(u)Keelin
(*)Fixed up Marquesas' bows a bit.
(*)Bows will now automatically take arrows from a quiver on your back.
(*)Experimental: Bow aiming will now start when you begin holding the mouse button. It will still fire when you let go. That's the theory. It's a little buggy.
(*)Arrow stacks can now be picked up and arrow stacking in general should be smoother.
(*)If you hadn't noticed. Bows, arrows and quivers can be made at the material nanofabs.
(*)Arrowhead material now *actually* properly affects projectile damage. Bow material now affects bow performance.
(*)a69andahalf: .tell AngriestIBM Bee wool has to be a thing: http://i.imgur.com/Gx7fVRn.jpg. I'm not IBM but okay.
(*)Material textures (think pizza, blob, bee wool) will now show up on most worn items instead of just on the world sprite.
(t)sat sep 24 16
(u)Haine
(*)Destiny now has a bigger bar and a ghost drone machine!  You'll find it in maintenance below the teleporter/QM.
(t)wed sep 21 16
(u)Haine
(*)Started fussing around with a lot of medical stuff, mainly blood/bleeding. Still WIP, you know where to get a hold of me if something's broken now.
(*)Personal note: A year ago today, SpyGuy proposed to me. We would never have met if not for Goonstation. Thank you to all the coders, admins and players that have made this game great and formed the community that helped me meet the person I love.
(*)I apologize for the above gushy feelings nonsense. It's just that kinda day.
(u)BurntCornMuffin
(*)Witches now have female voices
(*)D'awwwwwwwww
(t)tue sep 20 16
(u)Keelin
(*)Material recipes re-enabled.
(*)Added new material recipe. On that note, soulsteel can now be made. Recipe isn't too hard to find if you think about it for a moment.
(*)Einstein-rosen loafs will possibly be in high demand now. Same with ghosts. For different reasons.
(*)Very reflective materials may reflect energy based bullets.
(*)Huh ... have armor vests always ... looked like that?
(*)Wonk has his very own material now ... Oh dear.
(t)mon sep 19 16
(u)Keelin
(*)Few more fab recipes.
(*)Smelter suicide is back by popular demand.
(*)Very hard shards will now ignore shoes when you step on them.
(t)sun sep 18 16
(u)Keelin
(*)Very rough first version of new fabricators for material stuff.
(*)Expect bugs. More recipes will be added soon. It's still missing features.
(*)Added filtering and some more recipes to fabs.
(*)Increased ore stack size.
(u)MBC
(*)As an observing ghost, click+drag yourself to another player to quick-observe them. Click+drag yourself to the floor to jump to that tile.
(t)sat sep 17 16
(u)Keelin
(*)Smelter is back.
(u)ZeWaka
(*)Humans with health implants can now be seen by upgraded prodocs.
(t)wed sep 14 16
(u)MBC
(*)Added five pipe bomb construction modifications. Try stuffing an item into the frame before adding fuel.
(t)tue sep 13 16
(u)Haine
(*)Fussed with some things related to the bleeding system. Please let me know if you find yourself exsanguinated too easily now.
(*)You can now use pieces of cloth to bandage yourself, which makes ripping up bedsheets twice as useful as before!
(t)sun sep 12 16
(u)Keelin
(*)Expanded item stacking to items with materials, including ores and bars etc.
(*)Added material processors to relevant locations to allow for conversion between raw and processed material states (this is likely temporary).
(t)sun sep 11 16
(u)MBC
(*)Put on a light show by using the *dance emote while holding a glowstick! Additionally, glowsticks are prone to bursting open when heated. After they've been heated, take care not to shake them or throw them.
(t)sat sep 10 16
(u)MBC
(*)More misc. small tools and electronics will fit in the belt slot now.
(*)Light a cigarette with another lit cigarette! Wow!
(u)Keelin
(*)Material rewrite in progress. Expect material related things to be horribly broken.
(t)thu sep 08 16
(u)Haine
(*)Fixed up some bugs with patch boxes and making them via chemmasters, along with some other misc stuff.
(*)Patch boxes and pill bottles (from a chemmaster) can now have things click-dragged into them to fill them, and the boxes can be emptied by click-dragging them to the floor.
(t)wed sep 07 16
(u)BurntCornMuffin
(*)Cyborg suicide flavor text/effects changed, no longer completely totals the borg.
(*)Reset board brings dead AIs with functional core units back to life.
(t)tue sep 06 16
(u)Grayshift
(*)Artifact beakers should be more fun now.
(t)sun sep 05 16
(u)ZeWaka
(*)Implemented Wires dragging into portable reclaimer, Flip and grab buxfixes, and Reclaimers failing to verify contents patches by ErikHanson.
(*)Implemented Hemostats in Fabricators patch by Mordent.
(*)Implemented AI Upload and Chamber Map Update by a69andahalf.
(t)thu sep 01 16
(u)ZeWaka
(*)Implemented Mildly Useful Rubber Stamps patch by Mordent.
(t)wed aug 31 16
(u)ZeWaka
(*)You can now construct some new parts at the workbench.
(u)BurntCornMuffin
(*)Fixed a bug with plant reagent extraction; synthflesh can now be extracted from grown synthmeat.
(t)sat aug 19 16
(u)ZeWaka
(*)Cyborg Docking Stations and power cells are on speaking terms again!
(t)sun aug 15 16
(u)Grayshift
(*)Throwing at windows should be less terrible now. Not perfect, but less terrible.
(*)Custom power cells no longer scale beyond artifact power cells.
(*)im coder
(t)tue aug 02 16
(u)ZeWaka
(*)New ATM, notice board, and briefcase-related sprites by CameronWoof.
(t)fri jul 29 16
(u)Wire
(*)Red alert! RED ALERT!
(t)tue jul 26 16
(u)ZeWaka
(*)More contract stuff has been fixed. You can also now buy contracts with souls or enhance your weapons with them.
(t)mon jul 25 16
(u)Wire
(*)Re-added the cakehat to the bar. This is very important ok.
(t)fri jul 15 16
(u)ZeWaka
(*)Implemented expanded toxins patch by a69andahalf.
(t)sun jul 10 16
(u)ZeWaka
(*)Implemented a new traitor item by Noah_Buttes.
(*)<i>July 13th addendum: Slightly reworked, added more contracts, bugfixed, and cleaned up. Still somewhat WIP.</i>
(t)fri jul 08 16
(u)I Said No
(*)Genetic instability is no longer lethal in and of itself. Instead, as it gets lower, good genes have a chance per tick to mutate into bad ones, and usable powers may misfire.
(t)thu jul 07 16
(u)ZeWaka
(*)The security force has been outfitted with fancy HUD glasses that can see if you should be in the brig or not patch by Grayshift.
(t)sun jul 03 16
(u)ZeWaka
(*)You can now disassemble and reassemble all types of tables.
(t)thu jun 30 16
(u)Wire
(*)Added device analyzer and cable coil items to ghostdrone tools.
(*)RCD updates. They can now: build on and remove girders, build floors on lattices (no more pixel hunting) and build/remove windows.
(*)Also lattices are removed when a floor is placed on the same tile.
(u)ZeWaka
(*)Morgue chute in mini-medbay, misc solarium fixes.
(t)tue jun 28 16
(u)ZeWaka
(*)Swedish fisk. Modified icons by Arborinus.
(*)Luchador shorts, Trashman singlet, HoS coats, and American Pride clothing by MegaPaco and a flame shirt by Arborinus.
(*)Updated clutter courteous of quiltyquilty. Monkey damage sprites by Pirate-Rob. Chemistry countertops by a69andahalf.
(t)mon jun 27 16
(u)ZeWaka
(*)Fruit and wire assemblies. Have fun, and safe snacking! <i>Addendum: Difficulty ramped up.</i>
(*)I'm working on updating a bunch of interfaces, lemme know if you have any issues.
(t)sun jun 26 16
(u)I Said No
(*)New Random Event: Magnetic Anomaly - all crew become temporarily charged with magnetic fields. Don't bump into each other!
(*)Black Hole Event: Now spawns as a dark anomaly which must be fed mass. If it isn't fed enough within a time limit, it becomes a full-fledged black hole.
(*)Radiation Storm Event: Shimmering anomalies now emit green rings which warn of areas that are about to be struck by radiation.
(*)Ion Storm Event: Now affects things other than the AI. The laws the AI recieves from this event have been re-written.
(*)Solar Flare Event: Now blocks signals on a % chance rather than a hard 100% block. Also turns space yellow for the duration.
(*)Virus Event: Removed.
(t)sat jun 25 16
(u)Wire and Haine
(*)Ghostdrones! Little guys that you can take control over when you die to fix up the station or whatever.
(*)Dead peeps teleport to Ghost-Drone-Factory and float over the ghost catcher to get put in the queue.
(*)Some balance things will likely be necessary after some initial testing on live so be patient.
(u)ZeWaka
(*)Implemented Port-A-Puke 2 patch by ErikHanson. You can now wrench it to the ground.
(u)SpyGuy
(*)Doors are now about as dangerous as you'd expect massive hydraulic-powered steel contraptions would be.Fortunately they come with a new safety doohickey. Please note that airlocks are not user-serviceable.
(*)Courtesy of ErikHanson.
(t)fri jun 24 16
(u)ZeWaka
(*)Implemented modified wizard skeleton and syndicate borg patches by Grayshift.
(*)Implemented modified pepperoni patch by Arborinus.
(t)wed jun 22 16
(u)ZeWaka
(*)Implemented modified lots of new custom crops patch by HulkHogan, Drsingh, Myself, and MegaPaco.
(*)New crops: Tomaccos, Cherries, Pineapples, Coconuts, Peanut Butter Sandwich Plants, and Coffee. Some custom foods with these as well.
(t)sat jun 18 16
(u)SpyGuy
(*)Brave spacemen poke crushers. Who knows what might happen?
(u)ZeWaka
(*)Deaf wizards are now not as deaf patch by Grayshift.
(t)fri jun 17 16
(u)SpyGuy
(*)THE RETURN OF THE SKIN TONE PICKER: The Revengening.
(*)New "Custom..." option at the bottom of the skin tone preset list. Sets your skin tone just like in the good ol' days.
(*)Exploding pods will no longer send cargo to a space between dimensions. Instead it will get flung out.
(t)mon jun 13 16
(u)Somepotato
(*)<b>No more instant chokeouts</b>
(*)TG-style thing lister, use ctrl+alt+shift and click on something to throw all the stuff on that tile into your verbs menu. Max distance is 6 tiles because its handy; but if you move its removed.
(t)thu jun 09 16
(u)ZeWaka
(*)Fixed a long-standing bug with the corners of catwalks being ugly.
(*)You can now readjust the stretching for tables by using a screwdriver.
(t)tue jun 07 16
(u)ZeWaka
(*)Implmented nerf for monkeys giving lots of blob points patch by Grayshift.
(*)Port-a-Puke now has an 'Enter' verb and heartbee patches by ErikHanson.
(*)Engine and PTL Monitoring PDA App patch by FishDance.
(t)sun jun 05 16
(u)ZeWaka
(*)Implemented the security remap revamp patch by 69andahalf.
(*)Implemented the observable Port-A-Puke patch by ErikHanson.
(*)Implemented the copper wires patch by Noah_Buttes.
(*)Implemented the reasearch outpost patch by 69andahalf.
(t)wed jun 01 16
(u)Somepotato
(*)<b>GPS!</b> New players can use the GPS button to get directions to an area.
(*)No more getting into walls on the shuttle. They are now telelocked.
(*)Pods can't skirt the nose, either, anymore. I am the fun police, sorry.
(t)tue may 31 16
(u)Somepotato
(*)<del>Removed</del>Replaced arrivals
(u)Somepotato
(*)Hulks are no longer immune to stun batons. Why was this a thing, I have no idea.
(*)Removed the wizard shuttle teleport computer cooldown. Why was this was also a thing, no clue.
(*)AI turrets now fire at blobs, because otherwise AIs are incredibly defenseless and thats a bad thing against blobs.
(t)mon may 30 16
(u)ZeWaka
(*)Implemented modified GPS interface patch by Rocket.
(*)Wizards have their own comm array patch by ErikHanson.
(t)sun may 29 16
(u)SpyGuy
(*)Miscellaneous fixes.
(*)Humanized monkies no longer speak "monkey". The human is no longer the captain.
(*)Hand labelers work again.
(t)sat may 28 16
(u)ZeWaka
(*)Implemented salvagable cyborg debris patch by me.
(*)Instrument icon, PDA ID eject verb, and chess patches by Rubidium_Bradford.
(*)Implemented Biscuits, Butter, and MacGuffins patch by Heredth.
(*)Implemented QoL Borg tool selector patch by Isilkor.
(t)thu may 26 16
(u)Somepotato
(*)Hull: CHANGELOGS!!!!
(*)Blobs now have pretty organs that are the brightest version of the color selected.
(*)New organ sprites are props to Gannets!
(u)Hull
(*)Messed with playsound code in an attempt to make stop the music work consistently, speak up if it doesn't.
(t)mon may 25 16
(u)Somepotato
(*)Fireball cooldown increased by 15s, and golems should no longer target chaplains. Should being the opportune word here.
(*)Clowns' Revenge can now be cured by the chaplain or other via another method without resorting to cloning. Subject to change
(u)ZeWaka
(*)You can now add faux wood finishes to reinforced tables with a wood plank.
(t)mon may 24 16
(u)Tobba
(*)Rewrote all/most movement code to use a new system. This is probably a bit more broken than it seemed in testing.
(*)Doubled the tickrate
(*)Oh and you can sprint by holding shift, throw is on spacebar instead.
(*)If you're using AZERTY mode you'll need to enable it in preferences before you join. I'm working on making this smoother.
(*)<i>Somepotato addendum: Pressing tab will also toggle focus to the input bar like it used to.</i>
(t)mon may 23 16
(u)Somepotato
(*)Adjusted the Wizard fireball some. Its slightly nerfed, but significantly more reliable.
(*)Wraith's decay can no longer affect the shuttle, but decaying humans has been buffed a bit.
(t)sun may 22 16
(u)Somepotato
(*)Decoupled scream sounds from gender.
(*)You can now set a custom fart/scream sound, selectable in preferences.
(*)Sounds courtesy of ISaidNo
(*)<b>Experimental protection of arrival shuttle, please let me know how this turns out</b>
(t)thu may 19 16
(u)Somepotato
(*)Scooch in chairs at your own risk
(t)mon may 16 16
(u)MBC
(*)Smoother tile movement animation at medium/low speeds.
(*)Boosted temperature resistance of spacepeople a bit. Emergency suits will provide better protection from the cold as well.
(t)thu may 05 16
(u)Haine
(*)Siren helmets now available in security.
(t)wed may 04 16
(u)Haine
(*)Adjusted addiction to nicotine and coffee and some other minor things to be less severe than addictions to hard drugs.  Probably still annoying, though.
(*)Added odd cigarette packets back to the cigarette machines, but you can't get NI3 or QGP from them anymore.
(t)tue may 03 16
(u)MBC
(*)Fixed the click-buffer, it was doing nothing before. When toggled on in character prefs: if you click during the post-action delay, the action will be executed as soon as the delay ends. Basically you will only have to click once on stuff.
(t)sun may 01 16
(u)MBC
(*)Blow smoke from a cigarette by taking it from your mouth to your hand.
(*)Pool patches from ZeWaka and ErikHanson!
(t)sat apr 30 16
(u)Haine
(*)Fixed up some issues with Cogmap2 that have been hanging around for a while, notably with toxins' burn chambers.
(t)thu apr 28 16
(u)MBC
(*)New verb for observers : Toggle-Widescreen
(*)Ghosts hear sounds while observing (Thanks, ErikHanson)
(t)wed apr 27 16
(u)MBC
(*)Wall intercoms will show speech bubbles. Also, DID YOU KNOW : You can talk into a nearby intercom by using ':in' before your message!
(*)Right-click a spy sticker to change its broadcast camera network and sticker graphic (radio options have been moved to right-click menu as well).
(u)Haine
(*)Ordering welding fuel tanks, watertanks and compost bins through QM now works properly so they make it to QM instead of getting stuck at the edge of the map.
(t)mon apr 25 16
(u)MBC
(*)New traitor item: Spy sticker kit!
(t)sun apr 24 16
(u)Marquesas
(*)Added the Port-A-Vomit, thanks to Erik.
(*)Fuck.
(t)wed apr 20 16
(u)Haine
(*)Added more patches.  Contributions courtesy of: ErikHanson, ZeWaka, Grayshift and Grek.
(t)wed mar 23 16
(u)Haine
(*)Added more patches.  Contributions courtesy of: ZeWaka, Z3shep, MyBlueCorners, ErikHanson, Rubidium_Bradford and Grayshift.
(t)wed mar 16 16
(u)Somepotato
(*)Removed UI click delay. This will probably have some horrifying bugs involved with it, so be sure to report them.
(t)tue mar 15 16
(u)Somepotato
(*)Cloud saves! You can now upload your saves to be stored on goonhub.
(*)This means your save can work cross-servers, as well as your antag tokens should you have them.
(t)fri mar 11 16
(u)Haine
(*)A feature and a couple bugfixes courtesy of MyBlueCorners and ErikHanson.
(*)Unstable Refraction has been disabled for the time being since it needs work.
(t)thu mar 10 16
(u)Haine
(*)Some bugfixes, optimizations, features and sprites courtesy of Isilkor, ErikHanson, Zewaka, Iamgoofball, Azungar, atomic1fire, Grayshift and Hyphz.
(t)thu mar 03 16
(u)SpyGuy
(*)Changed up some high-end secret chem recipes. More to come?
(t)thu feb 18 16
(u)SpyGuy
(*)Fixed some issues with human shields. They should work reliably now.
(t)mon feb 15 16
(u)Wire
(*)Swapped servers #1 and #5. Meaning #1 now runs destiny/RP mode and #5 now runs normal cogmap2 mode. This was done for performance reasons.
