mirror of
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2746 lines
143 KiB
Plaintext
2746 lines
143 KiB
Plaintext
/* Just chuck older entries from the changelog in here. Might as well archive them for now. -ISN
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(t)thu nov 28 13
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(u)HullCrushDepth
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(*)All types of artifacts should now be able to be activated.
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(*)Fixed the container type of artifact (the large one, not the handheld watering can).
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(-)
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(u)AngriestIBM
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(*)In an effort to make people sorta care when expensive computer equipment is exploded, telesci now needs the mainframe to work
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(*)The interface is about the same though okay!! No command line, I'm not some sort of turbo hitler, jeez.
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(*)Some nerd could totally hack it with command line stuff if they wanted to, I guess.
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(-)
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(t)tue nov 26 13
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(u)BurntCornMuffin
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(*)Flamethrowers now have a nifty particle effect and sound to accompany the already awesome hellmixes you all have been making.
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(*)Changeling heal rate restored to 1 per tick fire, 10 per tick all else. Being on fire still disables healing.
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(*)Abominations only take 20% of damage from brute.
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(-)
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(t)sun nov 24 13
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(u)Dr. Cogwerks
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(*)Welding fuel tank ruptures are significantly more violent now
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(*)Major explosions on the station level now have some screenshake and a few new sounds
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(*)No need to yell "was that mining?!!!" now. Oh well.
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(*)Raised the output amounts of a bunch of chem recipes.
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(*)Blank papers now have a blank sprite, anything with text will show a sprite that looks like it has writing.
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(*)Some departments have cool pens and markers now! #wow #whoa
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(*)Congrats to the NERD CREW on finding the Solarium's first ending (the bad one)
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(-)
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(u)BurntCornMuffin
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(*)New item: fuel tank. Contains 200 units of welding fuel by default.
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(*)Now compatible with standard NT fuel dispensing tanks.
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(*)Reworked flamethrowers:
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(*)Plasma tanks are no longer part of the recipe.
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(*)Instead, large air tanks and fuel tanks need to be attached to the flamethrower assembly.
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(*)Try using different reagents in the flamethrower!
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(*)UPDATE: Touch reactions now work properly with flamethrowers. This fixes a number of issues with chemicals that 'are fire' rather than 'catch fire'.
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(*)Changeling heal rate increased by factor of 3, but is now disabled if the changeling is on fire.
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(-)
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(u)Wire
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(*)Did literally nothing
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(-)
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(t)fri nov 22 13
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(u)Dr. Cogwerks
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(*)All pods start with a cargo hold installed now
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(*)All minipods have a smaller cargo hold
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(-)
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(t)thu nov 21 13
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(u)Dr. Cogwerks
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(*)Reworked some ammo infrastructure code - guns now have calibers instead of hardcoded lists of ammo.
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(*)Flare guns hold one bullet at a time now, but in exchange, they can take any 12ga shells
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(*)12ga shotguns can now load flares too. Improvised weapons coming soon.
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(*)The bartender now has a set of chemistry machines. HEH. (for how long? as long as it's fun)
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(*)Food can now heal damage above 0 health (crit) instead of 60.
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(*)Higher quality foods have a multiplier to their healing factor, up to 4x currently. More planned soon.
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(*)Some adjustments to traitor gear prices, regarding this stuff Wire recorded: http://i.imgur.com/Bht8FTS.png
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(*)EMPs, Disruptors, and Tasers (handheld or pod-based) can now disable pod electrical systems
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(*)Disabled systems can be turned right back on through the ship tab's computer, so for now, this is mostly just annoying
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(-)
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(u)Infinite Monkeys
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(*)Cloaking field generators come with remotes now and their settings can't be changed without the remote. Hopefully this will stop people from just strolling up and turning them off, and make them a bit more useful.
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(-)
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(t)sat nov 16 13
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(u)Dr. Singh
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(*)WASD mode now has two new keys! Press <b>Q</b> to drop and press <b>G</b> to set the focus to the input box to start entering a command without having to click in that narrow box or turn off WASD mode.
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(*)The keyboard focus will stay there until you click the main screen again.
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(-)
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(t)sat nov 09 13
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(u)Dr. Cogwerks
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(*)Hitting a valve with a wrench will now turn the valve
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(*)Engineering cyborgs will hopefully be a bit more worthwhile now
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(-)
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(t)wed nov 06 13
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(u)Infinite Monkeys
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(*)Smoke now causes a touch reaction on contact with things like it should.
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(*)Touch reactions now transfer chemicals to the body properly if they are able to pass through skin. More protective gear will reduce the volume transferred.
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(-)
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(u)BurntCornMuffin
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(*)Changeling Horror Scream no longer knocks you down. Instead, it slows you down, with a chance of causing you to drop held items.
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(*)Changeling Horror Form move speed reduced slightly.
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(*)Changeling Horror Form disarm has a greater chance of severing limbs.
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(-)
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(t)tue nov 05 13
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(u)Dr. Cogwerks
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(*)Moved Arrivals above the bar to encourage more traffic up there. Enjoy your crappy new crew dock.
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(*)Raised a bunch of salaries, raised the shipping and research budgets, made lotteries happen more frequently
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(*)Trader shuttles will arrive in Old Arrivals now. Due to shady business dealings and bribery, they get the nice dock.
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(*)Security lobby now looks directly out into a main corridor. The EJECTION chute can be used to safely throw jerks out.
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(-)
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(t)mon nov 04 13
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(u)Infinite Monkeys
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(*)Miscreant objectives are now freeform and don't have set conditions. Did you succeed? Maybe!
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(-)
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(u)Dr. Cogwerks
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(*)BELT HELL now has an outer ring that can deliver to and from Security, Catering (north bay between kitchen and botany) and MedSci (between Chem and Pharmacy.)
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(*)The old inner ring catering dock is named "Cafeteria" and the old medsci dock is named "Airbridge" now.
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(-)
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(t)sun nov 03 13
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(u)Infinite Monkeys
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(*)Added miscreant objectives, which are like crew objectives but rude.
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(*)Miscreants ARE NOT TRAITORS for the purposes of the rules, so no murdering etc. but feel free to hack doors, steal stuff and generally be a nuisance.
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(-)
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(u)AngriestIBM
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(*)There's a folder in /mnt on the mainframe that will send files you stuff into it to your terminal. I'm sure some turbonerd will figure out a way to use this for illicit purposes.
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(*)This was a turbonerd request, ok.
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(-)
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(t)sat nov 02 13
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(u)Aphtonites
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(*)The pool has finally been remodelled!
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(-)
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(u)Dr. Cogwerks
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(*)Most masks that ought to disguise you now do, instead of only gas masks doing that
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(*)Gave more access to security and detective IDs: medbay, research corridors, morgue, crematorium
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(*)New janitor access areas: morgue, crematorium, medbay
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(-)
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(u)BurntCornMuffin
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(*)Changeling Headspiders infect faster.
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(*)Changeling Horror Form lost the Stun Resist and Speed Regenerate powers...
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(*)...but are now immune to stun and constantly regenerate now.
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(*)Speed Regenerate and Horror Form regeneration heal fire damage much more slowly than before.
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(*)Staying in horror form uses up DNA at a much faster and steadier rate.
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(*)Abominations may break through airlocks and glass similar to werewolves.
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(*)Cyborgs able to be knocked around by abominations.
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(*)Abomination disarmament is now a bit more...literal.
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(-)
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(t)thu oct 31 13
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(u)Dr. Cogwerks
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(*)Reversed the headset experiment for now.
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(*)EXPERIMENT #2: Removed xray vision from the AI. All security cameras now function via line-of-sight.
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(*)This will probably necessitate moving cameras around a bit over the next few days. Player feedback is requested on this.
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(*)OPTIONAL CHALLENGE FOR COOL PEOPLE: http://mibpaste.com/I8Ccx2
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(-)
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(u)AngriestIBM
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(*)Oh um here's some initial testing of a PDAsay verb. You can type pdasay (and mash space a bit for autocomplete) and end up quick messaging folks. You'll still need to scan for other PDAs first, though.
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(-)
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(t)tue oct 29 13
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(u)Infinite Monkeys
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(*)Completely redid dismemberment to be less weirdly coded and hopefully allow for more cool shit.
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(*)Robot limbs on humans will be temporarily broken. Sorry!
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(*)Please let me know of any other bugs.
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(-)
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(t)sun oct 27 13
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(u)Dr. Cogwerks
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(*)Removed the botany-specific nutrient tonics that nobody mixes ever
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(*)Rolled their effects into Unstable Mutagen, Ammonia, Potash, Saltpetre, and Mutadone
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(*)Space cleaner is now ammonia+ethanol+water to avoid a conflict with water in the botany trays
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(*)This should also make botany supplies more useful for mischief and crime and hobo chemistry
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(*)Gave the bartender a riot shotgun because WHY NOT
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(-)
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(t)wed oct 23 13
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(u)AngriestIBM
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(*)There is a Dynamic Sandwich System being tested out. Try cooking some bread slices and peanut butter or whatever in the oven for 6 on high.
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(*)Hempuli sprited the sandwich gubbins. Gubbins is a valid word, ok.
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(-)
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(u)Dr. Singh aka Magic Mountain aka Not A Real Doctor aka B-Rob aka The White Flight
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(*)Paint cans don't lag anymore. Neat! Thanks byond v500!
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(*)Yes, I had to wait for IBM to code something and copy what he did to figure it out. What of it? Wanna fight about it?
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(-)
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(t)thu oct 17 13
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(u)BurntCornMuffin
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(*)Random Merchant Event now implemented! Merchants may periodically dock with the station and sell various items to the station.
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(*)The merchant shuttles dock at the construction area north of the bar.