(t)fri feb 12 16
(u)Haine
(*)<b>Destiny only</b>: You can now return to cryosleep in the cryotron, if you have to leave for whatever reason. There's a 15 minute wait before you can leave cryosleep again once you enter. That time may be adjusted in the future.
(t)sat jan 30 16
(u)Haine
(*)Fixed the end-of-round nuke animation for successful exploding of the station.
(t)mon jan 25 16
(u)Haine
(*)Hopefully fixed the issues Destiny was having with nuke mode.  Please let me know if it bugs out (on any map, not just Destiny).
(t)fri jan 08 16
(u)Marquesas
(*)Nitroglycerin.
(*)Good luck.
(t)thu jan 07 16
(u)Haine
(*)Throwing people should be working again.
(t)sat dec 12 15
(u)Dr. Cogwerks
(*)woop woop cogmap2 day woop woop
(*)Many thanks to:
(*)-NEW PERSPECTIVE SPRITE PROJECT: Supernorn, SLthePyro, Haine, etc.
(*)-NEW LIGHTING: Tobba (UPDATE TO BYOND 509!!!)
(*)-The coding and administrative staff for all sortsa updates and for helping to keep this goofy old game going
(*)-Our awesome community for a ton of help with playtesting, ideas and process critiques
(*)-All the folks who helped keep me afloat while life was topsy-turvy. <3 <3 <3
(*)Have fun!
(t)thu dec 10 15
(u)Wire
(*)New popups! Sorta. This is an introduction of a brand spanking new popup framework we're testing. As the end-user, you wont see much beyond an initial style change, but trust me some magic is happening behind the scenes.
(*)Yes this changelog looks a little janky with the new theme, will fix. Also if shit goes real south and your changelog can't be closed or whatever, just issue the "Changelog" verb and it will go away.
(*)(New popup framework coded largely by Somepotato)
(t)mon dec 07 15
(u)Haine
(*)<b>Destiny only</b>: Security Officers now have access to everywhere but heads' offices and other command locations (bridge/EVA/AI/etc). HoS now have all access plus their armory access. Please don't abuse this so I don't have to remove it again.
(t)tue dec 01 15
(u)Haine
(*)Merry Spacemas!
(*)To help make new ornaments for the tree, see this thread: http://forum.ss13.co/viewtopic.php?f=5&t=6074
(t)mon nov 30 15
(u)SpyGuy
(*)Mercury no longer a stealth poison.
(*):getin:
(*)Also: paper hats. HAINE NOTE: YOU HAVE TO FOLD THEM NOW WITH A COMMAND BY RIGHT CLICKING ON THEM OR SOMETHING, SPY FORGOT TO MENTION THAT
(t)sun nov 29 15
(u)SpyGuy
(*)Tweaked how conveyor belts work. They should now be significantly faster. As such the cargo routing system can actually be used to deliver things in a timely manner!
(t)fri nov 27 15
(u)SpyGuy
(*)Fixed a long-standing issue with clown car reliability.
(*)This update brought to you by our sponsors, the Tinfoil Hat Society.
(u)Haine
(*)Mentorhelp is now hot pink.  This is partially (mostly) because mentorhelps were getting lost in admin PM messages since they were all the same blue color.
(*)F3 is now a hotkey for mentorhelp.
(t)wed nov 25 15
(u)Haine
(*)New wizard outfit available, made by Gannets!
(*)You can now cut eyeholes into cardboard boxes. You can also now put fake moustaches on them.
(*)Fixed syndicate saws so, when you see one in someone's hand, it's red, not green.
(t)fri nov 20 15
(u)SpyGuy
(*)A brand new interface for the pathology computer. It's cool as heck.
(*)It's also kind of experimental, fitting for a sciencey department.
(u)Haine
(*)New/"New" HUD styles: Classic, the blue and green style from early goonstation days, and Mithril, a HUD style by quiltyquilty.
(*)Fixed: "You're too far away from the left hand to deal a card!"
(t)mon nov 16 15
(u)Haine
(*)New HUD sprites, courtesy of Bartorex! Additional thanks to Somepotato for setting up a dmi with the sprites, and letting me have said dmi, so I could be lazy.
(*)You can still use the old HUD! You'll find a new option in your preferences to use the old style, or you can switch at any time with the Change HUD Style command.
(t)mon nov 09 15
(u)Wire
(*)The highlight string functionality in the chat window will now only highlight matched words rather than the whole line.
(t)mon nov 02 15
(u)Haine
(*)Shocking Grasp is now Shocking Touch. It no longer instantly vaporizes people, and instead instantly puts them in crit, while stunning people nearby. Yes, I do hate fun, why do you ask?
(t)mon oct 26 15
(u)Wire
(*)Enabled tooltips on all the health HUD information (for Humans). They have the same description text as when they're clicked. I am unreasonably pleased with how this turned out.
(t)thu oct 22 15
(u)Haine
(*)Eye surgery! It's janky and awful. Probably also buggy. Let me know on the forums!
(*)It's spoon-scalpel-spoon, and you need to use both tools with the hand on the same side as the eye you want to do surgery on. Right hand for right eye, left for left, like that. It was either this, or pop-up prompts.
(*)Eventually surgery in general will be re-written and this will all be less stupid. For now, though, please enjoy this terrible mess.
(t)wed oct 21 15
(u)Haine
(*)Pills no longer need something to be in a beaker/whatever already to be dissolved. Realistic? No. More fun? Yes.
(t)sat oct 17 15
(u)Convair
(*)Buffed the Staff of Cthulhu a little to hopefully make it a more viable choice, especially when considering that you have to sacrifice a spell slot for the thing.
(*)Use the associated ability and it'll magically show up in your hand (or on the floor if you have both hands full), and the staff is also a slightly better melee weapon than before.
(t)thu oct 08 15
(u)Wire
(*)Tooltip support for pod UI buttons
(t)tue oct 06 15
(u)Wire
(*)Added some swanky tooltips to the game. They appear for most ability buttons in the top left of your screen.
(*)A notable omission are pod buttons. They're a bit more difficult.
(*)This is using some hitherto unknown black magic to pull off and could be either very laggy or just plain broken so uh, we'll see how this goes.
(t)mon oct 05 15
(u)SpyGuy
(*)Guess what. NI3 got ran into the ground. You horrible jerks.
(*)Now it's gone until I can work out what to do with it.
(t)wed sep 30 15
(u)Convair
(*)Given that very little nuke round development took place since May, it seemed appropriate to finally make some simple but significant adjustments based on user feedback.
(*)Added seven new target areas. Some are more in the crew's favour than others, but they're all temporary and will have to be rebalanced for Cogmap 2 anyway.
(*)Timer now defaults to 8 min, and unscrewing the nuke halves the countdown instead of dropping it to 60 seconds. The good ol' auth disk can be inserted to add (crew member) or shave off (nuke ops) 3 min once, but this is entirely optional.
(*)The Syndicate leader spawns with an old-fashioned auth disk pinpointer. His team may want to use it to infiltrate the station stealthily in preparation for the main strike.
(*)Made the nuke invulnerable to explosions (shame on you, suicide bombers). However, it actually takes damage from melee attacks now, and a couple of people with looted eswords will make short work of it. Unchanged: you can also shoot, laser or EMP the nuke.
(*)Removed some 2011-era code that would magically teleport the nuke back to Z1 under certain circumstances. The pod method of dealing with the nuke should be more reliable as a result.
(*)Late-joining antagonists no longer make an appearance in this game mode.
(t)sat sep 26 15
(u)Keelin
(*)Added an option to select your prefered targeting cursor to player preferences.
(*)Ported over number binding for abilities to changelings, wizards and vampires. ctrl+shift click an ability to enable binding mode, then press a number you want bound to that ability. This only works in WASD mode.
(*)Made some changeling and wizard abilities "sticky". This means they will stay on your cursor after using them unless they are on cooldown afterwards. Clikcing their button again or pressing the assigned hotkey again will remove them from your cursor.
(t)fri sep 25 15
(u)SpyGuy + FreshLemon
(*)Mentoring HotawhatBaabhabhiat (did I spell that right? I got no idea)
(t)thu sep 24 15
(u)SpyGuy
(*)Fixed a longstanding issue where monkies would be nonresponsive to rajaijah. This probably pleases a handful of people.
(t)wed sep 23 15
(u)SpyGuy
(*)Fixed explosions doing no damage to people.
(*)Nerfed pipe bombs because by default they should not be able to gib a dude. Sorry guys, you'll just have to make them stronger if you want to do that.
(t)thu sep 17 15
(u)Wire
(*)Reduced the resource file even further (by another 20mb or so) with help from ErikHanson.
(*)Some sounds might be a bit off! There's like 2000+ sound files so we couldn't test them all. If you spot one that does, please post in this topic: http://forum.ss13.co/viewtopic.php?f=7&t=5865
(t)wed sep 16 15
(u)Wire
(*)Ok it's back in (with some additional help from ErikHanson), this time the sprites shouldn't be visibly affected.
(*)HAHA JUST KIDDING OF COURSE THIS FUCKED STUFF UP. OF. COURSE. (Changes reverted)
(*)Reduced the resource filesize by like 25mb or so because I'm freakin' awesome.
(*)Ok it's like, 90% because Somepotato made a thing for me but I'm still taking the credit ok.
(t)mon sep 07 15
(u)Wire
(*)Fixing up a bunch of popups that I probably broke with the CDN introduction. This includes: the Material Recombobulator, the Workbench (smelter) and the Artifact Research Computer.
(*)Fix for the traits popup appearing underneath the top byond titlebar, preventing movement/closing.
(t)wed sep 02 15
(u)Convair
(*)Due to popular demand, wrestling moves don't use manual aiming anymore in case there's only one target nearby.
(*)Inconsistent behavior is unintuitive to some extent (and was the motivation for that particular change), but it's acceptable if you prefer the status quo.
(t)tue sep 01 15
(u)Convair
(*)Sprites for all changeling abilities have been added, courtesy of Sundance420.
(t)mon aug 31 15
(u)Convair
(*)Wrestling belts no longer use the legacy verb-based system.
(t)fri aug 28 15
(u)Haine
(*)Radioactive Blowouts were disabled for a little bit and now have been enabled again after some fixes.
(*)PLEASE LET ME KNOW IF: you get irradiated in an area where you don't think you should get irradiated during a blowout.
(t)wed aug 26 15
(u)Hull
(*)Added some protection for wraiths losing both of their lives too quickly. Added: New genetic effect, chemical, and food.
(t)tue aug 25 15
(u)Convair
(*)Vampire: did away with the legacy verb-based system. Abilities should be easier to use as a result, and provide better feedback to the player.
(t)mon aug 24 15
(u)Wire
(*)Enabled what I'm calling "CDN resource mode". This basically stops byond from sending you files necessary for popups and such, and instead links to where they are hosted on an external server (goonhub).
(*)This replaces the resource preloader thing and will eliminate all popup related lag. Aside from that, you shouldn't notice much difference.
(*)However, if you do spot a popup with a broken image or broken styling or whatever, please let me know.
(t)sun aug 23 15
(u)Haine
(*)Added an AZERTY mode for WASD hotkeys.  Look for the toggles in the Toggles tab and your character preferences.
(u)Daeren
(*)IT'S A WRAITH REBALANCE HOEDOWN, EVERYBODY GET HYPE
(*)After a bunch of testing and discussion I've made a bunch of changes, some major and some minor. If it goes well I might bump up wraith spawn rate.
(*)The Big Change: Absorb Corpse's cooldown starts at 45 seconds and scales exponentially with each use. Much faster early game, much harder to get into scientific notation with your wraith points.
(*)The Big Change 2: Wraiths can only survive one banishment now, instead of two. When banished, Absorb Corpse's scaling and cooldown are reset.
(*)Revenants make a bigger, angrier red message when animated.
(*)Push has apparently had a very long-standing bug where it didnt work right on objects or doors, w h o o p s that's fixed now.
(*)Possess Object's cooldown reduced by 30 seconds.
(*)Salt lines can now be destroyed by careless foot traffic. Walking dramatically reduces the chance to scuff up a salt line, but its still not a great idea to put them in incredibly high traffic areas. Try using walls or redundant layers.
(*)If you notice any added bugs or weirdness dial 1-800-IMC-ODER
(*)These tweaks, as always, are subject to re-tweaking based on further testing and input.
(t)thu aug 20 15
(u)Wire
(*)I know this changelog window is looking a little weird around the titlebar (probably). No need to message me about it, I'll fix it when I'm not hella tired.
(t)sun aug 16 15
(u)SpyGuy
(*)Adding gimmick reasons / details to assassination missions. Make sure your targets know WHY they're on the list!
(*)Huge thanks to, in no particular order, ErikHanson, Nurdock, Azungar, Nitrous, Dabir, Xavieri, oxy and Gannets for the great help in coming up with these!
(u)Haine
(*)Added a command to toggle seeing mentorhelps on or off for mentors.  Somehow we made it this long without having that.  Whoops!
(*)May be buggy, I can't really test it fully by myself.  Let me know if there's a problem!
(t)fri aug 14 15
(u)Convair
(*)Added shortcuts for the AI's internal radios. Prefix your message with ':1', ':2' or ':3' respectively.
(*)AI shells and AI-controlled cyborgs can also use them, assuming you have a mainframe and it isn't incapacitated.
(t)thu aug 13 15
(u)SpyGuy
(*)Modified the resource distribution code to make joining rounds smoother.
(*)In case any web-based interfaces / windows behave strangely, please report it on the forums.
(t)sun aug 09 15
(u)Convair
(*)AI shells and AI-controlled cyborgs now have access to the 'Open nearest door' verb.
(u)SpyGuy
(*)The AI changing its status will now be reflected on the core as well.
(*)It can also set its own colour at will.
(*)Nukeops pinpointers now point to the nuke instead.
(t)sat aug 08 15
(u)SpyGuy
(*)A new attachment for tank transfer valves! Wow!
(*)More pressure = more better.
(t)thu aug 06 15
(u)volundr
(*)Made atmos drain rooms with holes in them much faster. This causes less lag, but has the side effect of making you die. Wear internals when shit gets busted.
(*)Fixed a memory leak related to animation and matrix transforms. Should make for much less round-end lag.
(t)fri jul 31 15
(u)Convair
(*)Fixed click-dragging barcode labels onto crates and stuff. Cyborgs might find it useful.
(*)Also fixed the optical meson upgrade for cyborgs.
(t)thu jul 16 15
(u)Convair
(*)Certain assemblies are somewhat more flexible now:
(*)Mousetrap bomb (+ non-chem grenade), mousetrap car (+ non-chem grenade and pipe bomb), suicide bomb vest (+ non-chem grenade and pipe bomb).
(u)Haine
(*)The ice moon lattice bug should be fixed now. Lemme know if not.
(t)wed jul 15 15
(u)Haine
(*)ProDocs now accept health analyzer upgrades.  This lets them scan people's health from a distance.  Click on the goggles in-hand to toggle it.
(*)Fixed up pens and the like so that they use fancy fonts again.
(*)Everyone now starts with a (probably) unique handwriting style and signature.
(t)tue jul 14 15
(u)Wire
(*)Fiddled with the status tab area a bit. Removed the "Game" tab. Let me know of any formatting issues.
(u)Infinite Monkeys
(*)You can now name your save profiles. The name is displayed instead of a number under the Load menu.
(*)Heads can now be impaled on rods, up to three per rod.
(t)mon jul 13 15
(u)Wire
(*)Three new buttons in the top-right with corresponding verbs. Will open up relevent pages in your browser. No more lazy people mentorhelping for the wiki.
(*)The chat should possibly maybe preserve history on round restart now (instead of clearing). We'll see if this actually works.
(u)Infinite Monkeys
(*)Syndicate and Wizard modes will no longer end instantly if the antagonists die. Instead, once they are all dead late join antagonists may begin to appear. This won't happen if the bad guys are kept alive and locked up somewhere!
(*)You can now chop off people's limbs from the strip menu while holding certain items. This is slower than surgery, but only requires them to be unable to move.
(t)fri jul 10 15
(u)Infinite Monkeys
(*)The power transmission laser's earnings are no longer linear. Feedback is needed on the forums - even just posting data on round duration, peak laser output and your earnings would be helpful!
(*)The PTL beam will now change alpha depending on how much power it is transmitting.
(t)thu jul 09 15
(u)Wire
(*)Prototype popup window reskin thing! Only applied to this very changelog window at the moment.
(*)If it completely messes up for you, just use the "Changelog" verb again to close the window manually.
(*)Major credit to <b>Somepotato</b> for the original idea and code.
(t)wed jul 08 15
(u)Infinite Monkeys
(*)Added a load more object suicides. See if you can find them all!
(t)sat jul 04 15
(u)Haine
(*)Underwear now works like hair and all that other nonsense and your old underwear choices are probably now broken, so go re-clothe yourselves you naked freaks.
(*)The thing that randomizes appearances now works the same regardless of if you're doing it via the character options panel or a DNA scrambler.  It used to be two similar but different sets of code.  Might be a bit buggy from the change, let me know.
(t)mon jun 29 15
(u)Convair
(*)The captain's antique laser gun can now be repaired. How? Up to you to find out.
(*)You may want to use some decent-quality replacement parts, though.
(u)Haine
(*)You can now use an AI interface board in place of a brain when making a cyborg.  This allows the AI to use the borg's body.  This is a terribly hacky mess and it's undoubtedly still buggy for the moment.
(*)AI shells can now be built with any power cell you'd like.  Why would you use a really big cell in a shell?  Who knows, but you can.
(t)thu jun 24 15
(u)Haine
(*)Another stationary chemicompiler in the test chamber itself.
(t)wed jun 24 15
(u)I Said No
(*)Added a handful of new genetics genes.
(t)tue jun 23 15
(u)I Said No
(*)Chameleon and Cloak of Darkness now grant powers that allow you to switch them on and off at will.