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(-)
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(t)tue oct 15 13
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(u)Dr. Cogwerks
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(*)A new system is being implemented to smooth out the lag caused by things being deleted
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(*)Thanks to Spoogemonster and MagicMountain, explosions should be much more responsive
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(*)HOWEVER: There will likely be some really odd behaviors from some stuff for awhile
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(*)Deletion bugs will be swept up and ironed out over the next couple days.
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(-)
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(t)mon oct 14 13
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(u)erotic dad
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(*)Bowling balls and strangle holds no longer instantly black out your screen unless you go into critical.
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(-)
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(t)sun oct 13 13
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(u)Dr. Cogwerks
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(*)Adjusted a bunch of stuff that was kinda broken with QM shipping and market prices
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(*)Messed with market values of stuff again
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(*)Expanded the range of random values for the goods that a bunch of QM traders buy and sell
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(*)QMs can now see inbound loading lane pileups from the ordering desk
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(*)Splitting profits via barcodes should work with QM traders now
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(*)Added a dialog box to buy up to ten items at a time from NPC traders
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(*)Sketchy-D in the Diner sells more stuff now
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(-)
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(t)fri oct 11 13
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(u)Dr. Cogwerks
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(*)Moved the THUNDERDOME into VR so anyone can use it now
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(*)Thunderdome is now rolled together with the basketball court for EXTREME BBALL
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(*)Thunderdome gear has been swapped for stimpacks, spears, and advanced lasers
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(*)This ought to encourage longer awful fights instead of 'welp, first ko wins'
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(*)The little red televisions that are scattered around the station can now watch more stuff
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(*)Added channels: Thunderdome fights, boxing ring fights, chapel services
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(-)
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(t)tue oct 08 13
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(u)Dr. Cogwerks
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(*)Updated the slot machines a couple days ago to be more fun
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(*)Revised the bar layout and boxing rings slightly
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(*)Dice in the jazz lounge if anyone wants to play Craps??
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(*)In honor of all the slot machine winners, Thrifty B.O.B. now sells a new set of pod armor
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(-)
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(u)AngriestIBM
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(*)If you put another food in with the ingredients of a cream pie (cream, sugar dough) it becomes a ~custom cream pie~.
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(-)
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(t)sat oct 06 13
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(u)BurntCornMuffin
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(*)Mediborgs now come with healthgoggles instead of thermals
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(-)
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(t)sat oct 05 13
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(u)BurntCornMuffin
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(*)Added a defibrillator to medbay. It can be used on patients with < 0 health or heart attack victims.
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(*)NT advises you that exposing the defibrillator to electromagnetic fields will void your warranty.
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(-)
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(t)mon sep 30 13
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(u)AngriestIBM with special guest Daeren!!
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(*)Daeren made a bunch of new cocktails for the barman. Oh boy!!
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(-)
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(t)sun sep 29 13
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(u)Aphtonites
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(*)Added a new telescience area
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(-)
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(t)mon sep 09 13
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(u)Dr. Cogwerks
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(*)Fixed the missing home destination tag for the MULEbot
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(*)Mulebots can now haul just about anything, hopefully this isn't a terrible idea
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(*)Gave the nuke shuttle a box of syndicate donk pockets, hopefully this is a terrible idea
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(-)
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(t)sat sep 07 13
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(u)Aphtonites
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(*)Black holes have been resprited and now actually look somewhat threatening!
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(-)
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(t)thu sep 05 13
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(u)Dr. Cogwerks
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(*)Pod cargo autoloaders can now accept the following along with crates:
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(*)Closets, canisters, air pumps, scrubbers, space heaters, large artifacts, ore accumulators, ore extractors, bots
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(-)
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(t)tue sep 03 13
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(u)Dr. Singh
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(*)By request you can disable the Tab keyboard shortcut with "Toggle Tab WASD" in the toggles panel. Will do a preferences thing for it when I finish some other related preferences related stuff.
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(-)
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(t)mon sep 02 13
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(u)Dr. Singh
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(*)<b>WASD MODE</b>, gosh! Press Tab to toggle. E is switch hands, C is use item, X is toggle throw, Z is end run. T to talk.
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(*)As a reminder you can also ctrl+click to pull, alt+click to examine and middle click to switch hands.
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(-)
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(t)fri aug 30 13
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(u)Dr. Cogwerks
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(*)Nuke team headsets will usually not default to the main station frequency (145.9) anymore
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(*)Headsets can no longer be overheard by people on an adjacent tile
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(*)No more getting outed as a stealthy nuke op by some passerby hearing your headset chatter
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(*)Unless you're on the same tile somehow!!
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(-)
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(t)mon aug 26 13
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(u)Wonkmin
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(*)A small update to the who command; it now tells players that even if admins aren't on, all messages go to IRC. There is now no excuse for people abusing mentorhelp because "no admins are on". Hooray!
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(-)
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(t)fri aug 23 13
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(u)Dr. Cogwerks
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(*)Uniform manufacturer starts with fabric in it now, has some more basic stuff
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(*)Surgery table and surgery tools for the nuke shuttle
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(*)Nuke agent PDA has access to the crew manifest now
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(*)Updated the mining cyborg docks to take clothes now
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(*)Medical belts can now hold custom patches, beakers, pill bottles, pills, and bottles
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(*)Medkits and boxes can now hold pill bottles
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(-)
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(t)mon aug 19 13
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(u)Infinite Monkeys / Wire
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(*)You can now find a hilarious repository of security issued tickets at http://craftools.com/goonstationhub .
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(*)Please do not abuse or spam this; we will be forced to ban players that cause issues with this neat thing kindly provided by non-admin staff. - Wonk
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(-)
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(t)sun aug 11 13
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(u)Infinite Monkeys
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(*)Gang mode now gives points for guns, drugs and cash in your base. Also fixed the weird bug where you got points for 300 or so areas.
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(*)Gang members now count as normal crew members except that they can kill other gang members and in self defence. Gang members killing for fun will be banned!
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(-)
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(t)sat aug 10 13
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(u)AngriestIBM
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(*)Locks for pods. Stick a lock on a pod. Lock all of the pods.
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(-)
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(t)thu aug 08 13
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(u)Infinite Monkeys
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(*)You can now save recipes to the chem dispenser and dispense all reagents in the recipe with one click.
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(-)
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(u)Dr. Cogwerks
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(*)Return of the revenge of the son of the boss of the medbay
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(*)Added a bunch of sketchy new rooms scattered around the station in the past couple days
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(*)Miners have a chance of spawning a bit shorter than usual
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(-)
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(t)tue aug 06 13
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(u)Aphtonites
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(*)The following objects now have new icons:
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(*)Gaming Kits
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(*)Pod Doors
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(*)Linen Bins
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(*)Paper Bins
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(-)
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(u)I Said No
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(*)Research Budget now starts the round with 15k in it.
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(-)
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(t)mon aug 05 13
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(u)Infinite Monkeys
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(*)Added one man escape pods to the station.
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(-)
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(t)sun aug 04 13
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(u)Aphtonites
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(*)The grilles, atmospherics volume pumps, solar panels and beds now have new icons!
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(-)
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(t)sat aug 03 13
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(u)I Said No
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(*)Re-added Injectors to Genetics. They cost 40 materials to build and have to be researched first.
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(*)Added some other unlockable research things to genetics.
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(-)
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(t)fri aug 02 13
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(u)Infinite Monkeys
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(*)Fiddled with flash and sonic powder (and so flashbangs) to make them less of a pain in the ass. Might adjust them more.
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(-)
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(t)thu aug 01 13
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(u)Aphtonites
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(*)The vending machines near the Warehouse now have new icons, whoa!
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(*)Rack parts now have a nice new icon! The old one was at least six years old.
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(-)
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(u)I Said No
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(*)Added a CodeBreaker cart to the CartyParty vendor. It's the genetics decryption game, ported to your PDA!
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(*)DNA Scramblers are back for traitors and syndicate operatives.
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(-)
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(t)thu jul 31 13
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(u)Aphtonites
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(*)The mining shuttle has been given the same makeover as the escape and arrival shuttles.
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(-)
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(t)sun jul 28 13
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(u)Dr. Singh
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(*)Due to complaints of unexpected behavior the click buffer has been disabled. If you liked it you can re-enable it for yourself in your preferences.
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(-)
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(u)I Said No
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(*)The decryption game in genetics now gives full mastermind-style feedback rather than partial. It will now tell you the amount of correct characters in the wrong position as well as correct characters in the correct position.
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(-)
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(t)sat jul 27 13
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(u)I Said No
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(*)Certain kinds of genes will now have Encrypted base pairs. These must be decrypted by clicking the lock and solving the code before they can be activated. It's basically a game of Mastermind.
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(*)Rearranged the genetics console UI a bit. It will now show cooldowns on any unlocked equipment, as well as the scanner occupant and current research materials at all times.
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(*)Research can now be tracked on the UI. Go to the research in progress screen, hit track, and an icon will appear showing you when the research will finish. It disappears when the research completes.
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(*)The DNA Reclaimer can now reclaim materials up to x1.5 times the material cap.
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(*)The Stability Checker now shows you which base pairs are correct or incorrect.
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(*)Equipment cooldowns lowered across the board.
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(*)Cleaned up the Appearance Changer menu.
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(-)
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(t)thu jul 25 13
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(u)Aphtonites
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(*)The fitness room has been expanded and now contains more stuff!
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(*)Added a Clown bop bag to the fitness room.
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(*)Added a couple of weight machines to the fitness room.
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(*)Added a couple of punching bags to the fitness room.
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(-)
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(t)wed jul 24 13
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(u)Aphtonites
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(*)There are now some comfy office chairs in Medbay and the Research department!
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(*)The sign that used to be in front of the bar on Mushroom Station is back!
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(-)
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(t)tue jul 23 13
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(u)Dr. Singh feat Mybluecorners
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(*)A click buffer. Clicking during the click delay will now set your next action instead of ignoring it! #wow #whoa
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(-)
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(t)sun jul 21 13
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(u)I Said No
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(*)Couple of new appearance options in Facial Hair, Detail, and Underwear slots.
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(-)
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(t)thu jul 18 13
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(u)Infinite Monkeys
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(*)Added a program to head and security PDAs allowing them to issue tickets and fines.
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(*)Only the Captain, Head of Security and Head of Personnel can approve fines - others with access to Ticket Master can create fine requests which must be approved.
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(-)
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(t)tue jul 16 13
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(u)LLJK-Mosheninkov
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(*)Added emergency lighting to the main hallway loop and a few designated emergency gathering areas. These lights will kick on automatically when the power goes out,
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(-)
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(t)fri jul 12 13
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(u)Dr. Cogwerks
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(*)Updated the pharmacopia books with basic recipes and hints
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(*)The cloner requires an upgrade to scan rotted people! Whoa!
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(*)But not unrotted dead people. I guess you can scan them.
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(*)Airlocks now use the same electrocution code as grilles and cables.
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(*)I'll let you think about the implications of that.
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(*)Chemistry has been slightly rearranged and has a starting supply of some widely used things.
|
|
(*)The reagent locker can be resupplied with a crate of the same bottles from QM.
|
|
(-)
|
|
(t)wed jul 10 13
|
|
(u)LLJK-Mosheninkov
|
|
(*)Added footballs so you can toss the ol' pigskin around with a bud. Find 'em in crew quarters or around.
|
|
(-)
|
|
(u)Dr. Singh
|
|
(*)Found some causes of lag. A couple of spots have been fixed but there's a long way to go.
|
|
(*)Lots of code changes soon, things may act strangely or break. If you notice anything bad start to happen please report it to an admin or the bug reports forum.
|
|
(*)Don't panic.
|
|
(-)
|
|
(t)tue jul 09 13
|
|
(u)LLJK-Mosheninkov
|
|
(*)Items thrown by a player can now be caught by another! To catch items, you must have the "Help" intent selected and click the same button used to activate throwing mode.
|
|
(-)
|
|
(t)thu jul 06 13
|
|
(u)Aphtonites
|
|
(*)The shuttles now actually look like shuttles! WOAH!
|
|
(-)
|
|
(u)I Said No
|
|
(*)If the engine is not set up by the ten minute mark, an automatic warning will now be posted to the crew to encourage them to do so.
|
|
(-)
|
|
(t)thu jul 04 13
|
|
(u)Infinite Monkeys
|
|
(*)Added leg dismemberment.
|
|
(-)
|
|
(u)I Said No
|
|
(*)The AI now has an internal battery, and will attempt to re-establish local power whenever it is moved instead of just blacking out for a minute. If it can't get local power, it will just run off battery until it can.
|
|
(*)You can now debrain the AI. Doing so will yield a unique AI brain (neural net processor). To do this, unlock it with a head-level access card, crowbar it open, undo the bolts with a wrench, then take the brain out with a free hand. You can also rebrain the AI if you feel like it.
|
|
(*)The AI now visibly shows damage.
|
|
(*)Damage to the AI can be repaired. Brute damage with a welder, burn damage by opening the cover and using wires.
|
|
(*)The traitor objective "Destroy or shut down the AI" has been replaced with "Steal the AI's neural net processor".
|
|
(-)
|
|
(t)wed jul 03 13
|
|
(u)Dr. Cogwerks / AngriestIBM
|
|
(*)All PDAs now have a panic alarm function
|
|
(*)Look in your file browser.
|
|
(*)Added a new trader NPC in space
|
|
(-)
|
|
(t)mon jul 01 13
|
|
(u)Dr. Cogwerks
|
|
(*)Most of the job-specific mailchutes will now send a PDA alert when they receive a delivery
|
|
(*)The morgue outlet will ping the geneticists, roboticists and security
|
|
(*)The crematorium outlet will ping the chaplain and security
|
|
(*)Added books with descriptions of most medicines to medbay and research
|
|
(*)Buffed the hell out of the derringer and readjusted some other projectiles
|
|
(-)
|
|
(t)sun jun 30 13
|
|
(u)Dr. Cogwerks
|
|
(*)Consolidated three of the space zlevels into two
|
|
(-)
|
|
(u)I Said No
|
|
(*)The AI now has a cool new look, and an internal PDA and three internal radios to go with it. The AI can access them through new commands.
|
|
(*)You can use a screwdriver on the AI to unbolt it from the floor and bring it with you. If you're into that kind of thing. Freak.
|
|
(-)
|
|
(t)sat jun 29 13
|
|
(u)Dr. Cogwerks
|
|
(*)---- MAJOR HEALTH SYSTEM UPDATE: PART 1 ----
|
|
(*)THIS IS A WORK IN PROGRESS. REPORT BUGS!!!!!
|
|
(*)Critical health doesn't paralyze until -100
|
|
(*)You can walk around in crit up to that point
|
|
(*)Your health will rapidly deteriorate.
|
|
(*)MEDICS: use your health analyzers!
|
|
(*)Death is now a probability based on damage
|
|
(*)Brain damage severely increases that chance
|
|
(*)--------------------------------------------
|
|
(*)Other updates:
|
|
(*)Replaced the energy guns in the armory with stun-round shotguns. kablammmmm
|
|
(*)Made the flashes of vision while in crit or KO happen much more often.
|
|
(*)Rearranged the bar.
|
|
(*)Gave Botany a pill machine and gave Chemistry another chem dispenser.
|
|
(*)Moved the barber shop slightly so it faces a major corridor.
|
|
(-)
|
|
(u)I Said No
|
|
(*)The genetics scanner can be locked again. Stand next to it, right click it and use Scanner Lock.
|
|
(*)New researches for genetics:
|
|
(*)Emitter Coolant and Emitter Dampeners: Reduce the recharge time and irradiation amount of the radiation emitters, respectively.
|
|
(*)Gene Sequence Checker: Tells you how many blocks in a gene's sequence are set correctly.
|
|
(*)DNA Reclaimer: Removes genes from a subject and turns them into research materials.
|
|
(*)Precision Radiation Emitters: Reroll a single gene in the pool rather than the entire pool.
|
|
(-)
|
|
(t)thu jun 27 13
|
|
(u)Infinite Monkeys
|
|
(*)Hopefully made inertia a bit less weird. Let me know if there are any problems with it.
|
|
(-)
|
|
(u)Dr. Cogwerks
|
|
(*)Gave Genetics a second scanner, moved one door down to the cryo area
|
|
(*)Swapped the back door of genetics to a glass airlock
|
|
(*)Anyone with maint access can now go hang out in the creepy little doorway below the morgue to sign up for genetics testing
|
|
(*)Continuing to fine-tune, tweak, and/or fix chemistry/med stuff
|
|
(*)Raised the job limits for scientists, medics, and security guards
|
|
(*)Significantly improved the usefulness of riot armor hopefully
|
|
(*)Changed lasers to use energy/burn damage now instead of piercing/brute - lasers will now take armor into account
|
|
(*)Standard bullets are weakest against armor, lasers are in between, piercing bullets are best
|
|
(*)Made single bullets no longer bleed you to death, just close to it. Lowered bleed duration quite a bit.
|
|
(*)Adjusted the changeling sting somewhat.
|
|
(-)
|
|
(t)wed jun 26 13
|
|
(u)Dr. Cogwerks
|
|
(*)---- MAJOR CHEMISTRY UPDATE -----
|
|
(*)Changed the star trek drugs to things that are a bit more intuitive to figure out from their names
|
|
(*)Taking some liberties with real-world analogues, so please don't go writing any page-long diatribes about how reagent X doesn't behave that way
|
|
(*)Things with no real-world analogues will probably involve plasma or mutagen somehow because fuckin' magic whatever
|
|
(*)Upgraded the medbay vending machines to have more medications in them
|
|
(*)The pharmacy room has a pillmaker and extractor now
|
|
(*)Added a whole bunch of new medicines and poisons and rolled some redundant ones together
|
|
(*)Chem dispensers have several new elements
|
|
(*)A lot of organic chemistry reactions will use common building blocks
|
|
(*)Diethylamine, acetone, ammonia, phenol, ethanol, sugar and weldfuel (used as a stand-in for benzene, toulene, ethene, etc.) are good things to stockpile for experiments
|
|
(*)Expect some tweaking and bugfixes over the next couple days
|
|
(-)
|
|
(t)tue jun 25 13
|
|
(u)I Said No
|
|
(*)Geneticists can now get a DNA sample from people using their PDA. Just whack someone with your PDA while the genetics scan is active and messaging is on and it'll send a researchable sample to any DNA scanners. Access the samples from the research menu.
|
|
(-)
|
|
(t)thu jun 20 13
|
|
(u)AngriestIBM
|
|
(*)Attention, <s>Elect</s> Mechanics: hit a thing with your PDA. A thing you want to analyze. Yep.
|
|
(*)oh and I guess gptio takes names like gas_bottom instead of just numerical IDs. You know, if you want to use those instead.
|
|
(-)
|
|
(u)I Said No
|
|
(*)Genetics UI: You can now click on the little green lines between base pair letters to change their color. Useful as a marker for blocks you're trying to figure out.