(t)mon jun 22 15
(u)I Said No
(*)Additional genetics UI tweaks. Markers will now turn white when you have the correct sequence.
(*)Added Autocomplete feature. If you have already activated a gene once, you can hit autocomplete to get the sequence. Encryption locks must still be broken, however.
(*)Added Booster Gene Y and Booster Gene Z.
(*)High Complexity DNA is easier to unlock now (2 locks instead of 4), and also can be used as a wildcard in gene combination.
(*)Appearance and Body Type are now fully accessible from the beginning.
(*)Removed: Booster Gene Q, Saturated Junk DNA, Hair Follicle Research, Body Type Research
(u)Haine
(*)Removed a bunch of sprites that were no longer needed - if you see something weird happening with clothing like a missing sprite, please let me know.
(t)sun jun 21 15
(u)SpyGuy
(*)Adding an automatic ban for clientside mods that affect data being sent to the server.
(*)In case you are running any sort of mods and still wish to play here you should disable them now.
(*)If you don't know if your client is modded or not it isn't.
(u)Convair
(*)Reworked medical sleepers, which should now be capable of keeping light-crit patients stabilized for a reasonable amount of time (as opposed to being pretty much pointless).
(*)They're still no substitute for a doctor, but it should buy you enough time to grab the right type of medicine from the medical vendor or something.
(u)Hull
(*)Split medbay off into seperate areas for the lobby and operating theater which should spread out the APC drain.
(t)wed jun 17 15
(u)I Said No
(*)Genetics interface changed a bit. Grey genes have not been researched, yellow ones have been researched but not activated, and green ones have been activated.
(*)Fixed a bug that prevented you from adding stored mutations to a subject.
(u)Convair
(*)The experimental generator (available through QM) is now capable of charging APCs, and I also buffed the charge rate.
(t)tue jun 16 15
(u)Convair
(*)Back end changes to porters (Port-a-Brig etc) and old (non-PDA) remotes.
(*)Home turf and remote-to-device link aren't hard-coded anymore. Click-drag the machine onto a floor tile to designate it as the new home location.
(*)You can order additional Port-a-Brigs from the cargo bay if you so desire.
(t)sun jun 14 15
(u)Infinite Monkeys
(*)You can now buy things directly from the Supply Request Console outside the Quartermasters' Office using money from your personal account. It's still delivered to the same place, though, so you'll need the quartermasters to give it to you.
(t)sat jun 13 15
(u)Convair
(*)Added Port-a-NanoMed remote to most medical PDAs, and a Port-a-Sci remote to the RD's PDA.
(u)I Said No
(*)Activators that have successfully activated a power in a human (not monkeys!) can be recycled by putting them back in the genetics terminal.
(*)Doing this yields various rewards, and will decrease research costs and times up to a cap.
(*)One of the new rewards is Chromosomes, which can be used on activated mutations to improve them in various ways.
(*)The research time and cost reduction research articles are gone, as they are obsolete due to activator recycling.
(*)Booster Gene A, B and C are also gone as they were obsoleted by the new chromosomes feature.
(t)wed jun 10 15
(u)Convair
(*)Security and HoS PDAs now come pre-loaded with a Port-a-Brig remote. Also added a few blank PDAs to the sec vending machine, considering that redshirts are a frequent target for PDA bombers.
(u)Wire
(*)New 'Link IRC' verb. Associates your byond username with your irc nickname. Will be useful in the future for certain IRC bot commands.
(u)I Said No
(*)Genetics can now access DNA samples directly from the station's medical database instead to having to scan them.
(*)Activating a gene from someone's latent pool no longer causes any stability loss.
(*)Geneticists can now create Activator syringes, which only activate latent powers.
(*)Fixed a few interface bugs in the genetics computer.
(t)tue jun 09 15
(u)I Said No
(*)Hairstyles and detail options have been merged into one list. Go hog wild.
(*)Your customization choices preview should sync up with what you actually get in game now.
(t)mon jun 08 15
(u)I Said No
(*)Meteor Shield Generators now use far less power. Due to some other unlisted changes, I strongly recommend taking advantage of this buff.
(t)sun jun 07 15
(u)Infinite Monkeys
(*)The power transmission laser can now instantly detonate people at high enough energies.
(*)Improved the controls for input and output of the laser.
(t)fri jun 05 15
(u)Haine
(*)New and improved escape shuttle!  It now spends a bit of time in transit to centcom before arriving.  Buckle up!
(u)SpyGuy
(*)Changes to how human icons are handled. Please report any bugs or strange behaviour you find.
(u)I Said No
(*)Traitor objectives have been messed with. There are now many more combinations of objectives available, in addition to some all-new objectives:
(*)Damage Area: Cause a significant amount of damage to a chosen room.
(*)Destroy Equipment: Destroy all instances of a chosen piece of equipment on the station.
(*)Job Genocide: Kill all crewmembers of a particular job.
(*)Off the Heads: Kill all the head personnel.
(*)No Clones: Make sure no cloned crew survive.
(*)Supremacy: Be the last antagonist standing.
(*)Gimmick and Miscreant objective lists have also been tweaked a bit.
(t)wed jun 03 15
(u)I Said No
(*)Pod changes: You can click-drag yourself onto a pod to board it. There is now also a Leave Pod button in the bottom-right corner when inside a pod.
(*)Pod Cargo Hold change: You can click-drag the pod to a nearby tile to unload stuff there.
(*)New pod secondary system: Ore Scoop. Drive over ore to pick it up, clickdrag the pod to a nearby tile to unload it.
(*)New pod comms system part: Magnet Link Array. Allows you to control the mining magnet from within 7 tiles from inside a pod.
(*)The mining department now starts with a Mineral Accumulator.
(t)tue jun 02 15
(u)SpyGuy
(*)Tweaked critter backend, should significantly reduce lag.
(*)Critters might be lazier as a result. Please report any issues.
(u)I Said No
(*)Pod communication systems are now used to interface with dock controls. If you don't have a comms system or you have the wrong one, you'll be denied access.
(*)Syndicate pods start with a different communications system to station pods. You can't just go in through the pod bays anymore.
(u)Haine
(*)There's now a civilian radio channel, for chefs/botanists/etc.
(t)sun may 31 15
(u)Marquesas
(*)New stock market event type.
(*)Also adjusted the effects events have. Overall, they should leave a larger dent. Or a larger profit in your hands.
(u)Convair
(*)Gun components have finally been updated for the new projectile code.
(u)Infinite Monkeys
(*)Engineers can now sell power with a giant laser. Thanks to Gannets for the awesome sprites! It'll definitely need adjusting so please leave feedback on the forums.
(t)sat may 30 15
(u)I Said No
(*)Cytines have been replaced with a variety of different gemstones.
(*)You can now load mined Viscerite into enzymatic reclaimers.
(u)Haine
(*)Ehh nevermind about the cloning for money thing.
(*)Clowns have functional bank accounts again.
(t)fri may 29 15
(u)Haine
(*)Due to budget cuts, cloning is no longer provided for free from Nanotrasen.
(u)Keelin
(*)Adding, removing and changing various traits. As per usual, nothing is final.
(t)wed may 27 15
(u)Marquesas
(*)Dump out any storage objects by taking them in a hand and click-dragging it onto the ground (or a table).
(u)Convair
(*)Light bulb fixture parts can now be crafted from metal sheets. Also fixed the bug that made it impossible to attach them to reinforced walls.
(u)Keelin
(*)Fixed the fat trait swallowing your PDA and ID and such. They can now be found in your backpack.
(*)Short-sighted trait now spawns you with glasses.
(*)Toned down kleptomaniac slightly and made sure it only fires when you're alive.
(*)Career alcoholic will now only somewhat slur your speech.
(*)Traits are now visible in the medical records.
(*)New traits: Deaf, Adamantium skeleton, Cat eyes, Infravision, Spacephobia, Robust genetics, Good genes, Bad genes.
(*)Removed Trait: Overly soggy
(*)Mutations gained through traits will now show up in your notes.
(u)Haine
(*)Fixed not being able to unlock APCs with a PDA that has an ID in it. Made swapping IDs quicker, just click with the new one and the old one will automatically be ejected.
(t)tue may 26 15
(u)SpyGuy
(*)The pray verb returns. Use it to in an attempt to gain the attention of whatever god happens to be listening.
(*)Note that divine attention may not be something you want and it might not end well for you. Use at your own peril.
(*)Also there's a high chance that nobody is listening, but you never know...
(u)Keelin
(*)First batch of traits.
(*)All traits are subject to change. Especially ones that change damage, health or stamina. They are controversial and we're just gonna test this for a bit.
(t)mon may 25 15
(u)I Said No
(*)The nuke should no longer repeatedly detonate when the timer counts down.
(*)Examining the nuke now shows whether or not it is unsecured, and how much time is left on the bomb if it is armed. It also shows roughly how much damage the bomb has taken.
(u)Keelin
(*)Putting down the framework for selectable traits in your player options. The stuff that's in there is all silly placeholders (but they do work).
(*)It might be a bit unresponsive & look like ass until im done.
(t)sun may 24 15
(u)Marquesas
(*)Adding events to the stock exchange. Good analysts may be able to predict the outcome. Bad analysts will lose a lot of money.
(u)SpyGuy
(*)Refactoring crates into a new standard. Report bugs with crates and crate-like things if you see any.
(u)I Said No
(*)Nuclear Emergency mode has been substantially changed. The operatives must now take the bomb to a specific location on the station, arm it, and then make sure it detonates.
(*)The crew ideally must prevent the bomb from being armed, but if it is it can either be destroyed by various means or unanchored by using a screwdriver and taken off the station map to avoid the station's destruction.
(*)The nuclear bomb can be loaded into pods. Also, the nuclear disk no longer exists. Good riddance.
(*)More changes to come. This stuff is WIP for now.
(t)thu may 21 15
(u)Haine
(*)PUT THE CLAMPS TO YA!
(t)wed may 20 15
(u)Conor12
(*)Some changes to the ID computer.
(*)Jobs and access sorted into sections.
(*)You can set the colour of an ID.
(t)tue may 19 15
(u)Convair
(*)The teleport gun should no longer be unreliable and temperamental.
(u)SpyGuy
(*)Being invisible will no longer make you deaf because the soundwaves can't see you (what)
(*)Cloakers shouldn't turn off in your pocket any more.
(u)Wire
(*)Having the chat area focused and pressing arrow keys will now correctly switch focus.
(*)Screenshot and reconnect commands now send a notification to the chat area.
(*)Added error message for a chat output load-failure (very rare case).
(t)sat may 16 15
(u)Haine
(*)Solars are no longer hotwired by default.
(t)fri may 15 15
(u)Convair
(*)The wizard's spellshield now protects against projectiles as advertised. More of a bug fix, really.
(t)thu may 14 15
(u)Wire
(*)Fixed a shitload of html encoding issues (or lack thereof) affecting newchat.
(*)Fixed a bunch of exploits reported by Somepotato.
(*)Please note I am a terrible coder so I'm not 100% sure that I didn't just break everything. Let me know if the following start screwing up:
(*)Fabricators, vending machines, the HoP ATM computer thing, the PDA Ticketmaster module, pod "Create Wormhole" action, adding power cells to a recharging dock, removing a cyborg's brain and basically every mechanic tool that spits text to chat.
(*)Good luck!
(t)tue may 12 15
(u)Marquesas
(*)Changeling acid spit now functions as a splash of fluorosulfuric acid rather than that illogical knockout biz it did before.
(t)mon may 11 15
(u)Convair
(*)Tweaked electric chairs a little. You can either...
(*)1) Deploy them in a powered area as usual (lethal does around 80 BURN).
(*)2) Wire them directly into the power grid. Don't bother if the engine's output isn't half-decent, though.
(u)Wire
(*)Clickable links in the chat area will now open in your default browser (rather than all IE all the time).
(t)sun may 10 15
(u)Wire
(*)Greatly reduced the spam of "Connection may be closed..." messages.
(*)Now you can choose up to 5 strings to highlight. Also the strings and the color persist through rounds now (they save themselves).
(t)thu may 07 15
(u)Wire
(*)Improved an annoying bit of the chat output with regards to focus stealing. Now, if your focus happens to be on the chat output and you start typing, it will send the first character to the input box (whereas before it skipped the first character you pressed).
(*)Also fixed a mildly rare occurring error for the chat output in cases on blank messages being sent to it. If your output tended to break entirely at random points, this will probably fix that.
(*)New option: Clear all messages. Pretty much what it sounds like.
(u)Marquesas
(*)<b>It's-a me, Marquesas</b> doing more changes which:
(*)- Best case scenario, go completely unnoticed
(*)- Worst case scenario, break people attacking eachother (a p insignificant feature)
(*)All I'm saying is if something is off, please write it down on a paper, go to your nearest DongLabs Customer Support Window, get in line with the 50 other outraged players and hand it to the nice lady with the butt hat.
(*)On the plus side I no longer need a plastic bag while looking at mob attack code so there's a plus.
(t)mon may 04 15
(u)Wire
(*)Fixed ctrl + c on highlighted text in the chat output not actually copying text.
(*)New chat feature: highlight string. Will put a yellow background on a defined string for all future messages. Probably mostly useful to highlight your own name.
(u)Marquesas
(*)Fixed numerous issues with the new changeling ability system.
(*)Everything finally seems to be using this new system. This may have introduced several regressions, however. Keep me posted.
(t)sun may 03 15
(u)Keelin
(*)Rewriting large parts of the material system. Expect wonky behaviour until I'm done.
(*)Quality of asteroids now affects quality of the resulting material. Material quality now changes the maximum of property values (toughness etc.).
(t)sat may 02 15
(u)Conor12
(*)Strawberries!
(*)Strawberry plants, strawberry pies and other strawberry stuff.
(*)Sprites provided by a strawberry clown.
(u)Marquesas
(*)Moved changelings to the ability system that wizards and other very able stuff are using.
(*)Naturally, this might mean a myriad of bugs. As usual, you know where to find me.
(t)fri may 01 15
(u)Wire
(*)Fixed new chat output for those who had issues loading it.
(*)Implemented a new ping meter that displays in the chat area. Updates every 60 seconds and displays visually. We'll see how well this works live.
(*)A bunch of other minor improvements and fixes related to the chat panel.
(*)Added option to disable the ping display. Revamped the options menu UI.
(*)Added option to change the chat font style.
(u)Haine
(*)A few new hairs.
(*)Monkeys behave slightly differently.
(t)thu apr 30 15
(u)Haine
(*)Presents containing dead guys are no longer invisible and named "spresent".
(*)Voice changers are now an item that can be put into masks, rather than a mask iteself.
(*)IV drips/blood packs/etc now hold up to 250u, rather than 100u.
(t)wed apr 29 15
(u)Wire
(*)Some UI improvements to the chat output. Also changed the font. I expect this to fuck with all of you appropriately.
(t)wed apr 29 15
(u)Keelin
(*)Ouija boards are now observable. The cooldown period on ouija boards is now per-person - so you can still use them when there's a bunch of other ghosts.
(t)tue apr 28 15
(u)Wire
(*)Chat output now has an options dropdown menu that contains the text zoom buttons as well as a new "Save Chat Log" button.
(*)The chat log thing opens an IE window containing the css and html of everything in your current chat output. You then have to copy and paste this to save it. No it's not ideal, but it's the best I can do for now.
(u)Keelin
(*)The chapel now has 3 ouija boards to allow the crew to speak to spirits. Kinda. Sorta. Uhhh excuse me.
(t)sat apr 25 15
(u)Conor12
(*)Added a new vehicle to the warehouse. Feel free to tell me what you think of it.
(t)thu apr 23 15
(u)Wire
(*)Blob players now get an alert if any of their nuclei are under attack.
(t)wed apr 22 15
(u)Wire
(*)Added options in the chat window for changing your font size. Increased default font size from 12px to 13px;
(*)Changing the size should save it automatically. Let me know if it doesn't.
(*)Re-added a form of the 'Connection closed.' message back. It isn't perfect and will occur during heavy lag. Further work will be done on it.
(*)Fixed a caching issue momentarily preventing new functionality (and in some cases breaking existing functionality).
(*)Improved 'click tolerance' with regards to the chat window stealing focus. Should help with cases of clicking on the chat window and not being able to input byond commands.
(t)tue apr 21 15
(u)Wire
(*)<b>MAJOR UPDATE</b>
(*)The chat area of your interface has been changed to what is known in shitty byond coding circles as a browser output window.
(*)Initially you won't see much of a change at all, but it allows us to do a lot more things with output in general. I have also tried my best to keep the functionality as identical as possible to the old output.
(*)However! This involved changing code in roughly 800+ files so there is bound to be something fucked up that I missed! Please report it here: <a href=\"http://forum.ss13.co/viewtopic.php?f=7&t=5022\">http://forum.ss13.co/viewtopic.php?f=7&t=5022</a>
(t)mon apr 20 15
(u)Convair
(*)Made a number of backend changes regarding kinetic firearms and ammo handling. Better user feedback, fewer bugs. What this means for you:
(*)Automatic updates (descriptions and icons where applicable) for all ammo boxes. Guns can be examined to check the current ammo type, and also be unloaded at will. The .357 Mag revolver can chamber .38 Spc rounds like in RL.
(*)Spent casings are now a thing. Some guns eject them automatically (shotguns, .22 pistol), others on reload (revolvers, zip gun). And yes, the forensic profile of the gun is taken into account.
(u)Marquesas
(*)Happy 420!
(*)Slightly reorganized how spells are attached to the wizard. This might result in some unexpected behaviour. As usual, you know where to find me.
(t)sun apr 19 15
(u)Convair
(*)Fixed the bullet schematics of the general manufacturer, which were set up improperly for like 6 months. Zip gun users rejoice.
(t)sat apr 18 15
(u)Convair
(*)The bomb VR shouldn't be broken anymore. If the bomb doesn't trigger after ~10 seconds, chances are it's a dud.