|
|
(-)
|
|
(t)wed jun 19 13
|
|
(u)Dr. Cogwerks
|
|
(*)Adjusted the traitor counts downwards slightly
|
|
(*)Changed some of the traitor item counts around a bit
|
|
(*)Split some of the QM crates into more specific things
|
|
(*)Food Supplies are now split across Dry Goods, Produce, Meat/Cheese/Dairy, and Condiments
|
|
(*)Medical supplies are now split into a crate full of First Aid kits and a crate full of chemicals/hyposprays
|
|
(*)Hydroponic supplies are now split into a starter crate full of basic gear and a nutrient crate full of formulas
|
|
(*)Removed most of the annoyingly job-specific items from the surplus crate
|
|
(*)Removed most of the rampage items from surplus crates too! HAHAHAH
|
|
(*)Added a bunch of strange things to the surplus crate pool to make up for that.
|
|
(-)
|
|
(t)sun jun 16 13
|
|
(u)I Said No
|
|
(*)Hear Admin Sound option was inverted to Block Admin Sounds due to some annoying glitches. Update your preferences accordingly.
|
|
(*)Fiddled with the genetics computer UI a bit.
|
|
(-)
|
|
(t)sat jun 15 13
|
|
(u)Dr. Cogwerks
|
|
(*)Cigs can now be lit by hitting them with actively burning items (including money)
|
|
(*)You can put cigs out on people now if you want to be a real jerk
|
|
(*)Holding a burning item, welder, zippo or ignitor and clicking on something flammable will now set the target on fire.
|
|
(*)This means you can set your own jumpsuit on fire with a zippo while wearing it. Welp.
|
|
(*)Added a couple of existing poisons to the traitor poison bottle possibilities and added two new poison reagents.
|
|
(*)Redesigned the Telesci lab so it now has a public-access door. There are two toggles in the control room for the blast shields.
|
|
(-)
|
|
(u)AngriestIBM featuring special guest Pistoleer!!
|
|
(*)Syringe gun is now loaded just by pouring crap into it. Every 15 units lets you fire a syringe. Up to 6 syringefuls at a time.
|
|
(*)The syndicate stealth storage no longer prints a big DOOFUS LOADS X message (Though it still rustles) and can be reset after assuming a form, so you can turn it into another thing. (Why wasn't that the original behavior??)
|
|
(-)
|
|
(t)fri jun 14 13
|
|
(u)LLJK-Mosheninkov
|
|
(*)Fixed some bugs with George (rub that belly) and now he's quite talkative especially if you play music for him!!
|
|
(-)
|
|
(t)wed jun 12 13
|
|
(u)LLJK-Mosheninkov
|
|
(*)Added pushing others into space or fires to the combat log because turds figured that was a sweet way to get around logs when we investigate adminhelps.
|
|
(-)
|
|
(u)Dr. Cogwerks
|
|
(*)Changed the layout of the morgue and crematorium a bit
|
|
(*)Roboticists, doctors, detective and geneticists all have their own doors to the morgue
|
|
(*)There are now corpse delivery chutes in the medbay lobby and in disposals
|
|
(*)Reminder: there is also a chute between the morgue and the crematorium, and the chaplain can now see if he gets deliveries from his office
|
|
(*)I expect some mischief with this system.
|
|
(-)
|
|
(t)mon jun 10 13
|
|
(u)I Said No
|
|
(*)Re-added the ability to toggle whether you want to hear music played by admins. Note that high-level admins can choose to override this.
|
|
(*)Also added a toggle to block the score panel from appearing at the end of the round.
|
|
(*)Added three new mutations for geneticists to discover.
|
|
(*)Added ID card coloration depending on what department the job is in.
|
|
(*)Gave more control over what underwear you want your character to wear.
|
|
(*)Changelings can no longer mimic voice while dead.
|
|
(*)Trying to use the leap mutation while inside something will now have rather unpleasant consequences for the jumper.
|
|
(*)Changed "X slurs something completely unintelligable" to still actually speak rather than just showing a local emote. Don't expect to be able to say anything coherent though.
|
|
(*)Same deal as above only with advanced cases of Berserker.
|
|
(-)
|
|
(t)sun jun 09 13
|
|
(u)Rick
|
|
(*)Added 23 medals.
|
|
(-)
|
|
(t)sat jun 08 13
|
|
(u)Rick
|
|
(*)Added 17 medals.
|
|
(-)
|
|
(t)mon jun 03 13
|
|
(u)Infinite Monkeys
|
|
(*)Dismemberment of arms is in. It can be caused by bombs, extreme brute damage and surgery. Be sure to cauterise the stump before you bleed to death!
|
|
(*)Arms can be reattached using the medical stapler or replaced with robot arms.
|
|
(*)Any surgery requiring an operation table can also be performed on an ordinary table if the subject is unconscious or dead.
|
|
(*)Rathen's Secret has a small chance of tearing off people's arms. Why not?
|
|
(*)Replace people's arms with other people's arms! Whoa!
|
|
(-)
|
|
(t)sun jun 02 13
|
|
(u)I Said No
|
|
(*)Rolled Antagonist Choices into the job choices panel. Also allowed specific choosing of Traitor, Vampire, Spy and Gang Leader.
|
|
(*)Added a new appearance customisation slot - Detail.
|
|
(*)An option for whether or not you want to automatically view the changelog when you log in.
|
|
(-)
|
|
(t)sat jun 01 13
|
|
(u)I Said No
|
|
(*)Job Preferences have been changed. You now order jobs into priority brackets rather than just pick three roles you want.
|
|
(*)The late join screen has been changed up a bit too, at least visually.
|
|
(*)<b>YOU NEED TO RE-SET UP YOUR JOB PREFERENCES FOR EACH CHARACTER YOU HAVE! GO INTO THE WINDOW AND HIT RESET! THEN SAVE IT!!!</b>
|
|
(-)
|
|
(t)mon may 27 13
|
|
(u)Infinite Monkeys
|
|
(*)Due to Nanotrasen cuts, many reinforced windows in low security areas of the station have been replaced with normal ones. If any window sections look weird, let a coder know!
|
|
(-)
|
|
(t)thu may 23 13
|
|
(u)AngriestIBM
|
|
(*)The delete key is now toggle throw!
|
|
(-)
|
|
(t)tue may 21 13
|
|
(u)Keelin
|
|
(*)Genetics is gone for the moment while the code behind it is being redone.
|
|
(-)
|
|
(t)mon may 20 13
|
|
(u)AngriestIBM
|
|
(*)Multiple save files!!!
|
|
(*)Some more verbs on closets, like toggling them. Or climbing inside I guess. Blame MyBlueCorners again.
|
|
(-)
|
|
(t)fri may 17 13
|
|
(u)AngriestIBM with special guest Mybluecorners!!
|
|
(*)Mybluecorners thought of a cool new way for the table parts menu to not be shit!!
|
|
(*)dooty spod
|
|
(-)
|
|
(u)Dr. Cogwerks
|
|
(*)Main hangar is set for mechanic access now
|
|
(*)Bullets cause bleeding damage for much, much longer duration now
|
|
(*)REMINDER: put someone onto a surgery table and use scalpel on their chest to remove bullets
|
|
(-)
|
|
(t)tue may 14 13
|
|
(u)AngriestIBM
|
|
(*)You can bonk the syndicate card with other IDs to copy over their access. Collect all of the accesses, be the card game champ fifth-grade you wanted to be!
|
|
(-)
|
|
(t)mon may 13 13
|
|
(u)AngriestIBM
|
|
(*)*customv and *customh emotes to quickly custom emote visible or hearable things. say "*customv does something that you are seeing now."
|
|
(*)Also emote parameters use a space instead of - to add a parameter.
|
|
(*)And emotes aren't case sensitive anymore, what the fuck.
|
|
(-)
|
|
(t)sun may 12 13
|
|
(u)Dr. Cogwerks
|
|
(*)oh i guess we never put this in the changelog
|
|
(*)sunglasses no longer reveal other traitors
|
|
(*)pro strategy for identifying other traitors: ask them
|
|
(-)
|
|
(u)Keelin
|
|
(*)Cyborg docking stations now support drag and drop for items. That way cyborgs can put clothes (and upgrades) in there without help.
|
|
(-)
|
|
(u)AngriestIBM
|
|
(*)I guess you can just examine your headset to see the other channels? I guess???
|
|
(*)Happy Mothers Day
|
|
(-)
|
|
(u)I Said No
|
|
(*)The buy and sell lists of generic traders, Gragg, Pianzi Hundan and Vurdalak have been expanded.
|
|
(*)Made mining overalls fit the black/yellow color scheme miners have going on.
|
|
(*)Electrician is now known as Mechanic. Nothing about the job has actually changed though.
|
|
(*)New trader: Buford Tenin. He buys drugs and sells stuff that helps Hydroponics out. He is also a frog man. #wow #whoa
|
|
(-)
|
|
(t)sat may 11 13
|
|
(u)I Said No
|
|
(*)Traders tied in with Quartermasters/Shipping Market have been drastically overhauled. There are now multiple traders who can be dealt with at once rather than one, and they both buy and sell using a system similar to the NPC traders. More content to come on that front.
|
|
(-)
|
|
(t)wed may 08 13
|
|
(u)Keelin
|
|
(*)Pod Bay door controls can now be clicked while inside a pod to open or close the connected doors.
|
|
(*)Cyborg docking stations now accept some types of clothes. Borgs can wear these by equipping them inside the stations.
|
|
(-)
|
|
(t)tue may 07 13
|
|
(u)Dr. Cogwerks
|
|
(*)Added a Gas Extractor unit in the engine's cold loop.
|
|
(*)Raised the values of most of the ores again.
|
|
(-)
|
|
(t)mon may 06 13
|
|
(u)AngriestIBM
|
|
(*)I guess the heads have some more headset channels? Just activate the headsets in hand to see what channels you have and what letter you need to put after the colon to use.
|
|
(*):h is command frequency for all of them, though.
|
|
(*)This is still a work in progress, okay.
|
|
(-)
|
|
(u)Dr. Singh
|
|
(*)Removed mining ores from colored light recipes to promote fun.
|
|
(-)
|
|
(u)Dr. Cogwerks
|
|
(*)Gave security a new lobby
|
|
(*)Work in progress: scan your ID card into a barcode printer.
|
|
(*)Print a barcode and slap it on a crate, send to QM.
|
|
(*)When that crate is sold, it should split the profits evenly between the shipping budget and the crate owner.
|
|
(*)NOTE: does not work for trader crates yet, still working on that as well as the interface.
|
|
(-)
|
|
(t)sun may 05 13
|
|
(u)Dr. Cogwerks
|
|
(*)No more solitary permabrig prison cell
|
|
(*)Replaced it with a regular guard-access timer/flusher cell
|
|
(*)Put some crate/ore relay launchers in Mining level
|
|
(-)
|
|
(t)thu may 02 13
|
|
(u)Dr. Cogwerks
|
|
(*)Due to protests from the Postal Workers Union, mail chutes return.
|
|
(*)I expect significant mischief and workplace accidents from these.
|
|
(*)Put some MiniPutt shuttles on the map, expanded the primary podbay.
|
|
(*)Made the end of nuke mode more exciting
|
|
(-)
|
|
(t)sun apr 28 13
|
|
(u)I Said No
|
|
(*)Cyalume Sabers and Toy Swords now come in five different colors. Collect them all! (without being killed by security five times)
|
|
(-)
|
|
(u)AngriestIBM
|
|
(*)Hey I guess wizwrite can print to networked printers now? I mean it's still a little rough around the edges but it works.
|
|
(*)Oh and this is unrelated but there is a secret way to make your emag a ~*~gold emag~*~. Besides paint, I mean. Stop bringing up the paint there is a way besides paint.
|
|
(-)
|
|
(t)sat apr 27 13
|
|
(u)Dr. Singh feat. Mozi
|
|
(*)Cash is now stackable. Go ahead, stack some.
|
|
(*)Use an empty hand on cash you're holding to take some out.
|
|
(*)Crew members now start with their first paycheck in their pocket.
|
|
(-)
|
|
(t)wed apr 24 13
|
|
(u)Dr. Cogwerks
|
|
(*)Made pipebombs and RPGs do a little less hull damage in exchange for very mean shrapnel
|
|
(*)Syndicate pipebombs, area cloak and donk pockets are cheaper
|
|
(*)Beepsky will report arrests over PDA
|
|
(*)General manufacturer, toolboxes and some other supplies for mining
|
|
(*)Gave toxlab a heat exchange coil under the two primary combustion chambers
|
|
(*)Due to budget cuts, roundstart/nanite cyborgs are now terrible
|
|
(-)
|
|
(t)tue apr 23 13
|
|
(u)Wonkmin
|
|
(*)You could say there's a rather plsing new hat and set of clothes. Dolan't forget about this - I may put them on the station at one point! Pls.
|
|
(-)
|
|
(t)sun apr 21 13
|
|
(u)I Said No
|
|
(*)New Light cyborg pieces are available from Robotics Manufacturers. They can take less damage but are cheaper to make.
|
|
(-)
|
|
(t)fri apr 19 13
|
|
(u)Dr. Cogwerks
|
|
(*)Made cyborgs significantly more vulnerable to projectile damage
|
|
(*)Transfer-valve sized bombs seem like kinda big bulky things, right? Well, now they officially are.
|
|
(*)Added a little news desk / office at arrivals. If people actually use it, it might get more stuff.
|
|
(-)
|
|
(t)tue apr 15 13
|
|
(u)Dr. Singh
|
|
(*)I spent the station's entire tax return on colored light bulb schematics for the general manufacturer.
|
|
(*)Fixed that thing where you get set on fire but it doesn't draw right so you burn half to death before you realize it.
|
|
(-)
|
|
(t)mon apr 14 13
|
|
(u)I Said No
|
|
(*)There is now a delay between harvests of a plant. I know it sucks, but it was neccessary to avoid lag. Sorry folks!
|
|
(*)Max harvest amount in one go is now capped at 10. It was 30 before, but the text didn't reflect the actual harvest amount.
|
|
(-)
|
|
(t)sun apr 14 13
|
|
(u)Dr. Cogwerks
|
|
(*)Adjusted most of the projectiles in the game to actually properly use power dissipation rates over distance
|
|
(*)New drillbit for mining pods
|
|
(-)
|
|
(t)sat apr 13 13
|
|
(u)Dr. Cogwerks
|
|
(*)Moved most of the Z3 stuff around to make room for a new wreckage field area
|
|
(*)Explore at your own risk, salvage exploration is both lucrative and dangerous
|
|
(*)All pods now start with a sensor system and a verb in the ship tab for it
|
|
(*)The better Conclave sensor now functions both as mesons and as a geological report scanner
|
|
(-)
|
|
(t)thu apr 11 13
|
|
(u)Dr. Cogwerks
|
|
(*)Several new manufacturable pod items
|
|
(*)Try the Conclave sensor system, seriously. I rewrote it to provide a list of some stuff around you when you run a scan.
|
|
(*)More manufacturing units for QM office, maybe bored QMs could become used car salesmen or something
|
|
(*)Several new NPC traders out in deep space
|
|
(*)Clickdragging a crate of items onto an NPC trader now works for bulk sales
|
|
(*)Horribly mean things are lurking around in deep space now
|
|
(*)Redesigned the QM office a bunch
|
|
(*)PDA alerts from sold crates, request console orders and request console payments
|
|
(*)Maybe people should use those things more often????
|
|
(*)Engineering headsets for QMs
|
|
(*)I guess mining can have an armored pod until the industrial pod is ready
|
|
(-)
|
|
(t)wed apr 10 13
|
|
(u)Dr. Cogwerks
|
|
(*)Smokepowder reactions now consume the source reagents, deal with it
|
|
(-)
|
|
(t)tue apr 09 13
|
|
(u)Dr. Cogwerks
|
|
(*)Got rid of some redundant crates from QM
|
|
(*)Added request consoles to all the router docks
|
|
(*)Request consols now tell the QMs where you placed the order from
|
|
(*)Improved medical, hydro, and chef supply crates hopefully
|
|
(-)
|
|
(u)Infinite Monkeys
|
|
(*)Added a PIN preference so you can set your PIN to 69 and 420 related things or whatever.
|
|
(-)
|
|
(t)mon apr 08 13
|
|
(u)Dr. Cogwerks
|
|
(*)Pods can remotely open any hangar doors that have a remote control panel near them
|
|
(*)Examine the panel to get the access code
|
|
(*)A bunch of things now sell for a lot more money
|
|
(-)
|
|
(t)sun apr 07 13
|
|
(u)Dr. Cogwerks
|
|
(*)Adjusted the base sell prices of ore and sheets
|
|
(*)Dear QM scammers: say goodbye to your dumb metal selling cheats
|
|
(*)Raised all paychecks by 500-1000%, they seemed too low for people to ever buy anything worthwhile
|
|
(*)Backup generator price dropped by half
|
|
(*)The shipping budget now skims 30% profit off of all vending machine sales on station, whoa
|
|
(*)QMs get a free cargo pod for deliveries or whatever
|
|
(*)Martian NPC trader should work properly now, buys some junk and sells rare ores
|
|
(*)Mining starts with a free plasma cutter pod system now, have fun arguing over it
|
|
(*)Chameleon projector can now scan critters, bots and shrubs - shrubs are a bit wonky still, fyi
|
|
(-)
|
|
(u)Dr. Singh
|
|
(*)Drag and drop crate loading for pods. Like furnaces! Whoa!
|
|
(*)The furnace autoloader now expects you to be alive and standing next to the furnace. Sorry ghosts, you can't help set up the engine anymore.
|
|
(-)
|
|
(t)thu apr 04 13
|
|
(u)Dr. Cogwerks
|
|
(*)Most podbays now have door controls outside
|
|
(*)Three new traitor weapons, two for everyone and one for the RD
|
|
(*)Removed the ammo boxes from the traitor buylist, made revolver cheaper and start with more ammo
|
|
(*)Nuke shuttle additions: security camera viewer, utility belts, hypospray and basic drugs
|
|
(*)All nuke agents now start with their own ten-crystal radios
|
|
(*)Crowded nuke rounds can now have six instead of five agents
|
|
(*)Fancy command space armor for the boss
|
|
(-)
|
|
(u)Keelin
|
|
(*)Power Gloves now actually on the syndicate buy-list for Engineers and Chief Engineers.
|
|
(-)
|
|
(t)wed apr 03 13
|
|
(u)Dr. Cogwerks
|
|
(*)Easter is over, or is it ?????
|
|
(*)Riot storage now starts with a laser array pod weapon in it
|
|
(*)Syndicate teams now have their own pod and a gun system
|
|
(*)Reminder: to install pod parts, use a crowbar on the pod to open the maint hatch
|
|
(*)Click the pod with the item you want to add, crowbar shut, enter pod and use the ship computer to activate the new system
|
|
(*)Nuke agents: enjoy your new rocket launcher, HEH
|
|
(-)
|
|
(t)mon apr 01 13
|
|
(u)Infinite Monkeys
|
|
(*)In an effort to improve roleplaying, added manual breathing and blinking. Emote *inhale and *exhale to breathe, and *closeeyes and *openeyes to blink.
|
|
(-)
|
|
(u)AngriestIBM
|
|
(*)Unfortunately, your RP was just so ABYSMALLY POOR that we have been forced to revert this change. Great job, SCRUBS!!