(u)Haine
(*)Half of the rewrite of crates/closets is now done - all closets and lockers are now using the new system.  Please let me know if you see weirdness going on with them or if something's broken.
(*)Health monitor implants (the ones from the cloner and medbay/robotics manufacturers) will now alert medical staff when the person implanted drops into crit or dies.
(*)DNA scramblers now make people look kinda sorta a bit more normal and are likely more useful as a result.
(t)thu apr 16 15
(u)Daeren
(*)Wraiths are now hopefully less ridiculously unstoppable in experienced hands due to a slight nerf of Absorb Corpse's scaling.
(*)Additionally, the chaplain has enrolled in a mail-order ghostbuster training program, and can resist many (but not all) of a wraith's powers. Clever wraiths still have several options to fight back.
(*)Bibles now hurt wraiths and revenants.
(*)This update totally didn't disappear for most of a day due to a drive-by imcodering
(t)tue apr 14 15
(u)Daeren
(*)Chaplains are now actually immune to (most) vampire shenanigans a la immunity to (most) wizard shenanigans. There may be Surprises for vampires who try anyway.
(*)This update brought to you by me trying to make the chaplain anything but a permanently enrolled gimmick job, so more changes are in the works.
(t)mon apr 13 15
(u)Daeren
(*)Blobs and wraiths now have their own preference buttons that work in theory.
(*)Alert us if this screws up the selection process or objectives somehow so I can immediately blame Mport.
(t)sun apr 12 15
(u)Wire
(*)Blobs can now talk to each other via a special 'channel'
(*)They can also now hear people within range of the blob overmind
(*)(aaand fixed the bug that allowed everyone to hear the blobchat)
(t)sat apr 11 15
(u)SpyGuy
(*)Bringing some of the limb stuff up to the new standard (mostly robolimb stuff).
(*)Getting augmented should now be a lot more attractive.
(*)Changed ~something~ about item pies and the fryer.
(t)fri apr 10 15
(u)Convair
(*)We're still tweaking vampires, don't panic. Rejuvenate fully replenishes stamina, for instance.
(*)There's been some backend changes regarding eye and ear protection checks. All in all, things should be fairly consistent across the board now.
(*)Can't flash somebody who's blindfolded, a deaf person isn't affected by sonic grenades, sunglasses and welding masks do the same etc. You get the idea.
(t)wed apr 08 15
(u)Haine
(*)Finally made vampires drain actual blood from people rather than just doing 10 points of damage and then saying "welp they have no more blood" when they hit 200 total brute
(*)This will probably change the balance of vampires a bit, I guess.  eh.
(t)tue apr 07 15
(u)Convair
(*)AP ammo for the .38 revolver now comes in a box of three. 1 speedloader for 2 TC was poor value compared to other traitor items.
(*)Added one of those fancy self-charging power cells to the surplus crate pool.
(t)mon apr 06 15
(u)Keelin
(*)You can now switch out the energy cells used by guns. The recipe for this is on the workbench.
(t)sun apr 05 15
(u)Convair
(*)Gibs can now be analyzed for forensic evidence.
(t)wed apr 01 15
(u)SpyGuy
(*)Strawberry the clown thought she'd help the heads by washing their fancy hats. Unfortunately she used too hot water and they shrank! Oh no!
(*)*laugh track*
(u)Marquesas
(*)Disabled motives temporarily as they underwent some fine-tuning.
(*)All-in-all you should be experiencing a richer RP experience from the revised rates of affection.
(t)tue mar 31 15
(u)Marquesas
(*)In an effort to give more utility to some unique jobs, we are introducing a motive system. Keeping your motives high is rewarding on your long run!
(*)Remember, this is a system in beta testing. You know where to find a coder if you find any weird issues.
(t)thu mar 26 15
(u)Wire
(*)Fixed the light given from being on fire from sticking around after the fire is gone.
(*)Those with good memories will know that this is my third attempt at fixing this. :hngh:
(u)Haine
(*)The default-to-WASD thing is back again since it now actually works!  Check your preferences.
(t)wed mar 25 15
(u)Haine
(*)You can put your ID in your PDA now.  Some shit probably be broken from this, yell at me if so.
(t)sun mar 22 15
(u)SpyGuy
(*)Yet another batch of chemistry backend tweaks.
(*)Let me know if I broke everything.
(t)thu mar 19 15
(u)Convair
(*)Somewhat extensive update of forensics:
(*)Every pair of gloves has an unique ID, so detecting "insulative fibers" on a door isn't as useless anymore.
(*)Gunshot residue has been added for kinetic firearms. If you found those on a greyshirt, chances are they were up to something.
(*)Reminder: forensic profiles for guns and projectiles were already a thing.
(*)The fingerprint system should be more robust in general now. Melee attacks, pulling, accessing somebody's inventory etc. all leave prints on the victim.
(*)Forensic scanners have also been updated. Detectives will be pleased to learn that the non-PDA version (new sprite courtesy of Gannets) can search the security records on the go.
(*)How to get rid of implicating evidence? Take a shower or wash the item in question with space cleaner (a sink does the trick as well).
(*)Other misc changes: added user feedback for silenced guns (.22 pistol, crossbow), stungloves are charged by using a power cell on them.
(t)mon mar 16 15
(u)SpyGuy
(*)Throw a thing at disposal outlets. (please note that jerks count as things for the purposes of this exercise)
(t)sun mar 15 15
(u)Haine
(*)Okay the auto wasd thing is going away again for now because it's creating hella runtimes.
(*)IT WORKED IN TESTING YESTERDAY OKAY
(*)IT JUST DOESN'T WORK IN TESTING TODAY
(t)sat mar 14 15
(u)Haine
(*)Check your preferences window: you now have the option to have WASD mode turn itself on by default when you open the game.
(*)It should work.
(*)Maybe.
(*)It worked in testing.
(t)mon mar 09 15
(u)Marquesas
(*)In case you're wondering, it's 12:01 AM so it's the 9th in the <i>significant</i> places of the world.
(*)<b>Update ft. Pacra:</b> Total telecrystal cost reorganization.
(*)Further extending the module research stuff in Robotics. Phasing out powerful modules in favour of future research and assembly.
(t)sun mar 08 15
(u)SpyGuy
(*)New traitor item for roboticists.
(*)The low-effort crimers win. Radium is nerfed. Your prize is radium getting nerfed. I hope you like it.
(u)Convair
(*)Rathen's Secret: reduced the probability of limb loss, added a brief stun to compensate.
(t)tue mar 03 15
(u)Haine
(*)Mousetrap + borg arm + pie. Have fun.
(*)Blood packs are now reagent containers, like beakers or syringes. There are also now IV stands you can hang them on, which can attach to beds or chairs by click-dragging them.
(t)mon mar 02 15
(u)Haine
(*)Click on a die with another die to bunch them together, or click-drag a die onto another die to gather any die around you into a bunch.  There can be up to 20 dice in a handful of them.
(t)sat feb 28 15
(u)SpyGuy
(*)Due to high demand the prices of boogiebots have gone up in the region.
(*)Chemistry reactions instant again. Some other chem related tweaks.
(u)Haine
(*)Some emote changes, mostly backend stuff.
(*)<b>THE ALT EMOTE FOR BIRDWELL IS NO LONGER *flex</b>.  It's now *burp.  This may or may not have anything to do with the hotkey for *burp being CTRL+B.
(*)New hotkeys for pointing: CTRL+P to toggle point mode on or off, P in WASD mode.  Hold down B in WASD to quickly point.
(*)If you manage to open a crate/locker inside of something else (say, a pod), it'll now throw all its contents out on the ground, rather than implanting them into the pod's very being, never to be seen again.
(t)thu feb 26 15
(u)SpyGuy
(*)Expendable borg upgrades will no longer break upgrade slots. Safe to use now.
(t)wed feb 25 15
(u)Haine feat. Convair
(*)Vendor Borg Memorial Update.
(t)sun feb 22 15
(u)Hull
(*)Changed how the blob random event works.
(u)Haine
(*)Changes to surgery: a greater base chance to fuck up a cut, anesthesia/analgetics will reduce this, as well as the over-all damage the patient takes during surgery.  If you fuck up, you gotta redo the cut.  You need to be way more drunk to do self-surgery now.  Glasses no longer get in the way of surgeries that target the head.
(*)Body bags.
(t)sat feb 21 15
(u)Wire
(*)Added the "Reconnect" command to the menu under File
(u)Hull
(*)Changing light bulbs and tubes is easier, just smack a fixture with a bulb or tube in your hand and you'll swap them, including broken ones.
(t)fri feb 20 15
(u)SpyGuy
(*)Changed AI camera behaviour so that cameras match NORTH-SOUTH connections.
(*)What this means in practice is that if you head south from one camera, then north it will lead you back to where you started (in most cases).
(*)There will still be cases where this does not work 100%
(t)thu feb 19 15
(u)SpyGuy
(*)AI Camera backend optimizations. AI play should be a lot smoother now.
(*)Cut cameras will no longer be a confusing jump. They will show static.
(*)Tweaked the camera pathfinding, it should behave a lot more like you would expect now.
(*)If you find bugs please report them.
(u)Haine
(*)Moving rollerbeds. Also moving office chairs (unscrew them from the floor). Also you can tuck sheets into beds and then they move with the bed.
(*)Bugtesting this code last night is the reason I'm exhausted today so you BETTER ENJOY IT (it's still probably buggy and weird)
(t)wed feb 18 15
(u)Haine
(*)Security jobs now start with two new verbs: "Say Miranda Rights" and "Set Miranda Rights".  There's also an emote for those with the verbs, *miranda.
(t)tue feb 17 15
(u)SpyGuy
(*)Telekinesis works by click-dragging items from one tile to another now, sending them flying.
(t)wed feb 11 15
(u)SpyGuy
(*)You can now create announcements using the computer in the communications room.
(*)Here's to the faint hope that it will not get ran into the ground.
(u)Haine
(*)Finally added in some stuff that I've had the sprites for for a while (bucket helmets, skull chalices, surgical shields, wrestling masks, bald caps)
(*)Thanks to SLthePyro, Gannets and Hempuli for the sprites!
(*)Some other stuff.
(t)tue feb 03 15
(u)Haine
(*)CTRL+X now does a thing for borgs.
(*)And AIs and AI shells too, whoops.
(t)sun feb 01 15
(u)Marquesas
(*)Increased damage to blob done by sarin, cyanide, fluorosulfuric acid, polonium and radium.
(*)Poison now does double damage. In addition to its initial damage, it does the same amount of damage over time as well.
(*)Poison damage now propagates. If a blob tile dies, the remaining poison DoT is split evenly between all surrounding blob tiles.
(*)QUITE POSSIBLY fixed the ripping out of your body brain bug. Hopefully. IDK. I think I did.
(*)This might cause some oddities or deviations from old behaviour. Please note these on the bug reports forums.
(t)fri jan 30 15
(u)Marquesas
(*)Blobs are now vulnerable to quite a few poisons. You'll want to spray these, preferably without friendly fire!
(*)Further fiddled with the way fires work.
(u)SpyGuy
(*)Something we've missed for a long time is finally brought back.
(*)It's the O2 indicator.
(t)tue jan 27 15
(u)Haine
(*)Clowns now have a new traitor item available.  Happy pranking!
(*)New under your Commands tab: Stop the Music!  Does what it says: if one of us admin jerks has played something, this'll make it stop.
(t)sat jan 24 15
(u)Marquesas
(*)By cutting someone to Bald in barber shop, you can now retain their hair as a wig. Wow!
(*)The singularity generator should do stuff now.
(t)fri jan 23 15
(u)SpyGuy
(*)Turns out the cloner was running slow because all your healthy organs were MOOCHING on that sweet, sweet healing provided by the machine.
(*)This will probably also boost a lot of healing stuff.
(t)thu jan 22 15
(u)Marquesas
(*)This update is not an essay.
(*)Blobs should have a new tool for fighting fire. MAYBE SOMETIME SOON WE MIGHT REACH AN EQUILIBRUM.
(t)wed jan 21 15
(u)Daeren
(*)After the barrage of genetics nerfs it's time to tweak one that was probably too punishing in retrospect.
(*)This wasn't in the changelog before now (I think) but the feature is this: Powers give you genetic instability. The lower it is, the more Terrible Things happen to you.
(*)The change: BAD mutations now give you MORE stability, and low stability doesn't make you mutate like you gargled with the Ooze from Teenage Mutant Ninja Turtles.
(*)Yes, this means that if you want to activate a bunch of superpowers at once, you will either deal with the Bad Shit that happens with low stability or you need to layer Bad Shit on yourself with bad mutations. IMO this is way more entertaining than just having an arbitrary "fuck you" limit.
(*)The actual stability increases and decreases for certain genes have been tweaked a bit, and may require further balancing after "playtesting" (watching people run shit into the ground), so please give your input on the forums/to admins/whatever if you've got a bone to pick about the new system.
(t)sun jan 18 15
(u)Daeren
(*)You may notice that medbay has been remodeled. We noticed that genetics wasn't really using half of its floor space so they don't get to have it anymore.
(*)We also noticed that genetics would ignore corpses in favor of fetching more monkeys from the monkey pen, so now their access to it goes through the surgical bay so the antisocial fuckers are forced to at least acknowledge the rest of the station.
(*)We took away the Port-A-Genes too while we were at it because wow, THAT experiment backfired!
(*)Nearly forgot, we put safety inhibitors in the enzymatic reclaimer so you can't just stuff living people that have mildly annoyed you inside without emagging it first.
(*)As part of the remodeling to encourage geneticists to do their goddamned jobs, surgery and cryo share their space now to give a more natural flow to treating the critically injured.
(*)This update was brought to you by Roboticists.
(t)thu jan 15 15
(u)Marquesas
(*)Here's a list of things I committed the past few days, because I forgot to update this I guess?
(*)Pod artillery platform now works with 40mm HE grenades. That means you have to resupply. Insert the ammo while the panel is open.
(*)You only have yourself to blame for this change if this bothers you.
(*)Ingesting phlogiston and chlorine trifluoride now should be a much worse idea. Why was this literally harmless in the first place?
(*)Smoke size now scales with the amount of reagents it is composed of. You'll find that your 1-unit smokes are now barely a puff of dust.
(*)Finally, but most importantly: Blob has been released. I'm still working on the balance but it shouldn't be <b>far too biased</b> in favour of one side.
(t)wed jan 14 15
(u)Haine
(*)Okay 3,267 parrots is a bit excessive.  Flaptonium now works like Life, lest we nearly crash a server with an excess of birds again.
(t)sat jan 10 15
(u)Marquesas
(*)RIP Cyborg phantom health.
(*)In theory this means everything should work in a sane way now.
(*)In practice this means I'll be still sifting through your bug reports in two weeks.
(t)fri jan 09 15
(u)SpyGuy
(*)The cyborg teleport upgrade suddenly remembered it needs a telecrystal to work. Oh dear.
(u)Haine
(*)The code for hearts and heart surgery has changed a bit - you shouldn't notice any changes, but if you do, let me know.
(*)Cards can now be tapped and untapped, see the playing card tips & tricks page in the card vendor for more info.
(*)Shuffling a tarot deck will reverse some of the cards now.  Spooky.
(t)wed jan 07 15
(u)SpyGuy
(*)No more mystery reagents in pills.
(*)Fuck you, horrendously obscure bastard bug. I win.
(t)tue jan 06 15
(u)SpyGuy
(*)Updated the materials counter on the genetics modifier to show the current generation rate.
(*)The cloning pod now comes with the ability to disable the granting of this bonus for a slight increase in cloning speed.
(*)In theory this should mean that geneticists should be interested in ensuring they're the ones operating the cloner.
(t)mon jan 05 15
(u)SpyGuy
(*)Genetics now gets a bonus to material generation and equipment cooldown speeds when the cloner is running nominally.
(t)sun jan 04 15
(u)Daeren
(*)im coder
(*)My first order of business: screwing with Poltergeist PDA messages because obviously that's critically important.
(*)Oh yeah, the medal code had a few weird bits that I smoothed out. Four medals are now actually obtainable!
(*)Three of them are crew objectives that now get handed out, the fourth involves poor decisions involving mulebots, alcohol, and innocent bystanders.
(u)SpyGuy
(*)Due to recent scientific breakthroughs the MD has ordered a new kind of dart for their rifle.
(t)sat jan 03 15
(u)SpyGuy
(*)Rebiggified foam. Also made chem machinery update itself properly during extended reactions.
(*)Back to raising hell now, chemists.
(*)An assistant, a chaplain and a clown walked into a bar... they found a dodgy item.
(t)fri jan 02 15
(u)Keelin
(*)Added a new actions system. This will eventually replace all those "wait X seconds with no visible indicator" actions with ones that provide more feedback and options.
(*)Handcuff removal has been ported to this new system. More to follow.
(u)Marquesas
(*)Security has a new toy. All hail the big brother.
(t)wed dec 31 14
(u)Tobba
(*)Chemical reactions are no longer instantaneous (except for reactions such as smoke).
(*)You can affect the reaction speed through heating or cooling.
(*)Pyrosium and cryostylane need to be mixed with oxygen to do anything.
(t)mon dec 29 14
(u)volundr
(*)Added stationary chemicompiler to chemlab. Try not to blow yourselves up.
(t)sat dec 27 14
(u)Haine
(*)Added some cancel buttons to stuff in the chem machines; making pills/patches, the borg chem menu, etc.
(t)wed dec 24 14
(u)SpyGuy
(*)Jenny Antonsson hits the pen with the large beaker!
(*)Fuck that shit. Merry Christmas.
(u)Haine
(*)You now have to wear a labcoat in order to claim the Alchemist Robes or the two department labcoats.  Merry Christmas!!
(t)tue dec 23 14
(u)SpyGuy
(*)Fixed a bug with secure safes causing mechanics to infinitely duplicate their loot.
(*)To make up for this the Captain and Detective now get their own secure safes.