|
|
(-)
|
|
(t)sun mar 31 13
|
|
(u)Dr. Cogwerks
|
|
(*)EASTER EGG HUNT
|
|
(-)
|
|
(u)AngriestIBM
|
|
(*)Chaplain has immunity to wizard spells again.
|
|
(-)
|
|
(u)ISaidNo
|
|
(*)Cyborgs created at the beginning of the round may now choose their name, like the AI can.
|
|
(-)
|
|
(t)wed mar 27 13
|
|
(u)AngriestIBM
|
|
(*)Oh I guess those gas sensors in toxins show up on the GPTIO list now. Give them a sense and then a read command to check them
|
|
(*)You could probably even make it one line like "gptio sense 0200whatever ^ gptio read 0200whatever"
|
|
(-)
|
|
(t)tue mar 26 13
|
|
(u)Infinite Monkeys
|
|
(*)Even more chemicals. Clues for all the new ones:
|
|
(*)The components of life plus something special.
|
|
(*)Based on chloral hydrate, affects brain function.
|
|
(*)The above plus two stimulants.
|
|
(*)Medicine cocktail.
|
|
(*)The above plus even more medicine.
|
|
(*)Fortified wine.
|
|
(*)Recipe for hairgrownium.
|
|
(*)Hairgrownium but stronger and faster.
|
|
(-)
|
|
(u)AngriestIBM
|
|
(*)Apparently some traders had names that were too long to tag a crate with! So, now you just need to label the crates with "trader" to trade them. It's not like there can be multiple simultaneous traders, anyway.
|
|
(-)
|
|
(t)mon mar 25 13
|
|
(u)Infinite Monkeys
|
|
(*)Chemical reactions can now take place inside mobs. What could go wrong?
|
|
(-)
|
|
(t)sun mar 24 13
|
|
(u)Infinite Monkeys
|
|
(*)New chemicals.
|
|
(*)Two new traitor items: A modified cargo teleporter that transports containers to space and welds them shut, and a crate filled with whatever the Syndicate suppliers had lying around.
|
|
(-)
|
|
(t)sat mar 23 13
|
|
(u)Infinite Monkeys
|
|
(*)Chaplains are no longer immune to spells.
|
|
(-)
|
|
(t)thu mar 21 13
|
|
(u)I Said No
|
|
(*)New hairstyles and facial hair styles! Check em out!
|
|
(*)Some previous hairstyles were renamed. For example, long hair is now "mullet" and short hair is now "trimmed."
|
|
(-)
|
|
(t)sat mar 16 13
|
|
(u)Infinite Monkeys
|
|
(*)Mixed mode should respect your 'Be Changeling/Wizard/etc' choices now, previously it just checked Be Syndicate and used that to assign all roles.
|
|
(*)'Be Gang Leader' changed to 'Be Other Enemy'. Controls rare enemy types like Vampires and Gang Leaders.
|
|
(*)Having Head of Security somewhere in your preferences shouldn't override all other choices now.
|
|
(-)
|
|
(t)tue mar 12 13
|
|
(u)Dr. Cogwerks
|
|
(*)Significantly buffed the radbow, it should be a lot more sneaky now. No more twang sound or green bolt, faster recharge. Maybe too fast? idk
|
|
(*)Removed the word Syndicate from the syndicate pipe bomb. what did it have a giant flashing red logo or something? dumb.
|
|
(*)Thanks to a group of players making it their goal to hand out stacks full of instakill murdersoup extinguishers every round, soup now clogs extinguishers
|
|
(*)Way to go, idiots! Spray bottle capacity has also been lowered from 1000 to 100 and hot cooking oil now does less damage.
|
|
(*)Big piles of weed can now be dragloaded into the engine furnaces.
|
|
(-)
|
|
(t)mon mar 11 13
|
|
(u)Dr. Cogwerks
|
|
(*)Added a new traitor item for bartenders and doctors. What is it? I guess you'll have to find out.
|
|
(-)
|
|
(t)fri mar 08 13
|
|
(u)Dr. Cogwerks
|
|
(*)Rewrote the engineering startup guide in-game because the old one was hilariously inaccurate for this engine
|
|
(*)Color-coded the supply hookups a bit to help newbie engineers get an idea of what is going on
|
|
(*)Engine code tweaks are ongoing.
|
|
(-)
|
|
(t)wed mar 06 13
|
|
(u)Infinite Monkeys
|
|
(*)Added the ability to make a two-way portal in telescience, uses a huge amount of power so yell at the engineers I guess.
|
|
(-)
|
|
(u)Prociitzen
|
|
(*)MOPDATE: examine mops to see if they're wet, examine mop buckets to see what reagents are in them, wet mops in kitchen sinks (wtf), look at mops with your friends and have a good time!
|
|
(*)Earmuffs will save you from the changeling screech or something.
|
|
(*)Reagents will no longer splash on racks, so put all your beakers on them. Go ahead! I dare you!!
|
|
(*)People shouldn't scream while they're dead but I didn't test this and I don't care oh my god I don't care oh my godddd
|
|
(-)
|
|
(u)Infinite Monkeys
|
|
(*)Why was the 'soundscape' even a thing? RIP constant annoying background hum I guess.
|
|
(*)Fiddled with mentor messages a bit, let me know if I broke anything.
|
|
(*)Added an engine-related suicide!
|
|
(-)
|
|
(t)tue mar 05 13
|
|
(u)Dr. Cogwerks
|
|
(*)With the lower pressure reservoirs removed it was trivially easy to hit the max effects tier for Pro Burnz engineering (800kW+)
|
|
(*)Engine output tiers have been rebalanced with a sweet spot around one megawatt, tiered effects cap raised to 2MW - more planned up here soon
|
|
(*)This will make lower output a bit less satisfying maybe but try experimenting with plasma and pump settings
|
|
(*)In some configurations you will want slow feeds of certain gases and maybe a rapid OR slow steady release of excessive pressure from the purge line
|
|
(-)
|
|
(t)mon mar 04 13
|
|
(u)Dr. Cogwerks
|
|
(*)GRAFT UPDATE: added cash registers to a lot more places, including HoP desk and the brig if you wanna charge bail or something
|
|
(*)Charging for services is entirely up to you, it may cause you to get beat up but it might be fun too idk
|
|
(*)Ongoing content expansion for the expedition areas, rewards and lore and hazards will keep growing out there
|
|
(*)Modified the SMES and APCs out in the expedition areas and prison station so they'll behave better with furnaces hopefully
|
|
(*)Check out the new Helmet Cam in Telescience! You can view it from the telesci cam viewer or the televisions in RD, Crew Quarters and Bar.
|
|
(*)Gave the detective a standard portable camera viewer like the HoS has, maybe it'll be useful for spying on jerks or something
|
|
(*)Removed the lower set of engine pressure reservoir tanks for now to see what happens. Expect the engine to behave more erratically, oh boy
|
|
(*)It should be less likely to get those awful pressure inversion problems, and it'll be easier to purge the gas lines when needed
|
|
(*)Restricted the pod hangar to engine/miner access only because too many people were being mean, deal with it
|
|
(*)Added more air pumps and heaters around the station, more cable coils and diskette boxes, etc. etc.
|
|
(*)More updates and fixes and stuff will keep happening for awhile, thanks for all the bug reports and comments so far
|
|
(-)
|
|
(u)AngriestIBM
|
|
(*)Toggle Deadchat Range is a verb that makes you not hear the living if they aren't, you know, actually nearby.
|
|
(*)Apparently some folks don't like having the chat window spammed by every doofus in the game blathering about nonsense??
|
|
(-)
|
|
(t)sat mar 02 13
|
|
(u)I Said No
|
|
(*)You can now use a multitool or t-ray scanner on a grille to see if it's electrified or not without zapping yourself.
|
|
(*)Changelings can now tear down a grille in one hit if they have harm intent enabled. This is kind of a dead giveaway though.
|
|
(-)
|
|
(t)fri mar 01 13
|
|
(u)Dr. Cogwerks
|
|
(*)Welcome to the new station!
|
|
(*)A very helpful robot named Murray would just love to show you around, he may be waiting in arrivals? unless he is already giving a tour
|
|
(*)BIG THANKS TO THE FOLLOWING FOR ALL THEIR HELP
|
|
(*)!!! Aphtonites, MagicMountain, Keelin, and AngriestIBM !!!!
|
|
(*)and also all the other admins and players who have helped with beta testing and map design feedback over the last six months! you guys rule
|
|
(-)
|
|
(t)fri feb 22 13
|
|
(u)AngriestIBM
|
|
(*)You can now view/search by DNA with the records consoles. Why wasn't this already a thing? Because...um
|
|
(*)Oh and no need to be secretive about my last commit now I guess: It was bees.
|
|
(*)Big ol' bumbly bees like the RD has. You order a crate of bee eggs and can use pens on them to name the resulting bee.
|
|
(*)Activate the egg and it hatches into a big goofy larva that grows into a big goofy bee and chills out drinking nectar from plants and making honey.
|
|
(*)You can sell the honey or give it to the chef or get a syringe and mainline it idk go hog wild.
|
|
(-)
|
|
(t)thu feb 21 13
|
|
(u)Procitizen
|
|
(*)Weld a crate shut. I don't care!!
|
|
(*)You can kick open crates if you're inside of them now! (assuming the crate isn't locked(or welded shut(or hurdling through space at warp speed)))
|
|
(-)
|
|
(u)AngriestIBM
|
|
(*)There's a new kit for hydroponics to do..hydroponics stuff with. Surprise stuff. Can be ordered from QM.
|
|
(*)Gosh that was a really secretive changelog message.