(*)How does this compensate the mechanics? Not at all. RIP your free gold, nerds.
(u)Marquesas
(*)Something is very tasty now. Sure hope it doesn't break on the way down, cause that would be a disaster. Oh, the humanity.
(t)sun dec 21 14
(u)Marquesas
(*)Here's your pod verbs back proper. Enjoy I guess.
(*)Due to popular request, the secondary system and wormhole hotkeys were removed, and the fire hotkey is now Space.
(*)Wormhole HUD button is coming up. Later.
(*)I'm pretty sure I did something else too but I can't remember for the life of me so that's all.
(t)sat dec 20 14
(u)SpyGuy
(*)Genetics backend optimizations. You may not notice a difference. You may notice it's smoother than before.
(*)It also may introduce bugs. It's been tested extensively, but I hope you'll help me hunt down any stragglers.
(u)Haine
(*)Bees can now wear hats.
(t)fri dec 19 14
(u)SpyGuy
(*)MERRY SPACEMAS!
(*)Krampus returns. Better than ever. Make sure to BE NICE!
(*)Miniputts get their phasers back.
(t)tue dec 16 14
(u)I Said No
(*)Facial Hair slot and Detail slot have been changed to Detail 1 and Detail 2 respectivley, as the Beard and Detail lists have been merged. Now the ladies among you have more customization options. Or for the men among you, you can finally realize your dream of having two beards.
(t)sun dec 14 14
(u)I Said No
(*)Cosmetic choice backend has been reworked. This may affect your current hair, facial hair and detail preferences; just set them back up and save to avoid any further fuss.
(t)sat dec 13 14
(u)Tobba
(*)Fixed a bug in the beaker application code, applying directly from the reserve tanks may be a lot less effective.
(u)I Said No
(*)You may notice a little tab in the bottom left corner - this can be used to switch between hotbars at the top of the screen.
(*)Genetics powers are now buttons that appear at the top of the screen. In addition, some of them have been changed so you can click the button and then your target, similar to Wizard spells.
(*)Late changelog entry: Genetics has been messed with. There's a bunch of new powers, and the rarity ratios have been re-adjusted.
(*)There is now a tier 3 research item that allows you to store mutations in the genetics scanner, whereupon they can be inserted back into a different subject, have injectors made of them, or be combined with other mutations to create new ones.
(*)An example recipe for you: combining the Immolate and Glowy mutations gets you Fire Resistance.
(*)You can also view a list of mutations you've researched and make injectors of them.
(t)fri dec 12 14
(u)Haine
(*)Get ready for the best news ever: you can now build and deconstruct operating computers!!!!!!!  WOAH!!!!
(*)Please try to not be too excited
(*)Health analyzers won't detect implants now - only bullets and shrapnel and other stuff you should actually be cutting out.(t)thu dec 11 14
(u)Marquesas
(*)Hello. I completely reorganized projectiles being shot. This might mean things are broken.
(*)If things do turn out to be broken, yell at me in an unaggravated, yet confident, but still relatively quiet manner.
(*)In other news, miniputts no longer start with a weapon, however, normal pod weapons now go into both miniputts and pods.
(*)The Strelka is an exception, it still has its shiny russian laser thing.
(*)Tasers are now a bit more dangerous to pods. Yes. Tasers.
(u)SpyGuy
(*)Changed ling.
(*)No longer immortal. Made of sterner stuff than humans, though.
(*)Horrorform quite strong now, but it costs DNA to maintain it.
(*)Horrorform no longer a picky eater. Will eat things wearing hats and masks now.
(u)Haine
(*)Some old friends finally return.
(*)Health implants are now makable in medical manufacturers.  You can track the health of the subject via MedTrak or the Medical Records program on PDAs.  Will have more neat features once I have more sleep in me.
(*)Beepsky no longer gets confused and can finally make his way to the southern end of the station again. You can't outrun a radio! Unless the next beacon is too far away. Then the radio'll just hang out in the pool instead.
(*)Some medal rewards are now claimable more than once, notably the NT-SO Commander Uniform, since you need specific things to get it anyway.
(*)Cloaking generator: no longer useless due to layer issues.
(*)Stamina icon on your HUD will now report details of your stamina if you click on any part of it, not just the stamina bar itself.
(*)The Robotics operating computer will no longer tie itself to an operating table on Mars.
(*)Implants weren't properly being cut out of people; the implant itself wasn't being relocated, so cutting one out from someone just sorta made an empty case and never actually removed the thing - except from the list of implants in the person, so then you could <b>never</b> get it out.
(t)wed dec 10 14
(u)Aphtonites
(*)Spacemas is almost here!
(*)Want to help us decorate the Spacemas tree? Check out http://forum.ss13.co/viewtopic.php?f=5&t=4128
(u)Haine
(*)Snowballs!
(t)mon dec 08 14
(u)volundr
(*)Rebuilt main loop controller. Enjoy (maybe) less lag.
(u)SpyGuy
(*)Punch a borg. May or may not be a bad idea.
(u)Marquesas
(*)New secondary systems in the colosseum: Force wall (tier 1), Mines (tier 1).
(*)Shield boosts now restore 25 shields instead of 10.
(*)Comms systems have been added to Colosseum Putts. Communicate with each other simply by talking.
(*)Fixed iron curtain being permanent.
(*)4 new drone types have been added for more variety.
(*)Unrelated: Fire hotspots just became far more dangerous.
(t)sun dec 07 14
(u)Marquesas
(*)The Pod Colosseum is now officially released for public beta testing.
(*)1-4 players, located north of the gauntlet (accessible via the CRITTER GAUNTLET chutes in the VR lobby)
(*)It also is a preview of the new pod controls which will soon be applied to all pods.
(*)FIGHT AWAY! BE THE BEST! KILL SOME FUCKING DRONES.
(t)wed dec 03 14
(u)Haine
(*)Both HeadSurgeon the box and HeadSurgeon the medibot count for the staff assistant objective.
(*)The Botanist objective to get rid of all cannabis stuff on the station level is now to get rid of it from just hydroponics.
(t)tue dec 02 14
(u)Haine
(*)Medibots updated to the new perspective.
(*)I messed with the organization and inheritance of a bunch of boxes.  If something's gone weird with them, lemme know.
(t)mon dec 01 14
(u)Marquesas
(*)Added the canned drama sound as requested.
(*)In the form of a dramatic bike horn. Sue me.
(*)It is scannable, and the chef holds the only one.
(*)It also has a secret use similar to that of the bike horn.
(u)Tobba
(*)Observers can now see their targets HUD.
(t)sun nov 30 14
(u)Tobba
(*)Touched up the character randomizer a bit, it's not perfect but you wont like complete gibberish anymore.
(*)Ported the human HUD over to the new HUD backend, this required a lot of modifications to the equipping code.
(*)Please yell at me if you wind up equipping a PDA on your head or something.
(u)Haine
(*)Patches now can repair bleeding as well.
(u)SpyGuy
(*)Some QM bugfixes. Like the belts heading into the warehouse. They go the right way now. Hooray!
(*)View shopping cart straight from the trader order screen!
(*)NPC trader interface optimizations and improvements.
(t)sat nov 29 14
(u)SpyGuy
(*)More chem optimizations. The dispenser should feel a lot smoother to use now.
(*)I have also been optimizing the QM console. It should be a lot nicer to use now.
(*)Let me know if anything seems broken.
(u)Haine
(*)Staples will no longer drain all your blood like some kind of horrific tiny metal vampire living in your body.
(*)OKAY NOW THEY REALLY DON'T DO THAT I'M DUMB SORRY GUYS <3
(*)Fixed broken bottles so when you stab someone with them, it doesn't make, uh, YOU bleed and take damage.  Whoops!!
(*)The butcher's knife now does more brute damage (any at all vs none) because whoops when I was converting things to the bleeding system I accidentally forgot to return the brute damage stuff to it.  Whoops!!
(t)fri nov 28 14
(u)Dr. Cogwerks
(*)Added a bunch of supply carts.
(*)They're just resprited crates but they look distinctive!
(t)thu nov 27 14
(u)Haine
(*)BLOOD SYSTEM NOW ON BY DEFAULT!  Please go to the forums to give me yours thoughts on it.
(*)Centralized AI laws so they're no longer owned by the AI core itself.
(*)What This Means 4 U: You can upload laws regardless of whether or not there's an AI core, and now all present AI cores will have the same set of laws, if there's somehow more than one.
(t)thu nov 27 14
(u)SpyGuy
(*)The telesci perm portal now takes quite a fair bit of power to keep going.
(*)Engineering no longer irrelevant as a result.
(t)tue nov 25 14
(u)Dr. Cogwerks
(*)Rearranged the mining office
(*)Mining magnet gets a barcode printer and launcher
(*)Barcode printer in warehouse smelter
(u)SpyGuy
(*)The highly experimental technology employed by some is now even higher and... experimentaler?
(u)Haine
(*)Non-PDA reagent scanners.
(t)mon nov 24 14
(u)SpyGuy
(*)I did a chemistry backend rewrite and may have broken everything. Let me know if I broke everything.
(*)Turns out I've been killing traitors while I was sleeping. Oops. I'm fix.
(u)I Said No
(*)A new thing for genetics - the Port-A-Gene. It's the genetics computer and scanner rolled into one object. Hopefully the Geneticists will get out a bit more with this. There's still a regular console in there if you want to use that though.
(u)Haine
(*)Clowns can now make balloon animals.  Use a balloon in-hand (only clowns need apply.)  Thanks to monty for the sprites.
(t)sun nov 23 14
(u)Marquesas
(*)The entrance to the Critter Gauntlet is in the VR lobby. It's four disposal units, leading to the same place.
(*)Your high scores are now logged to goonhub and should soon be viewable.
(u)Haine
(*)I'm starting to port things to the new blood/bleeding system.  It's <b>not enabled</b> by default yet, but if you see something related to blood acting weirdly, let me know.
(t)sat nov 22 14
(u)SpyGuy
(*)New toy for chemists.
(*)New item for treasonous clowns.
(u)Haine
(*)I fussed with all of the surgery code, you shouldn't notice much of a change, but if something broke, lemme know.
(*)Relatedly, you'll no longer start heart surgery on someone while just trying to remove an implant from them.
(*)Butts can be put back on now.
(*)I.Sett and Apo123 added to mentors.  The way we set this has changed a little, so please let me know if you guys see this but don't have mentor status, alright?
(t)fri nov 21 14
(u)Haine
(*)Shuffled the order of the Port-A-NanoMed's inventory a bit and fixed that awful bug where it'd appear above the things on the floor below it for a frame.
(*)Atropine Auto-Injectors now dropped to 5u.
(u)Marquesas
(*)The Critter Gauntlet is now available in VR.
(*)No high score recording _yet_.
(t)wed nov 19 14
(u)Hull
(*)The Emergency shuttle console has been coaxed out of hiding from the shuttle wall and should be visible again.
(u)Tobba
(*)Changed the timings on doors so they you can pass through them a whole lot faster.
(t)tue nov 18 14
(u)SpyGuy
(*)Ghost inside containers! #wow #whoa
(*)Cyborgs now see their upgrades in the HUD as they should.
(u)Haine
(*)Fussed with the contents of the Port-A-NanoMed to make it more on-the-spot, emergency medicine kinda stuff.  Tell me what you think of the change.
(t)mon nov 17 14
(u)Hull
(*)Camera viewers and computers should work again.
(u)Haine
(*)Epinephrine syringes in medkits are now emergency auto-injectors.
(*)Cut paper and then add some cable to make a mask.  Color it in with a pen.  Thanks to Gannets for the sprites.
(t)wed nov 12 14
(u)SpyGuy
(*)Key a pod.
(u)Haine
(*)Cable on bedsheet to make a cape.  Thanks to Gannets for the sprites.
(t)mon nov 10 14
(u)SpyGuy
(*)A new reagent: Nitrogen Triiodide
(*)The worrying amalgamation of black powder and chlorine azide.
(t)sat nov 08 14
(u)SpyGuy
(*)You can now use AI modules in-hand to modify them, instead of dropping and picking them back up etc.
(t)fri nov 07 14
(u)Marquesas
(*)You have the right to bear arms.
(*)Quite literally.
(t)thu nov 06 14
(u)Haine
(*)Cyborgs now have a command to lock or unlock their interfaces.
(*)Emagged cyborgs will now show up in the end-of-round info.
(u)I Said No
(*)The work time of looms has been sped up drastically. You can also now load shoes into them to get leather.
(t)wed nov 05 14
(u)Haine
(*)Clown cars now come with a clown costume. This should make them more useful when they show up in surplus crates.
(u)SpyGuy
(*)Houka, Xavieri, Dylanhall34 and ClassyD are now mentors.
(t)mon nov 03 14
(u)Dr. Cogwerks
(*)Added some randomly-available gimmick jobs. Try to play them up interestingly if you get them.
(*)Added a whistle item. HALT!
(t)sun nov 02 14
(u)Tobba
(*)One ingot/block of material counts as 10 within manufacturers now, should bring the balance back to what it was before.
(u)SpyGuy
(*)The emag rewrite is now complete, tested and functional. Probably.
(*)The first steps of an emag backend rewrite. You won't and shouldn't notice anything new.
(*)If you do, please gimme a shout and a van will pick you up shortly.
(u)Marquesas
(*)Dear god I haven't touched this in weeks. WEEKS.
(*)Right, so, some of you may have noticed that #1 is running construction continuously now.
(*)Build your own station! PvE only!
(*)Power shouldn't arbitrarily fuck up anymore. If it does, it is likely to unfuck itself in 90 seconds. If it STILL doesn't work, we have a bigger problem and you should assault our code directly with a flamethrower.
(*)Wired power -- only available in construction. Machines must be powered by leading wire knots to under them. Light fixtures on the walls require a full wire which ends on the border with the wall.
(*)Fast cable laying. Use a cable coil in your active hand and run around. WOO.
(t)sat nov 01 14
(u)Haine
(*)Fixed it so hitting a paramedic suit with an armor vest makes an armored paramedic suit and not a regular armored biosuit.
(u)SpyGuy
(*)Redid some backend stuff. If you suddenly can't steal shoes / IDs / clothes / whatever yell at me
(*)Turns out forcibly ripping a stapled thing off of someone's face hurts them. Go figure.
(*)Staple once. Staple twice. Empty the staple gun.
(u)Dr. Cogwerks
(*)Thermals no longer see through walls. This may be temporary, pending rework if possible.
(*)Kinda sucks for players to get spotted through walls by someone most of a screen away in the hallway.
(*)At least cameras can be snipped to prevent that!
(t)fri oct 31 14
(u)Tobba
(*)Rebalanced the reclaimer so that 10 sheets becomes one bar and 30 pieces of cable becomes one bar (and changed the recipe for manufacturing cables accordingly). No more infinite materials.
(*)You can now fuel furnaces with dead critters.
(u)SpyGuy
(*)Staple. Head. Help. Butt.
(t)thu oct 30 14
(u)Wire
(*)Adminhelp text is now bigger and more obvious.
(t)tue oct 28 14
(u)Hobnob
(*)Re-enable a separate overlay for head damage to humans.
(t)sun oct 26 14
(u)edad
(*)OOC has been re-disabled during rounds because it was a pretty pointless change.
(t)thu oct 23 14
(u)Haine
(*)You can now make miniputts.  Wow!  Woah!  Huge thanks to Hempuli for help with the sprites.
(*)They use the same armor and paintkits as large pods.
(*)Right now they spawn with weapons.  Coming soon: changing miniputt components??
(*)Note to self: actually add things to the manufacturers when adding a new feature that requires manufactured things.
(t)wed oct 22 14
(u)edad
(*)Added an option in Character Setup to toggle your default OOC visibility. It can also be toggled at any time during a round using the (Un)Mute OOC verb.
(u)Haine
(*)You can now make any backpack* into a satchel via medal rewards.  Everyone should have the option since it's from 'Fish'.
(*) * There are a couple special admin-spawn-only backpacks that I didn't bother making satchel versions of, so if you happen to get one of those, too bad!
(u)Hobnob
(*)Gave foods with intrinsic reagents some room for extra stuff to be injected.
(*)Changed behaviour of chem_extractor so reagents are extracted in proportion.
(t)tue oct 21 14
(u)edad
(*)Reenabled OOC during rounds. Rules about OOC conduct brought back from the dead, don't conflate IC in OOC and vice versa.
(*)Fixed an issue where OOC was always visible from mentors/admins.
(t)mon oct 20 14
(u)Haine
(*)Two new medal rewards.
(t)sun oct 19 14
(u)Dr. Cogwerks
(*)Detective revolver starts loaded with stunners
(*)Nobody ever cared about room-temperature nitrogen gas, so...
(*)Nitrogen canisters now default to a frosty 80 degrees Kelvin.
(*)This makes it significantly more dangerous but should give it some new uses.
(*)Might give nitrogen tanks a cold storage room like the meat locker later.
(*)Flipping inside closets and lockers can now damage them and eventually break them open.
(t)sat oct 18 14
(u)Haine
(*)One new medal reward.
(t)thu oct 16 14
(u)Dr. Cogwerks
(*)PDA Forensics Scan will now return the contraband level of illegal items.
(*)That's the same value that makes beepsky yell about infraction levels.
(*)PLAYER SUGGESTION: It would be rad if you folks could punish criminals based on these criteria:
(*)How dangerous is their contraband?
(*)How dangerous or destructive was their behavior?
(*)This would be a lot more interesting than the usual "he's got traitor gear, legit kill time! he has nothing, let him go" stuff.
(*)Changelingchat: I quietly changed health code a few weeks ago. Changelings will only die if their bodies are destroyed. Have fun.
(t)tue oct 15 14
(u)Keelin
(*)New revision of the modular manufacturers as workbenches.
(*)This is VERY much under construction. Expect more items and blueprints soon.
(*)This will allow us to make proper custom items and objects. This can (in part) be seen in the flash and flashlight you can make right now.
(t)tue oct 14 14
(u)Haine
(*)Silver sulfadiazine's recipe has been changed so that it no longer requires oil.
(*)The recipe is now: silver, sulfur, oxygen, chlorine and ammonia.
(t)sun oct 12 14
(u)Haine
(*)Write on walls and the floor and whatever with pens.
(t)thu oct 09 14
(u)Haine
(*)Rename vehicles by hitting them with a champagne bottle on harm intent
(t)wed oct 08 14
(u)Haine
(*)Clown is back.
(*)Any and all complaints regarding this change should be directed at Wonk.
(t)tue oct 07 14
(u)Haine
(*)One new medal reward.
(*)Reagent extractor storage tank size increased.
(t)mon oct 06 14
(u)Haine
(*)Fiddled with the detective's office a bit more - there's now an entrance into the jazz lounge as well.
(*)Interrogation room is back.
(t)sun oct 05 14
(u)Haine
(*)The detective's office has been moved to a more appropriate location.
(*)The brig now has a visitor's area.  Come say hello to all those dirty criminal scum!
(*)As always, hit up my feedback thread in Ideas & Suggestions to tell me what you think, and how to improve things.
(t)sat oct 04 14
(u)Haine
(*)You can now properly shake salt and pepper onto food with the shakers.  Wow!!
(t)fri oct 03 14
(u)Marquesas
(*)Added two new reagents.
(*)One of them is liquid electricity, which has 4 primary components. Think about stuff that could be used to produce power.
(*)The other one is an energy drink. This contains three components and should be mostly self-explanators.
(*)Pathology is coming along nicely. You may have noticed that in the past few weeks. More information coming soon.
(*)And by that I mean if you behave yourselves nicely you might get some toys to play with as soon as possible.
(u)Haine
(*)I didn't notice what the power was for the microbombs you could buy from PDAs and as a result macrobombs were only half the power they shoulda been WHOOPS!!  Fixed now.
(*)Two(!!) reward skins added for one medal.
(t)thu oct 02 14
(u)Haine
(*)Changed airtanks, canisters, and freezers to have an input prompt for what you wanna set them to.  Hit up my feedback thread to suggest other things that should work like this.
(*)Added little buttons to the Pharmacy desk, the MD's office and just inside medbay proper that open the front doors to medbay.  Wee.
(*)I've been replacing the old computer sprites with the new style, and I think I've finally gotten all of the ones that are currently in-use on the map.  Let me know if you find one that's still the old kind.
(u)I Said No
(*)Added an Automatic Mode for the Mining Magnet. It will activate the magnet when the cooldown has finished, if the mining area is clear of anything it couldn't normally transport.
(t)wed oct 01 14
(u)Hull
(*)Unicorn manufacturers should be working now
(*)Did something about flashers behind shrubs
(*)Skull + circular saw = skull mask
(t)mon sep 29 14
(u)volundr
(*)fixed chairflipping, flipping, throwing, and anything else that should not have left you sideways
(*)fixed some sources of extreme lag
(t)sun sep 28 14
(u)Haine
(*)Reworked Medbay's layout a bit.  Let me know how this works out.
(*)Port-A-Medbay is now a Port-A-NanoMed.
(*)New kind of medkit, get all excited!!  WOO NEW MEDKIT!!!
(*)Other misc bits and bobs.  Nothing super exciting (other than the medkit, YESS NEW MEDKIT TYPE YES SO AWESOME)
(*)Thanks to YJHGHTFH and Convair880 for some replacement sprites.
(t)sat sep 27 14
(u)volundr
(*)added some nifty lag-prevention stuff for sounds. sounds may be horribly broken as a result. please report any new sound issues.
(t)fri sep 26 14
(u)volundr
(*)i "fixed" a lot of "lag", but i may or may not have "broken" "everything" "horribly". Please report any new problems on the forums or something.
(t)thu sep 25 14
(u)Haine
(*)Health analyzers can no longer scan reagents on default.  Instead, there's now an upgrade for them that enables that function.
(*)Synth limbs and organs are now much more plant-y than before.  Thanks to AffableGiraffe and YJHGHTFH for the sprites.
(t)wed sep 24 14
(u)volundr
(*)added a new chemistry device maybe probably
(t)tue sep 23 14
(u)Marquesas
(*)A comprehensive documentation of pathology is available at http://wiki.ss13.co/Pathology_Research
(*)You should probably read it for the upcoming release.
(*)Electric shocks were refactored a bit. Let me know if anything doesn't work or kills you far worse or far less than before.
(u)Haine
(*)A bunch of the new drink recipes were totally broken, but should now all be working.  Maybe?  Hopefully?
(*)Cyberhearts now available for creation at robotics fabricators.
(*)Cyberheart item sprite courtesy of AffableGiraffe, mob sprite courtesy of YJHGHTFH.
(t)mon sep 22 14
(u)Haine
(*)I should be asleep but instead I gave the MD a secure locker.
(*)Oculine now a touch-based chem.
(*)<i>zzz</i>
(*)Big ol' cocktail update thanks to Daeren.  Go out and get drunk, friends.
(*)Health 100% indicator is now a cheerful green rather than grey.
(t)sun sep 21 14
(u)Haine
(*)I'm half asleep still cause I jut woke up and I've reached the required amount of convincing needed in order to remove the RD's medbay access
(*)rip
(*)Borgs are now affected by sonic and flash powder.
(*)also rip
(u)Hull
(*)Changeling regens will now remove implanted bullets upon completion.
(t)sat sep 20 14
(u)AngriestIBM
(*)Fixed light fixture assemblies requiring you to click a wall with your hand simultaneously empty and holding the parts.
(t)fri sep 19 14
(u)Haine
(*)Equip hotkey changed to V, toggle throw is back on X.
(t)thu sep 18 14
(u)Haine
(*)WASD users have a new hotkey: X for 'equip', which will equip the item in your active hand, if possible.
(*)Couple new cocktail doodads.
(*)Some pod paint jobs can now be bought from the regular guy for podstuff.  Bot.  Whatever.
(*)Keep it on the DL, you hear?  Don't ask where he got that stuff from.  You don't need to know.  You don't <i>wanna</i> know.  Aight?  Aight.
(t)wed sep 17 14
(u)AngriestIBM
(*)Beakers don't explode into gouts of death fire every time you look at them funny.
(*)I'm not sure what that was even meant to achieve.
(t)tue sep 16 14
(u)Haine
(*)Barmen will want to check out the new boxes in their booze stores: you now have the tools to fancy up drinks quite a bit more!
(u)AngriestIBM
(*)You can PDA message departments now.  Wow!! Whoa!!!
(t)sun sep 14 14
(u)Haine
(*)ChemMasters are now more masterful re: chems as they can now isolate and remove them.
(t)sat sep 13 14
(u)Haine
(*)You can now smash bottles on any table.  They also break faster.
(*)Uh, okay, NOW you can smash bottles on any table.
(*)Macrobombs for macrofun!
(*)Hairs.
(t)fri sep 12 14
(u)Haine
(*)Fancy beer!  Ask the barman to look in his booze closet for some of it!
(*)Harm intent with a bottle in your hand on the bar table.  Have fun!
(*)Fixed up some of the kinds of booze so their bottles can be smashed, too.  Unfortunately, this wiped the map of all of those items, and I had to re-add them.  Also unfortunately, I'm not sure I got them all where they were supposed to go.  If there's hobo wine or some other alcohol missing from some place it ought to be, let me know!
(t)thu sep 11 14
(u)Dr. Cogwerks
(*)Expanded the *dance emote with some animations. Context-sensitive dances are planned. Wizard dance skills have been improved. .
(u)Haine
(*)What do you mean, "filling a beaker with helium and then transferring that helium to a balloon makes no sense, why can't you just fill the balloon from the helium tank?"?  Shut up, jerk.  That's why not.
(*)I fixed that anyway, even though the very concept of sensible physics makes me angry.  Haine mad.  Haine smash.  Haine need sleep.
(*)Fuck there was some other thing that got cleared out of the changelog accidentally earlier today, what the fuck was it?  Oh, right, fliptonium animates nicer now.  Flip flip flip.
(*)Holy fuck I need more sleep.
(t)wed sep 10 14
(u)Haine
(*)Update to health analyzers: colors fiddled with more.  Standard, non-PDA scanners now scan for reagents in mobs as well.  This functionality can be toggled by clicking on the analyzer in your hand.
(*)A couple slight updates to specific traitor objectives.  You probably won't notice this change very much.
(*)Few more hairstyles.  Nothing huge.
(u)Keelin
(*)Infused mops work now
(*)Plates and all atmos objects use more of the materials system
(*)On-attack effects of infusions deplete by using them now - they will be buffed to compensate for that.
(*)Walls and turfs use the materials properly now and can be damaged by attacks (provided they are powerful enough).
(*)Many critters can be skinned for materials now. (Most sharp items will work for this. It even works on skeletons OKAY)
(*)Because people seem to miss this: There is definitely cotton in hydroponics. You can use that as cheap cloth material.
(t)tue sep 09 14
(u)Haine
(*)You can now make more AI shells.
(t)mon sep 08 14
(u)Haine
(*)Very important update: HoP and MD now have bedsheets.  I know you're all just giddy with joy about this.
(*)New chair sprites courtesy of ClockworkCupcake.  I totally meant to commit them, anyone who tells you otherwise is a dirty liar.
(*)Be a sneaky doctor.  Sneaky sneaky.  Make sure to clean your surgical tools.
(*)My brain has slowly melted out of my skull as I try to figure out just what code is.  I don't know anymore.  Letters and numbers or something.  Point is, misc fixes.  My head hurts.
(t)sun sep 07 14
(u)Haine
(*)New medal reward for AIs.
(*)Drag-drop transfer for beakers works like you'd expect now, instead of the opposite.
(*)*hatstomp or *stomphat for those with HoS headwear.
(t)sat sep 06 14
(u)Haine
(*)I swear to fucking god this better fix the drag-drop issues with hydroponics stuff
(*)(endless screaming)
(*)Skullbots now can be more special if you find a special skull to make them out of
(*)scalpel-saw-scalpel-saw-scalpel-saw
(t)fri sep 05 14
(u)Haine
(*)Okay I broke some stuff with my port of Razage's seed-hydro tray drag-drop code.  Should be fixed now.
(t)thu sep 04 14
(u)Haine and SARazage
(*)Click-drag beakers and other such things onto other other such things to transfer reagents.
(*)Fixed click-drag messages for planting seeds in hydro trays, so you actually get feedback if you're doing something wrong now.
(t)wed sep 03 14
(u)Marquesas
(*)Nothing happened in the diagonal movement department. Carry on.
(u)Haine
(*)Updates to balloons: if you can get some helium, you can blow 'em up now!
(*)beep bop, ai is rouge, haine is a good coder while drunk, bep boop
(u)Haine and YJHGHTFH
(*)Vending machine sprites in the new perspective.  All fifty gajillion of them.  An <b>immense</b> thank you to YJHGHTFH for all the work he put into them!
(t)mon sep 01 14
(u)Wire and YJHGHTFH
(*)Salt now makes piles when dumped out of a beaker. You can also connect piles of salt when dumping to an adjacent tile. I fully expect salt lines all over the place.
(*)Special credit to YJHGHTFH for the salt spriting work
(u)Haine
(*)Water balloons!
(*)Clown starts with a couple new things (one of the things is ballons)
(*)Huge thanks to YJHGHTFH for all his help with sprites lately!
(t)sun aug 31 14
(u)Marquesas
(*)Hello, mediborgs. You'll find that your patches no longer do anything other than their intended purpose.
(*)Added a hypospray anyway.
(-)
(u)Haine
(*)You can now drag & drop seeds into hydroponics trays to plant them.  Thanks to SARazage for the code snippet!
(-)
(t)sat aug 30 14
(u)Haine
(*)OR tables now scannable with device analyzers, I'm sure this is a good idea and nothing bad will happen to anyone because of this.
(-)
(t)fri aug 29 14
(u)Haine
(*)Updated the HoS and mentor lists.  Congrats guys!
(*)Reverted the animation change I made yesterday cause it caused Extreme Server Grump and the fix will take a bit to get working right.
(*)Tourists now start with fanny packs instead of backpacks.
(-)
(u)Infinite Monkeys
(*)You can now perform surgery on yourself while drunk.
(*)Some objects (like glass shards and botany saws) can be used to perform ghetto surgery.
(-)
(u)Marquesas
(*)Updated the new critter arm a bit.
(*)By popular demand, the canister bomb now has another noisy attachment.
(-)
(u)Hull
(*)Low pop servers will automatically initiate a shuttle call if a player dies after the round has been going for a while.
(*)The current settings are 20+ minutes and less than 5 or less living players after the death, feedback is encouraged if this is an issue though.
(*)Chaplains have finally admitted that corruption doesn't exist, and will stop trying to sense it.
(-)
(t)thu aug 28 14
(u)Haine
(*)Fixed it so synthlimbs can be stored in produce satchels.
(*)Revolutionary costume is now a set of two pieces of clothing, thank you to AffableGiraffe for the sprites!
(*)One of the new chems now works more like I wanted it to, animation-wise. Progress!
(-)
(u)Marquesas
(*)Ice creams no longer quadruple the input reagent.
(*)Most disease reagents now require a minimum of 5 units to infect someone. Relaxed this requirement on some less incurable diseases.
(*)Decomposing corpse sprites now work. Also added a new disease related to this.
(*)Added a recipe for the rotting reagent. It contains some weird disgusting things. Also some formerly living organisms.
(*)Added a new type of arm. It comes off a humanoid critter with the usual scalpel-saw-scalpel process.
(-)
(t)wed aug 27 14
(u)Wonk
(*)To help clarify, we have simplified what used to be the "creepiness" rule. Please check http://wiki.ss13.co/Rules#Absolutely_no_sexual_content_.28Added_27.2F08.29 for more information.
(-)
(u)Marquesas
(*)Bunch of sprite update fixes!
(*)Cloaking field generators are no longer bad and broken.
(-)
(u)Haine
(*)ALT+C for OOC in WASD.
(*)*raisehand is now Ctrl+H, and *flip is Ctrl+R for both WASD and arrow key modes.
(*)Added a 'Hotkeys' verb in the Commands tab that'll list all the various keys you can press to do things.
(*)Fixed a bug where removing a heart didn't cure people of cardiac arrest/cardiac failure WHOOPS MY BAD
(*)Toggling WASD mode on now brings focus away from the input bar.  No more trying to move only to end up with dddddddddsss in the input bar, yay!!!
(*)Mailman is now available as a daily job again on wednesdays.
(*)Traitor clowns can get clown cars through their PDAs once again.
(-)
(t)tue aug 26 14
(u)Haine
(*)Port-a-Med remote moved to the MD's office, Port-a-Sci remote moved to the RD's.
(*)Added a couple goofy new chems.
(-)
(u)I Said No
(*)You can now put sheets, rods and tiles into portable reclaimers.
(*)You can drag and drop ore or bars onto the floor to sort them into piles now.
(*)Sheet, rod and tile stacking should be fixed.
(-)
(t)mon aug 25 14
(u)Haine
(*)You can roll joints with money instead of paper now. Go ahead and literally smoke the budget or whatever.
(*)PDA health scanner program now fancified as well.
(*)Removed the blood monitor implant from manufacturers and stuff for now since it literally does nothing.
(*)Added a new emote hotkey, CTRL+Q for *wave
(*)Fixed a couple wiring errors: pathology and the east solars should both be working properly, power-wise, now.
(*)There's a new thingy in Research. Said thingy will go away very quickly if people are dumb with it. So don't be dumb!!
(-)
(u)Marquesas
(*)Burning stuff should actually turn into ash now.
(-)
(t)sun aug 24 14
(u)Marquesas
(*)Thermite breaching charges no longer arbitrarily fail to take down walls.
(*)Changeling mimic voice no longer reveals the dude through intercoms.
(-)
(u)I Said No
(*)Replaced Recycling Units with new Portable Reclaimers. They turn ore into bars as well as scrap and shards. You can drag them around too.
(*)Fabricator units only accept processed materials now. With the reclaimers it's not as bad as it sounds, trust me.
(*)The miners now have their own refinery out by the magnet area.
(*)Process some Miracle Matter and watch what you get. You'll like it guaranteed or you have no soul.
(*)Shoving a jumpsuit in an auto-loom yields some cotton. Cotton grown in Hydro can also be used in looms now too.
(-)
(u)Haine
(*)Fancified the health analyzer's results a bit.
(*)Removed the scimaster cart from the MD's office since they start with one now.
(*)Gave chemistry some large beakers so they can stop breaking into medbay and dumping out the reseerve tanks, okay you guys can stop that now you have all the large beakers you could ever want so STOP
(-)
(t)sat aug 23 14
(u)Spoogemonster
(*)Unfucked lights
(-)
(u)Haine
(*)The MD now starts with their own PDA and a scimaster cart IN said PDA
(*)Satchels now available in Personal Closets
(*)Couple costumes added
(*)Thanks to YJHGHTFH for the sprites!
(*)Heart surgery! Scalpel-saw-scalpel-saw on chest. Not having a heart is bad. More heart-related features to be added once I'm not half asleep.
(*)Hearts were temporarily inedible but that is fixed now too so please go and eat all the hearts you can stuff in your faces.
(*)Thanks to AffableGiraffe for the heart sprite!
(-)
(u)Marquesas
(*)Headspiders can finally be removed via surgery.
(*)Cutting out parasites can go horribly wrong, make sure only qualified personnel do it!
(*)Synthlimb and synthorgan plants are now in. Surplus organs are important.
(-)
(t)wed aug 20 14
(u)Wire
(*)Pixel bullets are now IN (basically bullets that can shoot in any direction).
(*)You can shoot wherever the fuck you want now.
(*)This was coded almost entirely by Marquesas (I helped port it in to gooncode). Seriously, give him a pat on the back for this (or a fart on the face, whichever).