|
|
(-)
|
|
(t)tue feb 19 13
|
|
(u)Dr. Cogwerks
|
|
(*)Way to go, team! Thanks to everyone being awful, enjoy not having omega slurrypod zombies anymore.
|
|
(*)Why on earth was that even possible in the first place, zombies are dumb as hell and everyone is terrible
|
|
(*)Why are zombies even still in the code at all
|
|
(*)oh uh I also changed syndicate sauce awhile ago hoping people would quietly find out but nobody did
|
|
(*)so give that a try next time you're a traitor chef maybe, it should be a lot better now
|
|
(-)
|
|
(t)sun feb 17 13
|
|
(u)ISaidNo
|
|
(*)Changed the Wizard spellbook a bit - you can now hit the ? symbol next to spells to view what they do before you buy them. You can also no longer waste points by buying a spell you already have.
|
|
(-)
|
|
(t)sat feb 16 13
|
|
(u)ISaidNo
|
|
(*)When changelings use stings, spit or scream, they will now get a placeholder like wizard spells do so their abilities menu doesn't shift around.
|
|
(*)Couple of new mutations for hydro plants. Also, radweeds will now visibly pulse when emitting radiation.
|
|
(-)
|
|
(t)wed feb 13 13
|
|
(u)ISaidNo
|
|
(*)Satchels can now be used directly on harvest-ready plants to harvest them directly into the satchel. Any overflow will end up on the floor like usual.
|
|
(*)Satchels can now be used on the PlantMaster and Reagent Extractor to load items from the satchel into the machine.
|
|
(-)
|
|
(t)tue feb 12 13
|
|
(u)ISaidNo
|
|
(*)The Helpful Hydroponics Handbook has been completed. Hopefully that'll make the new hydrostuff a bit clearer.
|
|
(-)
|
|
(t)mon feb 11 13
|
|
(u)AngriestIBM
|
|
(*)Added confirm dialogs/cancel options to some changeling powers (Regen/Speed Regen/Transform/Lesser Transfer), because sometimes you DON'T want to explode into a writhing mass of tentacles in a crowd armed with laser guns.
|
|
(-)
|
|
(t)sun feb 10 13
|
|
(u)ISaidNo
|
|
(*)Added a new machine to Hydroponics - the PlantMaster, used for seed extracting, splicing and infusing.
|
|
(*)The Seed Extractor and Plant Gene Manipulator went to hell and died forever.
|
|
(*)Hydroponics equipment comes from a vending machine rather than lockers now.
|
|
(*)The starting health of new plants is now affected by a few different things. Bad endurance will cause the plant to have less health, and single-harvest plants gain or lose bonus health from the harvests gene. Damaged seeds also take health from a new plant. Plants will never start with less than 1 health and die instantly though.
|
|
(*)Made a whole shitload of changes to the hydroponics under-the-hood stuff. Report bugs, as always.
|
|
(-)
|
|
(t)mon feb 04 13
|
|
(u)AngriestIBM
|
|
(*)The RD sold his bomb to impulse buy a new pet.
|
|
(*)Also !!Clarks!! made versions of prox-radio and prox-igniter assembly sprites that don't look like they're from 2004.
|
|
(-)
|
|
(t)wed jan 30 13
|
|
(u)Infinite Monkeys
|
|
(*)Replaced the Quartermasters' shuttles with crates being launched through space via mass driver.
|
|
(-)
|
|
(t)sun jan 27 13
|
|
(u)AngriestIBM
|
|
(*)Those little cash register things in the marketplace use your bank account instead of cash now.
|
|
(*)If you still want to use cash...just toss some space cash over the table, you goof.
|
|
(-)
|
|
(u)I Said No
|
|
(*)Improved the Reagent Extractors. They now get two internal storage tanks and a better interface.
|
|
(-)
|
|
(t)wed jan 23 13
|
|
(u)Infinite Monkeys
|
|
(*)Individual body parts don't have damage limits any more because it was Really Dumb.
|
|
(-)
|
|
(u)Dr. Cogwerks
|
|
(*)Set up some new handling for electrocution re: grilles and cables.
|
|
(*)Shocks better take into account the available power now. The more power the station has, the more dangerous it becomes.
|
|
(*)BEWARE OF ARC FLASH. Safety first!
|
|
(-)
|
|
(t)fri jan 18 13
|
|
(u)Infinite Monkeys
|
|
(*)Rewrote mentorhelps, hopefully they should be less buggy and awful now. If they are broken or buggy let me know.
|
|
(*)Added proxy/igniter/beaker and radio/igniter/beaker assemblies.
|
|
(*)Chemical smoke now carries 3 reagents.
|
|
(-)
|
|
(t)wed jan 16 13
|
|
(u)AngriestIBM
|
|
(*)The station IT drones have now updated the medical console (We have one of those) to Medtrak 5.1.
|
|
(*)Included with the disks was a really nice set of pens carved from the bones of Medtrak 4's development team.
|
|
(-)
|
|
(t)mon jan 14 13
|
|
(u)Halerina
|
|
(*)AI/cyborg door shortcuts. Ctrl-click opens/closes an airlock, shift-click bolts/unbolts it. Considering a change to make all keys and mouse buttons electrify doors indefinitely.
|
|
(*)A large number of small changes and bugfixes over four years, considering I haven't personally updated this before.
|
|
(-)
|
|
(t)wed jan 09 13
|
|
(u)AngriestIBM
|
|
(*)The station IT department has upgraded security consoles to Secmate 7, primarily because the back of the box promised that everyone responsible for Secmate 6 had been fired into a star.
|
|
(-)
|
|
(t)tue jan 08 13
|
|
(u)Dr. Cogwerks
|
|
(*)Trick cigs (syndicools) can now be ignited by fire, sparks and explosions
|
|
(*)Actually all cigs can spontaneously ignite now. You can probably use this for mischief?
|
|
(*)Also I don't think cigs were properly causing fires when thrown into flammable stuff, so that should work now.
|
|
(-)
|
|
(t)mon jan 07 13
|
|
(u)Dr. Cogwerks
|
|
(*)Changed the available traitor weapons for spymode significantly. No more emags for spies.
|
|
(*)The remaining gear they can order is all stuff that feels spy-ish.
|
|
(*)Botanist traitors can now order the traitor fog machine. ~420 every day~
|
|
(-)
|
|
(u)Dr. Singh
|
|
(*)AIs can edit the arrival alert message. Roleplay it!
|
|
(-)
|
|
(t)sun jan 06 13
|
|
(u)I Said No
|
|
(*)Seed Fabricators can be set to filter available products by category.
|
|
(*)The Reagent Extractor now works instantly.
|
|
(*)Added an option when using a satchel on a disposal chute to empty the contents into the chute rather than put the satchel itself in.
|
|
(-)
|
|
(t)fri jan 04 13
|
|
(u)Dr. Cogwerks
|
|
(*)Added a short little GETTING STARTED guide to ThinkDos, use the Help command on a computer to see it.
|
|
(*)Also added a new software disk vending machine near Tech Storage (that dingy room below QM).
|
|
(*)edit: oh no two updates collided, check out AngriestIBM's new "help basics1" "help basics2" and "help basics3" commands on DWAINE
|
|
(-)
|
|
(t)tue jan 01 13
|
|
(u)I Said No
|
|
(*)Slurrypods will now give a warning before they burst. They also take a bit longer to burst.
|
|
(*)Made it more obvious on the Hydroponics trays when you're out of water or have too much.
|
|
(-)
|
|
(t)sun dec 30 12
|
|
(u)I Said No
|
|
(*)Hydroponics backend tweaked again. Man what is with me tweaking all these back ends! *giggle
|
|
(*)Seed Vendor may work a bit differently but function the same as usual. Report bugs of course.
|
|
(*)Added a new guidebook in Hydroponics on how to do good at Hydroponics. It isn't finished yet though since i'm not done messing with Hydro.
|
|
(*)Added some new types of nutrient formulas for plants that do various things. What they do is covered in the aforementioned book. Hydro starts with two bottles of each and can mix more if they figure out the recipes.
|
|
(*)Added some new mutant gene strains for Hydro crops. These are "general" mutations that affect certain things and can be passed between plant species when splicing seeds.
|
|
(*)The Seed Extractor now works instantly rather than making you wait.
|
|
(*)Lemons no longer produce Lime seeds. Not that anyone noticed. Or cared.
|
|
(-)
|
|
(t)thu dec 27 12
|
|
(u)I Said No
|
|
(*)Hydroponics backend tweaked slightly. Plants with mutations now use only Endurance and Potency genes for their requirements.
|
|
(*)Took the requirements completely off certain mutations. It's back to the old 8% chance rule for one mutation type per plant.
|
|
(-)
|
|
(t)sun dec 23 12
|
|
(u)AngriestIBM
|
|
(*)Sadly, the shuttle containing this shift's technical and medical assistants crashed. Into the moon. Forever.
|
|
(*)To compensate, staff assistants have been granted the same access as their fallen technical comrades.
|
|
(-)
|
|
(u)I Said No
|
|
(*)Artifacts have been updated and now work much, much differently. Artifact Lab is totally different. The old Artifact Lab got turned into more space for Tox Lab.
|
|
(*)Handheld artifacts now exist in addition to large object artifacts.
|
|
(*)Wizards now corrupt terrain faster. The Staff of Cthulhu's corruption time reducing factor has also been significantly increased.
|
|
(-)
|
|
(t)thu dec 20 12
|
|
(u)I Said No
|
|
(*)Mutation variants in Hydroponics now work differently - genes have to be in a paticular configuration for the mutation to have a chance of appearing. The requirements and appearance chance for each mutation are all different, too. Happy hunting!