(-)
(t)sat aug 16 14
(u)Tobba
(*)Modified the lighting system slightly, lets see how this turns out.
(*)Adjusted explosions, again. This should theoretically be a lot better.
(*)Adjusted artillery and AEX ammo.
(-)
(t)thu aug 14 14
(u)I Said No
(*)Reinforcing sheet metal has been changed. You just hit a sheet with rods now.
(-)
(t)tue aug 12 14
(u)Wire
(*)New attachment for canister bombs. Write something on some paper, stick it to your detonator, slap the detonator on a canister, whoa your note is like, *right there*.
(*)Truly we live in the modern age.
(*)(As per usual with any canister bomb related code change, Marquesas coded this and I ported it in)
(-)
(t)tue aug 05 14
(u)Wire
(*)Fixed the new mob burning lighting from eventually making you into a human sun.
(*)Cakehats emit light again w h o a.
(-)
(t)sun aug 03 14
(u)I Said No
(*)Removed the hands, feet, eyes, mouth and groin targeting zones. They are now considered part of the arms, legs, head and chest respectively.
(*)Smoother targeting UI icon, with text feedback.
(*)Butt removals have been changed slightly. You now target the torso and use harm intent.
(-)
(t)wed jul 30 14
(u)Wire
(*)Fixed vampire mist form for real this time. It was counting the vampire as viewing themselves (lol).
(*)You can longer use the new 'me' verb to use emotes from your corpse when dead, despite how hilarious that was.
(-)
(u)Keelin
(*)Powernet-networking component will now literally just dump every packet it sees onto the component side.
(-)
(u)AngriestIBM
(*)Um I guess I replaced sigcraft with SigPal, which is kinda like sigcraft but less bad.
(*)Like you can send the signals directly from it? That's a thing.
(*)The number of people who care can probably be counted on one hand.
(-)
(t)tue jul 29 14
(u)Keelin
(*)More undocumented components that were requested. What fun!
(-)
(t)sun jul 27 14
(u)Wire
(*)Added a 'me' verb for doing emotes. Syntax is just 'me (emote)'. No  silly asterix or whatever.
(*)People on fire now light up. There is a quirk with byond related to this if you can figure it out.
(*)Canister bomb explosions tweaked. Now it is much harder to get very large explosions (although the 'small' size explosion is still easy to get and still bigger than tank transfer bombs).
(*)'Attachments' concept implemented to detonators. They now add wires to the resulting bomb for each attachment that control their actions and confuse the defuser.
(*)Three new detonator attachments added to commemorate this new system. Can you find them all??
(*)Oh and vampire mist form should work properly now (and not count every mob in the entire game as in your view)
(-)
(t)sun jul 27 14
(u)Keelin
(*)A few new mechanics components that were requested on the forums. Ideas and sprites by BadClown.
(*)They don't have a manual entry yet. WELP.
(-)
(t)sat jul 26 14
(u)Wire
(*)Ghosts will hear nearby conversations in ATTENTION GRABBING BOLD (not caps, this was a trick, you fell for it).
(*)Also I fixed the Toggle Deadchat Range thing which was apparently broken??
(*)Wizards/Ghosts will no longer be able to teleport into the VR bomb testing area by selecting the "Research Sector".
(*)Also that whole "I crashed every server" thing earlier today never happened. You saw nothing. Carry on.
(-)
(t)sat jul 19 14
(u)Keelin
(*)More updates to the materials backend. Some more materials.
(*)Most of the work today went into material bullets. Yeah you can make LSD bullets or telecrystal bullets or WHATEVER.
(*)Currently only available as .22 cal! You gotta be smart about what you use to fire them.
(*)Don't be shit with this or it's gonna be removed faster than you can say "NO KEELIN DON'T".
(*)Material handcuffs now also apply effects from their materials. Quality and such influence how long it takes to get out of them.
(*)Additive effects have been revised. Go find out what that means. It's nuts, i promise you.
(-)
(t)fri jul 18 14
(u)Keelin
(*)Large-ish materials system update. Stay tuned for more details and more updates.
(-)
(t)thu jul 17 14
(u)Wire
(*)Canister bombs now have a configurable detonation timer. The minimum time has however been raised to 90 seconds.
(*)The timer is reliable and real-time (for those who remember the bad timers of yore).
(*)The detonator assembly will now update its sprite correctly when done in-hand.
(*)Added a bunch of flashy lights and noises to the detonation process.
(*)Also there is a new ~thing~ you can attach to detonators now. Have fun finding it.
(-)
(t)mon jul 14 14
(u)Dr. Cogwerks
(*)Moved the mining magnet further from the station a bit.
(*)This change would make space OSHA very unhappy
(-)
(t)sat jul 12 14
(u)Dr. Cogwerks
(*)Messed with taser bolt behaviors again. Player feedback would be useful.
(*)Reminder: armor and distance both reduce up-front stun effects
(*)Drugs reduce duration, but won't counter the confusion effect.
(-)
(t)fri jul 11 14
(u)Wire
(*)Canister bombs are now in. Have fun figuring out how to make them!
(*)Marquesas coded them by the way I just ported them in finally.
(*)Spruced up the canister bomb detonator display panel.
(-)
(u)Dr. Cogwerks
(*)rest in peace mining level
(*)World size has been changed from 200x200x5 to 300x300x3
(*)Telesci level (z2) now has room for probably six more lavamoon-sized things
(*)Station level has some asteroids and hidey-holes floating around near the edges now
(*)Mining station is more or less abandoned but shares shuttle-access with the Diner
(*)Solar panels on-station are now direct-wired instead of running through SMES cells
(*)Not sure yet if this is a good or a bad idea, welp
(-)
(t)thu jul 10 14
(u)Dr. Cogwerks
(*)Added a pair of paramedic suits to medbay.
(*)Their protective stats are kinda halfway between biosuits and firesuits
(-)
(t)tue jul 08 14
(u)Wire
(*)Added a Set-DNR verb (found under the commands tab). It's one-use only per round and it prevents you from being revived in any way.
(-)
(t)mon jul 07 14
(u)Hull
(*)Messed around with explosions to try and address concerns about them being very weak. Please report any weirdness related to explosions in the bug report forum or yell at me on IRC.
(-)
(t)sat jul 05 14
(u)I Said No
(*)New tool for miners: The Ore Scoop. Put a satchel in it and then walk over ore to collect it automatically. Click on a tile to eject all the ore out when it gets full.
(*)A conveyor belt for the magnet control room.
(*)Updated the graphics on asteroids a bit; now featuring new ore sprites by Clockwork Cupcake!
(*)Mining charges were nerfed a bit.
(*)Reduced the volume of digging sounds.
(*)Removed extractor rigs as there is no real need for them anymore.
(-)
(t)thu jul 03 14
(u)Hull
(*)Major random events will no longer occur on low population servers. This is set to below 15 players for the moment.
(*)No more TK over cameras bullshit.
(*)Canada Day is now over.
(-)
(t)mon jun 30 14
(u)I Said No
(*)Weakening rock now halves its hardness rather than decreasing it by 1.
(*)You now have a small chance to attract some odd stuff with the magnet. More to come.
(*)Added two new ores. Go find em!
(*)Changed the backend for how explosions, concussion blasts and mining pod equipment damages asteroids. Please report bugs.
(-)
(t)sun jun 29 14
(u)I Said No
(*)The Mining Magnet is now mostly complete. More content will be added to it soon enough.
(*)Miners now start in the Magnet Control Room, and the job cap has been reduced to 3. The mining outpost is still there if you want to go to it.
(-)
(t)fri jun 27 14
(u)Dr. Cogwerks
(*)Most critters now have a chance to random quality-derived names
(*)An awful wendigo or a fancy bee won't do anything different yet, but SOON
(*)Crew backpacks will now have some goofy personalized trinkets
(-)
(t)sat jun 21 14
(u)I Said No
(*)New asteroid shapes, more ore available in general in the mining field. Two new ores to dig up. Ore is now named differently depending on the quality..
(*)Got rid of the delay time when digging asteroids manually. Now it's a chance based thing, starting at 100% and decreasing the greater the difference between tool strength and rock hardness. (shut up)
(*)Hulks are now able to punch asteroids to destroy them. People with the Strong or Hulk genetic effects also get extra strength when digging with tools.
(-)
(t)thu jun 19 14
(u)Dr. Cogwerks
(*)Cleared a few default lanes through the random mining field.
(*)Smelter is a bit more rugged now.
(*)Mining has its own smelter now back near the furnaces, might redo the central fabrication area later to accomodate it.
(-)
(t)sun jun 15 14
(u)I Said No
(*)The asteroid field is now randomized.
(*)Major mining backend changes. Please report any bugs.
(-)(t)sat jun 14 14
(u)LLJK-Mosheninkov
(*)Fiddled with explosions some more. Now they shouldn't be super weak but also shouldn't have a stupidly wide radius.
(-)(t)mon jun 09 14
(u)Infinite Monkeys
(*)Vampire changes:
(*)Shapeshift removed.
(*)Blood gain halved.
(*)Mist form only works when nobody can see you.
(*)Chiropteran Screech confuses rather than stuns.
(*)Cooldown changes: Rejuvenate (20 to 30), Glare (30 to 60).
(*)Blood cost changes: Enthrall (300 to 200), Call Bats (75 to 100), Hypnotise (10 to 0).
(-)
(t)mon may 26 14
(u)Keelin
(*)Punching should now ACTUALLY trigger on-hit effects.
(*)Getting hit by thrown effects will now trigger on-hit effects.
(*)Radiation protection should now work properly.
(*)Being exposed to high temperatures will no longer trigger on-temperature procs several times.
(*)Support for on-entered trigger for materials. Think radioactive floor.
(*)Added some better feedback to the smelter and barrel.
(-)
(t)sun may 25 14
(u)Keelin
(*)A whole bunch more additive/flux effects for reagents in the smelter.
(*)You can make gloves using the fabricator now.
(*)Gloves now count as weapons in empty-handed attacks (punches etc)
(*)Erebite materials now have a chance to explode when struck. YOU people wanted this. Always remember that.
(*)Clarks contributed new sprites for the additive barrel. Woop!
(-)
(t)sat may 24 14
(u)Keelin
(*)You can now put reagents into the barrel next to the smelter to use them as additives for you material.
(*)One bar uses the entire contents of the barrel. The barrel can only hold one reagent. You can only use additives once on a material.
(*)This is subject to change.
(*)The rarer / more exotic the reagent, the more dramatic the effect on the material.
(*)Not all reagents have an effect on the materials yet and the ones that do aren't final. This is still very rough.
(*)Reagent name should now influence the name of the material.
(-)
(t)fri may 23 14
(u)Keelin
(*)Added explosion protection and damage properties to materials.
(*)Put a very rough manual on material properties in the smelter room.
(-)
(t)tue may 22 14
(u)Keelin
(*)Added material support for more objects. Most notably windows and grilles as well explosion resistance on clothes on humans.
(*)Some internal fixes and changes, nothing interesting.
(*)Do try the custom pod armor and let me know about any problems. It's got the most complex material interactions so far.
(-)
(t)wed may 21 14
(u)AngriestIBM
(*)Treads are back for surgery!! The whole single leg dealy didn't play well with the changed limb system and that's why they were gone from surgery.
(*)Treads are now two piece.  They're manufactured together for the same price as before (Unless I FUCKED UP) and you can mix and match them with normal legs I guess.
(-)
(u)Keelin
(*)Material scanner near the smelter. This is a very basic thing to allow you to get a basic idea of what materials do.
(*)Diversified materials a bit. Added more special and unique effects. Gold and stuff made from gold sparkles now. Just because.
(-)
(t)tue may 20 14
(u)Keelin
(*)Preliminary support for material traits (like erebite explosions) for the arc smelter / sheet press stuff.
(*)Material transparency now influences opacity of resulting obj. Go make some see-through molitz walls.
(*)Whole bunch of fixes and internal upgrades.
(*)Uhm. There's also another machine near the smelter now that produces a different item. Yep.
(*)Chemicals and drugs should no longer randomly permanently buff your stamina.
(*)Igniter combos might or might not work properly with chemicals again.
(-)
(t)mon may 19 14
(u)Keelin
(*)Sheets produced by the sheet press using the arc smelter should now correctly work in constructing things.
(*)Many objects now support material properties. Uqill armor would be pretty tough. Too bad you can't actually make that right now. But i guess you can make some fancy/tough walls?!
(-)
(t)sun may 18 14
(u)Keelin
(*)The Arc smelter above the central warehouse can now be used (with ores and bars - try 2 different ones). And uhhh ... i guess you can make a crowbar with the thing next to it.
(-)
(t)tue may 5 14
(u)Tobba
(*)This should fix cardiac arrest being a consistent piece of shit.
(-)
(t)mon may 5 14
(u)Tobba
(*)Added speech bubbles over people when they talk.
(-)
(u)Keelin
(*)Trying out some changes to stamina based on feedback.
(*)One example would be being unable to speak on less than a third of max stamina. Numbers always subject to change.
(*)Adjusted the point at which attacks become free. Might or might not drop costs entirely. We'll see.
(-)
(t)sun may 4 14
(u)Keelin
(*)Now new but important to know: Armor has varying amounts if stamina damage protection. Numbers are not final and need balancing.
(*)Items also have varying amounts of crit chance and stamina damage / cost.
(*)In general, pointy or sharp objects will have a higher crit chance and heavy or large objects more stamina damage. Numbers not final.
(*)Expect to see some items have stupid values that make no sense, probably because i missed them.
(*)Attacks on borgs have been adjusted. Numbers not final.
(*)Kicking someone on the ground will no longer endlessly stun them.
(-)
(t)sat may 3 14
(u)Keelin
(*)Attacking only costs stamina up to a certain level of stamina - after that it is free.
(*)Getting a crit on someone who is low on stamina will always knock them out.
(*)Blocking works better against grabs.
(*)Can't block with an active weapon in-hand (Turned disarm into harm on steroids).
(*)Fixed an issue where kicking someone on the ground would not do stamina damage to them.
(*)Fixed some circumstances that could lead to mysterious stamina loss.
(*)Various number tweaks.
(*)Farts are free once again. Joke is over. Too many people thought it was gonna stay like this.
(*)Things that will be adjusted: Cyborgs, guns.
(*)Thanks to all the people who helped test things and gave usable feedback.
(-)
(u)Supernorn
(*)Added a bunch of Clarks' kitchen sprites to the game. The gibber is now animated!
(*)Added Triggerhappypilot (Sigmund Droid) to HOS, and SpyGuy (Jenny Antonsson) to Mentor. Welcome them!
(-)
(t)fri may 2 14
(u)Tobba
(*)Cloaker will turn off if you attack anything outside of where you are standing, price reduced to 5 TC to compensate.
(*)Hopefully this makes uses actually creative and not consistent bullshit murder sprees.
(*)Teleporter will no longer randomly decide it wants to kill you.
(-)
(u)Keelin
(*)After gathering some feedback we're gonna try some new stuff for stamina:
(*)Hitting 0 stamina will no longer knock you out instantly - instead you will become increasingly more vulnerable to stuns as your stamina goes into the negative. This is highly experimental..
(*)However, hitting the negative stamina cap (indicated by a full, blinking stamina bar) will still knock you out.
(*)Melee attacks now have a chance to cause critical stamina damage.
(*)Disarm mode now gives you a chance to block attacks.
(*)Not new but important: The chance of knocking someone down with disarm depends on how much stamina they have. (actual disarming is unaffected)
(*)Increased the stamina cost of farting based on feedback to 50.
(*)If you don't like these changes complain to your fellow players and then post on the forums about it.
(-)
(t)thu may 1 14
(u)Keelin
(*)Stamina system. Yes this will definitely upset some people and make others happy.
(*)Nothing is set in stone - things can and will change and if you have worries or complaints feel free to put them on the forums.
(*)It's a bit too much to explain in the changelog but this is meant to get rid of some of the RNG in combat as well as provide a new resource to work with.
(*)Yes that means that most objects don't have a random knockout chance anymore - instead things damage stamina and you get knocked out when you run out of it.
(*)Farting costs 6 stamina. I just wanted to say that here.
(-)
(t)mon apr 28 14
(u)Keelin
(*)Microphone component for mechanic's lab.
(*)RegEx Find components should work as intended now.
(-)
(t)sat apr 26 14
(u)Tobba
(*)Took microbombs down a notch, I should have done this a long time ago. Dont worry, they still make quite a mess.
(-)(t)wed apr 23 14
(u)Tobba
(*)This should fix the issues with AI camera tracking breaking.
(-)
(t)fri apr 18 14
(u)Tobba
(*)Entirely rewrote AI shells, they currently suffer from a handful of problems I'll be working to fix, but they should be more pleasant to use than the older shells.
(*)<b>If you have issues returning to core, hit cancel camera view, this is due to a BYOND bug.</b>
(-)
(t)thu apr 17 14
(u)Tobba
(*)Replaced the borg HUD entirely, sprites courtesy of clarks.
(*)Added the ProDoc borg upgrade to the robotics manufacturer.
(*)Chainsaw arms work again.
(-)
(t)tue apr 8 14
(u)Tobba
(*)Even more explosion tuning, these values should be pretty good
(-)
(t)mon apr 7 14
(u)Tobba
(*)Tuning the explosions a bit, for the better or worse.
(-)
(t)sun apr 6 14
(u)Tobba
(*)Some new explosion code, walls will block off explosions with different effectiveness.
(*)This will also proably alter the effective explosive power of many items, yell at me in IRC if you think any adjustments should be made.
(-)
(t)tue mar 26 14
(u)Keelin
(*)Selection Component now has various randomization Options.
(*)Selection Component now has Inputs for adding, removing and direct selection of Items.
(*)Descriptions and Information on Components has been moved into the Manual.
(*)Examining a Component now shows you detailed Information about that Component.
(-)
(u)AngriestIBM
(*)Are we adding nerd request items to mechanics now?  Um okay well here is a WIP super nerd object I guess.
(-)
(t)wed mar 26 14
(u)Wire
(*)Goonhub v2.0 is live today! Come check out all your favorite bees and more! http://goonhub.com
(-)
(u)Tobba
(*)This should fix debraining/cloning after using the observe verb, I'm not sure how that remained broken for so long (yell at me about this shit next time okay).
(-)
(u)Keelin
(*)Wifi Signal Splitter for mechanics Lab.
(*)Signal Check Component can now trigger when it does NOT find the specified String.
(*)AND Components should no longer mysteriously break.
(-)
(u)AngriestIBM
(*)<strike>Apparently soulguard is broken? Probably because of Hitler?  Anyway it's not buyable until this is fixed sorry SORRY</strike>
(-)
(u)Tobba
(*)Put Soul Guard back in, function is mostly identical to the shield of souls, except that its single use and respawns you on the shuttle like usual, also works against gibbings. Oh and you'll be naked, I might change that later.
(-)
(t)tue mar 25 14
(u)Keelin
(*)Signal Builder Component for the mechanics Lab.
(*)2 RegEx Components for the mechanics Lab.
(*)Wifi Component now has a few more toggles to adjust its Behaviour.
(*)Various Bugfixes
(*)If your Component Connection Indicators look wrong, update to the Beta Version of BYOND. The current Stable one is bugged.
(-)
(t)mon mar 24 14
(u)Tobba
(*)Experiment: CheMasters, reagent heaters and dispensers are now scannable through mechanics. Lets see how long it takes before I realize this was a bad idea.
(*)RCD now holds 50 ammo, wall construction is cheaper, airlock cost cut in half. Deconstruction costs raised to compensate, this may take some tweaking. Also cut down the time the cartridges take to manufacture slightly..
(*)Cut the manual construction time of walls and grilles to be less godawful.
(-)
(u)Keelin
(*)Signal-checking Component for the mechanics Lab. Allows you to check if a Signal has a given String within it somewhere.
(*)Wifi Component for the mechanics Lab. Allows you to make use of the Radio Network the Station uses. Wanna control your contraptions with your PDA? Now you can.
(*)Relay Components can now change the Signal before forwarding it.
(*)LED Components now have an Input that allows you to change their Color.
(*)Possibly other small changes i've forgotten about.
(-)
(t)wed mar 19 14
(u)Tobba
(*)Mousetraps in boxes/backpacks should work again.
(-)
(t)tue mar 18 14
(u)Keelin
(*)Improved Visibility for the Connection Indicators of Mechanic Components.
(*)Telepads can now be set to "Send only". In this mode they can not recieve incoming teleports - only send things to other pads. Useful if you want a bunch of pads to lead to a single exit Location.
(-)
(t)mon mar 17 14
(u)Keelin
(*)Telepads for Mechanics Lab. You also need to have a Multitool to change most Components and their Connections now.
(*)Added Toggle and Selection Components.
(*)LED Components now change their own Color to the set Color when activated. This should make it easier to tell if they are on or not.
(*)Various other fixes and Changes.
(-)
(t)tue mar 11 14
(u)Tobba
(*)This is why we cant have nice things.
(-)
(t)sun mar 09 14
(u)Tobba
(*)Attacking pods with melee weapons now behaves the way you'd expect
(-)
(t)wed mar 05 14
(u)Cogwerks
(*)Removed the AWOL round-ending condition from nuke mode
(*)If it drags on forever, just call the shuttle, or don't, whatever
(-)
(t)sun mar 02 14
(u)Tobba
(*)Intended to re-work some HUD code, turns out the whole thing was the worlds worst jenga possible, reworked the code for all storage items (+ their HUD) and grabs.
(*)As usual bug me in IRC/adminhelp if anything behaves unusually, with the code managable I'm hoping to be able to land a few feature goodies however.
(-)
(t)sat mar 01 14
(u)Wire
(*)Made the Who list a little different. No more red highlighting for goons.
(*)This continues my Goon Special Treatment Purge (tm).
(-)
(t)fri feb 28 14
(u)Tobba
(*)The WASD mode hotkeys 1-4 (selects intents) should work much better for humans.
(*)Soldering irons are now in the general manefacturers instead of being in the mechanics fab (you no longer need a soldering iron to make soldering irons)
(-)
(t)thu feb 27 14
(u)Tobba
(*)Borgs can load blueprints into manufacturers via drag-drop now, this should help engineering borgs do mechanics
(-)
(t)tue feb 25 14
(u)Tobba
(*)Gave engineering borgs a device analyzer and soldering iron
(*)Replaced a lot of old eye code, this should solve all issues where your camera gets stuck on something, if there are any camera related problems, bitch at me in adminhelp/IRC
(-)
(t)mon feb 24 14
(u)Tobba
(*)Tore out the remaining click code with my bare hands, expect bugs.
(*)Number keys 0-3 will now select module for borgs in WASD mode (swapping module with E has also been fixed), 4 will deselect, for humans, number keys 1-4 select intents
(*)Touched up the wizard mode a bit, targeting is now non-awful, fireball can also now target arbitary objects.
(-)
(t)sun feb 23 14
(u)Tobba
(*)More fancy (crappy) cursors to help newer players to figure out certain hotkeys.
(*)Shift+clicking will now throw, holding shift also works for catching.
(-)
(t)sat feb 22 14
(u)Tobba
(*)Applying a machete to some nastier parts of the game internals. If anything ineveitably breaks, please yell at me in adminhelp/IRC.
(*)Also; try using alt+left click to examine things.
(-)
(t)thu feb 20 14
(u)Wire
(*)Turned goonsay off by default. Deal with it.
(*)Also some pie science updates. Put a beaker of something horrible in a pie, sounds like a great idea!
(-)
(t)wed feb 19 14
(u)Dr. Cogwerks
(*)Swapped the RD's special traitor weapon from adv. laser to the telegun
(*)Added a new gasmask/injector-belt hybrid mask that you can buy from Thrifty B.O.B.
(-)
(t)sun feb 16 14
(u)I Said No
(*)You can now drag-and-drop someone onto an operating table.
(-)
(t)sat feb 08 14
(u)I Said No
(*)You can now examine artifacts to get a small hint as to how you're supposed to use them, if you can activate them.
(-)
(t)tue feb 04 14
(u)I Said No
(*)Added a button to recyclers that will automatically process any metal sheets, glass sheets and cable coil in the recycler's contents.
(-)
(t)sun feb 02 14
(u)I Said No
(*)Various changes made over the past few days:
(*)Mechanics and the Chief Engineer now get a Deconstruction Device that can deconstruct anything a mechanic has deployed.
(*)Mechanics have been switched over to using manufacturers rather than circuitry pieces for construction.
(*)Cargo Pads for Mechanic's Lab and Robotics.
(*)The Artifact Lab heater pad now gives a little more useful information.
(*)Artifacts now display small hints when you touch them. This mostly determines their origin, but can sometimes give hints as to their function.
(*)A bunch of new artifacts. What do they do? Find out for yourself!
(*)Radiation Storm random event redone. You now have to dodge radioactive pulses rather than getting unavoidably irradiated.
(*)Black Hole event tweaked a bit. There will be a few seconds warning in the vincinity when a black hole is about to spawn.
(*)Computer consoles now give feedback if you're doing something wrong when trying to construct them.
(*)The old teleporter (the one in a closet near the owlery) is now a bit more modular and doesn't need to be built in a specific order or layout, as long as all pieces are within two tiles of each other.
(*)One portal generator and computer can also support multiple portal rings at once.
(-)
(t)tue jan 21 14
(u)Dr. Cogwerks
(*)Security locker room now has some lockers with alternate uniforms
(*)Slight changes to the room behind disposals to encourage more petty crime there
(-)
(t)fri jan 17 14
(u)Wire
(*)Now you can make pies with any item! Egg + Sweet Dough + Item on high for 2 seconds,
(*)I fully expect this to end badly.
(-)
(t)tue jan 14 14
(u)AngriestIBM with special guest Clarks
(*)You can now attach an empty pipe bomb frame to a mousetrap/grenade assembly to make a little cart. Use it in hand and it will scoot off in whichever direction you're facing.  Then it will hit things and blow up.
(-)
(t)sat jan 11 14
(u)I Said No
(*)Messed around with Meteor Shield Generators a bit. They have snazzy new icons, can have their shield range set by using the right click menu, and will tell you about their power consumption rates when examined.
(*)Recycling units can be set to retain any resources they output internally. This should be very convenient when combined with communal pooling.
(*)You can drag and drop any manufacturing unit onto a floor, table, rack, openable crate, or functioning manufacturing unit to make it output anything manufactured or ejected there.
(*)A recycling unit for the Mechanic's Workshop.
(-)
(t)wed jan 08 14
(u)I Said No
(*)Sped up drag-loading items into a manufacturing unit. Note: Doing it from a closed crate is instant and always has been.
(*)Manufacturers that start the round in the same room now pool their resources communally between each other. This can be toggled on or off per unit.
(*)Robotics Manufacturers now have two new recipes that essentially combine all the robot part recipes into one, for convenience. There's one for Standard and Light model cyborgs.
(-)
(t)sun jan 05 14
(u)I Said No
(*)The repeat function in manufacturing units will now go onto the next queue item rather than stopping once it runs out of resources.
(*)Click-drag the manufacturer onto a nearby crate or turf, and it will output any ejected or manufactured items there until it no longer can, at which point it reverts to its own tile.
(-)
(t)sat jan 04 14
(u)Infinite Monkeys
(*)Made the initropidril recipe a bit easier so that it's a viable alternative to sarin.
(-)
(t)thu jan 02 14
(u)Keelin
(*)Mechanics have a limited selection of new Toys to play with.
(*)They and a book containing Instructions have been dumped right next to the door.
(*)Again, this is highly experimental - try not to be idiots with it or you won't get new toys.
(-)
(u)I Said No
(*)Added the ability to print Blueprints from scanned Ruckingenur Kit entries. These blueprints can be used in new Reverse-Engineering Fabricators as an alternate method to the old circuit board stuff in Mechanics.
(-)
(t)wed jan 01 14
(u)I Said No
(*)Manufacturing Units can now be damaged and destroyed by beating, shooting or generally just abusing them.
(*)They can also be repaired or deconstructed. To repair, open the panel and use wiring for severe damage, or welding for light damage.
(*)To deconstruct, start by using a wrench on the unit. Examining the unit each step will tell you what to do from there.
(-)
(t)tue dec 31 13
(u)Infinite Monkeys
(*)CHAINSAW ARMS
(*)The mob sprites are by Iamgoofball, thanks!
(-)
(u)Keelin
(*)Boxes of fireworks in the crew quarters. For new years'. It's also still christmas, i don't know what that is about.
(-)
(u)I Said No
(*)Tweaked around with the Manufacturing Units a whole bunch. Most important change: Metal sheets, wire and so forth can't be stuffed into any old unit, you have to use the Recycling Unit for that now. Same with Miracle Matter.
(-)
(t)mon dec 30 13
(u)Dr. Cogwerks
(*)Forensics scanners can now match dug-out bullets to specific guns. Will this ever matter? Up to you.
(-)
(t)sat dec 28 13
(u)I Said No
(*)Using an empty hand on the AI upload console will show the AI's current laws.
(*)Added a new verb for AIs that opens the nearest door to someone, so you can do that without interrupting your current camera feed.
(-)
(t)wed dec 25 13
(u)Dr. Cogwerks
(*)Added some goofy new freeform traitor objectives
(*)Removed the station nuke again, rip
(*)It's back in space again, should any nefarious jerks feel the need to rebuild it on the station.
(-)
(t)mon dec 23 13
(u)aphtonites
(*)Some of the Janitor's equipment now have fancy new icons!
(-)
(t)fri dec 20 13
(u)aphtonites
(*)The Passive Gate and other various atmos equipment now have new icons.
(*)The Escape Arm has been redesigned!
(-)
(t)mon dec 16 13
(u)stuntwaffle
(*)New robust chair options: Set intent to grab and climb a chair.
(*)Flip on a chair with folks around for interesting results.
(-)
(u)Dr. Cogwerks
(*)Medical Director has a new unique traitor kit, aw gosh
(*)Staplers can now shoot staples into people if you hit them on harm intent
(*)Robotics manufacturers can make more staplers
(*)Most belts can now hold a wire variety of tiny/small-sized items instead of super-specific boring lists
(*)See some jerk standing on a chair? Try folding it under them.
(*)Hard counter added for meth/stim-addled wrestler rampages:
(*)MD and Armory now have tranq rifles. Welp.
(*)Haloperdol was always meant to be the tool of choice against drug-fueled rampages, but it was too hard to dose them
(*)These darts contain that stuff, 10u per shot divided by target's armor class.
(*)It's less obnoxious than the old sleeptox syringe gun vigilantes, I hope - shorter naptime.
(*)Try not to make me regret adding these.
(*)Also the guards have a smoke launcher now, use it for mildly-hazardous area denial against crowds I guess? w/e
(*)That's pretty much the role pepperfoam was meant for, as a step towards this thing.
(-)
(t)sun dec 15 13
(u)Dr. Cogwerks
(*)Added a new traitor item: WRESTLING BELT
(*)It may have a few things left to iron out, but it should be mostly functional now.
(*)Slam and Throw actions with the wrestling belt require an active grab on someone
(*)Action cooldown delays for the wrestling actions can be reduced by coffee, sugar, nicotine, meth, crank, bathsalts, etc.
(*)Zipguns can now be assembled
(*)Pipebombs can be packed with: fuel, black powder, plasmastone, or erebite
(-)
(t)sat dec 14 13
(u)HullCrushDepth
(*)Clicking on a reagent container (beakers, buckets, medicine bottles, etc.) in the active hand will switch between a firm and loose grip on them.
(*)Switching to firm grip will cause you to pour out the container's transfer volume when you click on something while loose grip will splash the entire contents.
(*)There is now a confirmation for emptying out plant pots with viable plants in them.
(*)Clicking on equipped stacks of metal, glass, and rods with an empty hand will now allow you to specify the number to take from the existing stack, instead of grabbing one at a time.
(-)
(u)stuntwaffle
(*)Flipmode.
(*)Equippable chairs.
(-)
(t)sat dec 14 13
(u)Aphtonites
(*)There are now a couple of closets with fire fighting equipment on the station.
(-)
(t)thu dec 12 13
(u)Dr. Cogwerks
(*)Rearranged some borg module stuff
(*)Cyborgs can use a PDA module now
(*)The blob can actually be hurt by fire now, whoa
(*)Shot glasses in the bar now hold 15u instead of 10, and transfer 15u in one big gulp instead of lame little baby sips
(-)
(t)mon dec 09 13
(u)AngriestIBM
(*)I guess that luggable computer has a wired card now that should link to whatever data terminal you deploy over.
(*)I'm only changelogging this because people were talking about it, ok.
(-)
(t)sun dec 08 13
(u)I Said No
(*)Manufacturer Unit production can now be paused manually. It will also show the time left until completion in the queue page.
(-)
(t)sat dec 07 13
(u)Aphtonites
(*)Ho ho ho! Merry Spacemas!
(-)
(u)BurntCornMuffin
(*)Redid a bunch of area definitions.  Please report any rooms that might be behaving oddly.
(-)
(t)fri dec 06 13
(u)Dr. Cogwerks
(*)All PDAs now have a cargo request utility on their storage drive.
(-)
(t)thu dec 05 13
(u)Dr. Cogwerks
(*)ChemMaster machines can now dispense medical patches.
(*)Added a handful of new botany mutations.
(*)Syndicate floor closets will now match the turf under them.
(*)Detective has a few new PDA programs now- reagent scan, health scan, medical records
(*)Mechanic PDAs now have all the network diagnostic apps
(*)The comments field in QM crate ordering now works as a destination barcode, but ONLY IF you write the proper destination format.
(*)Derringer bullets now pierce armor.
(*)Speaking of armor, I changed a lot of armor stuff a couple weeks ago to use variable armor class multipliers instead of hardcoded amounts
(*)Some things in the suit slot will do slightly different amounts of projectile protection now. Industrial armor is better than ever.
(*)Syndicate space suits, captain's space suit, captain's armor, and some other stuff like that are now a little better than before.
(*)Some suits that aren't armor will soak up a little bit of projectile damage now, even if they aren't bullet-stoppers.
(-)
(u)BurntCornMuffin
(*)Experimenting with Creative EAX 3D sound and environment functionality!
(*)This means that you all should hook up surround sound systems for the ultimate highly visceral 2D spaceman multimedia experience!
(*)Some areas may sound strange as we are tweaking the environments.
(*)Positional audio not fully implemented, so expect longer sounds to not update their position as they are playing.
(*)Sound ranges may be higher or lower than expected, we are tweaking that, too.
(-)
(t)wed dec 04 13
(u)Dr. Cogwerks
(*)Randomly-generated goofy cyberpunk drug cocktails can be found scattered around in those ??? pill bottles.
(*)Die a Glorious Death objective returns.
(*)Nuclear self-destruct objective returns. Nuke charge is in the mainframe core below the AI.
(*)Setting off the self-destruct erases the mainframe room, AI core, most of engineering, and wrecks a fairly wide area.
(*)Derringers will fit into a pocket now if you want a quieter way to retrieve them, although *wink is still cooler.
(*)NEW HOTKEYS FOR EMOTES #WOW #WHOA
(*)Ctrl-A: Salute | Ctrl-W: Wink
(*)Ctrl-E: Eyebrow | Ctrl-N: Nod
(*)Ctrl-S: Scream | Ctrl-L: Laugh
(*)Ctrl-D: Dance | Ctrl-R: Raisehand
(*)Ctrl-X: Flex, | Crtl-G: Gasp
(*)A bunch of other ctrl-letter combinations too, you'll probably stumble onto them. More coming soon probably.
(-)