|
|
(*)Hydroponics trays now start the game movable, and may be locked/unlocked with a screwdriver.
|
|
(*)Hydroponics backend code has been tweaked around significantly. Please report bugs to I Said No.
|
|
(-)
|
|
(t)mon dec 17 12
|
|
(u)I Said No, with sprites from Clarks
|
|
(*)Hydroponics now features.... actual hydroponics!!!!!!!!
|
|
(-)
|
|
(t)sun dec 16 12
|
|
(u)MyBlueCorners via Dr. Singh
|
|
(*)Random appearances for player preferences, brought to you by jolly cooperation.
|
|
(-)
|
|
(t)wed dec 12 12
|
|
(u)I Said No
|
|
(*)Added a ton of new emotes. Use the help emote to get lists of all usable emotes.
|
|
(*)The deathgasp emote now has a chance to fail and give you away. This will never happen on genuine deaths.
|
|
(-)
|
|
(t)sun dec 09 12
|
|
(u)Dr. Singh
|
|
(*)The telescience computer has a circuitboard in tech storage and the pad can be scanned by electricians.
|
|
(*)Light fixtures can be removed from the wall with a screwdriver if they're unpowered and there's no lamp or bulb. Or, make a new fixture from a stack of metal. Then you can use the fixture parts to build a light somewhere else, whoa!
|
|
(*)Late traitor rate reduced, HoS and security are no longer able to be late traitors.
|
|
(-)
|
|
(t)thu dec 06 12
|
|
(u)Dr. Singh
|
|
(*)Made the interrogation room larger and added a small back room for to security to safely transport inmates for questioning.
|
|
(*)Changelings can no longer absorb a corpse multiple times.
|
|
(-)
|
|
(t)wed dec 05 12
|
|
(u)Infinite Monkeys
|
|
(*)Blink teleports you forwards instead of randomly now. Cooldown increased a bit.
|
|
(-)
|
|
(t)wed dec 04 2012
|
|
(u)Dr. Cogwerks
|
|
(*)Added a bunch of new chems, oh no
|
|
(*)Antihistamine: stoxin + diethylamine + ethanol * heat
|
|
(*)Itching Powder - pretty simple recipe
|
|
(*)Histamine - cannot be mixed
|
|
(*)Crank - 4 things + fuel * heat
|
|
(*)Krokodil - 2 medical drugs + 3 other things * heat
|
|
(*)Bath Salts - 7 reagents * heat
|
|
(*)CAT DRUGS - 2 botany things, 1 other thing + fuel * heat
|
|
(*)gross thing: urine + water * heat = ammonia (precursor to most of the others here)
|
|
(-)
|
|
(t)sun dec 02 12
|
|
(u)Aphtonites
|
|
(*)Energy swords now have sound effects, thanks to MollyMillions.
|
|
(*)So do toy swords, wow!
|
|
(-)
|
|
(t)wed nov 28 12
|
|
(u)AngriestIBM
|
|
(*)The new plant seeds weren't showing up because I accidentally added them to the wrong seed vendor in the code.
|
|
(*)Because there are two functionally identical but separate seed vendors defined.
|
|
(*)Maybe by hitler.
|
|
(*)Maybe I'm going to kill myself.
|
|
(-)
|
|
(t)tue nov 27 12
|
|
(u)Keelin
|
|
(*)Updated ABCU markers. You can now create blueprints for exact copies of rooms at a slightly higher cost. These can not be saved."
|
|
(-)
|
|
(t)sat nov 24 12
|
|
(u)AngriestIBM
|
|
(*)I added some new plants, like avocados.
|
|
(*)Also you can use empty taco shells to crumble them into chips. You can dip chips into bowls. w h o a
|
|
(*)Guacamole!!
|
|
(-)
|
|
(t)sun nov 11 12
|
|
(u)Aphtonites
|
|
(*)The return of VR!
|
|
(*)A racing game has been added to the VR arcade!
|
|
(-)
|
|
(t)sat nov 03 12
|
|
(u)AngriestIBM
|
|
(*)Halloween died.
|
|
(*)It's a shame that Thanksgiving isn't very conductive to game ideas.
|
|
(-)
|
|
(t)mon oct 29 12
|
|
(u)ScariestIBM
|
|
(*)Halloween fun time!
|
|
(*)Halloween...fun time!!
|
|
(*)HALLOWEEN FUN TIME
|
|
(-)
|
|
(t)sat oct 20 12
|
|
(u)AngriestIBM
|
|
(*)Okay so MollyMillions made this ogg that plays when you cease being knocked out.
|
|
(*)That's kinda neat I guess.
|
|
(*)It's all "beep beep boop" and EKG-y and stuff.
|
|
(*)I'm padding this out to try to draw attention away from us forgetting to update the changelog for a month.
|
|
(-)
|
|
(t)sat sep 29 12
|
|
(u)DrMelon
|
|
(*)Added virtual wizard & syndicate kits to VR Gun Sim. Practice traitoring safely!
|
|
(-)
|
|
(t)fri sep 28 12
|
|
(u)Aphtonites
|
|
(*)Added tough competition for the station chefs.
|
|
(-)
|
|
(t)sat sep 22 12
|
|
(u)AngriestIBM
|
|
(*)Added Cogwerks' new janitor traitor item idea: A compactor trash cart. Looks identical to the regular one, but may cause people placed inside to become rather small and angular.
|
|
(*)Reminder on how to put people inside a cart/bin/crate: Move cart over lying person. Close cart.
|
|
(-)
|
|
(t)mon sep 17 12
|
|
(u)Wonkmin
|
|
(*)Looks like Inf Monkeys fixed a load of stuff, and this should get the rest. Huge thanks to Convair880 for his time identifying the wiring issues. Please continue to report issues on the new forums.
|
|
(*)New forums can be found at http://http://www.autisticpowers.info/ss13/forum/index.php
|
|
(-)
|
|
(t)sun sep 16 12
|
|
(u)Wonkmin
|
|
(*)The kitchen/bar is now south of botany and west of crew quarters. The old bar is now a storage warehouse.
|
|
(-)
|
|
(t)sun sep 09 12
|
|
(u)AngriestIBM
|
|
(*)Can you complete the PAINT DISPENSER REPAIR CHALLENGE?
|
|
(-)
|
|
(t)wed aug 29 12
|
|
(u)AngriestIBM
|
|
(*)Quartermasters can buy paint cans. I hope this alleviates your paint-related concerns.
|
|
(*)Please don't paint everything in the game and make the client choke rendering a million pink toolboxes or I will be VERY SAD.
|
|
(-)
|
|
(t)sat aug 18 12
|
|
(u)AngriestIBM
|
|
(*)I should probably clarify that spies can: implant anybody since security implants are no longer A Thing (Even other leaders! whoa!) and that these are super mindslaves that do not wear off after time passes.
|
|
(*)Implantees should be able to refer to their notes (Not the PDA one, the verb one) to see who their boss is. I guess.
|
|
(*)Also plant pots are secured/unsecured with a wrench now. What a crucial change!
|
|
(-)
|
|
(t)wed aug 15 12
|
|
(u)AngriestIBM
|
|
(*)There is a conspiracy/spy mode in beta. Competing syndicate infiltrators with mindslaves are fighting a shadow war for a promotion.
|
|
(*)Wonton wrappers! Put an egg and some flour in the mixer and stuff the resulting wrappers with small foods. And then fry them.
|
|
(-)
|
|
(t)sat aug 11 12
|
|
(u)Keelin
|
|
(*)Derringer Pistol traitor item. Can be hidden in clothes.
|
|
(-)
|
|
(t)mon aug 06 12
|
|
(u)Procitizen
|
|
(*)Sponges for the janitor. idk
|
|
(*)Light other people's cigarettes using a zippo!
|
|
(*)Headgear should show up on examine!!
|
|
(*)The Dark Knight Rises was kinda good, but not really!!!
|
|
(-)
|
|
(t)sun aug 05 12
|
|
(u)Procitizen
|
|
(*)Replaced the legitamately useless heavy armor in the armory locker with an EOD suit/helmet.
|
|
(-)
|
|
(t)thu aug 02 12
|
|
(u)AngriestIBM
|
|
(*)While gloves don't leave fingerprints, they DO leave other signs for the detective to scan :O (Well actually you get distorted prints from latex gloves)
|
|
(*)Chef has a sous-chef uniform available in the kitchen dispenser I guess. Recruit an assistant?
|
|
(-)
|
|
(t)tue jul 31 12
|
|
(u)Nannek
|
|
(*)Nuclear engines added. (BETA)
|
|
(*)Airbridge added
|
|
(-)
|
|
(t)tue jul 31 12
|
|
(u)Infinite Monkeys
|
|
(*)Added a timer/igniter/beaker assembly. Prox and radio assemblies to come but they are a pain to code.
|
|
(-)
|
|
(t)sat jul 28 12
|
|
(u)Infinite Monkeys
|
|
(*)Chemistry stuff:
|
|
(*)Stabilising agent that can make some previously instant reactions produce a stable-ish product.
|
|
(*)Thalmerite has two chemicals that affect its heating speed.
|
|
(*)Foaming agent removed - reactions that formerly used it now use fluorosurfactant.
|
|
(-)
|
|
(t)thu jul 26 12
|
|
(u)AngriestIBM
|
|
(*)Giving the chef a deep fryer cannot possibly backfire. CANNOT POSSIBLY BACKFIRE.
|
|
(*)Oh and I guess botany wanted one of those crate telepad gizmos.
|
|
(-)
|
|
(t)tue jul 10 12
|
|
(u)Infinite Monkeys
|
|
(*)Late join traitors attempt two.
|
|
(-)
|
|
(t)sat jul 07 12
|
|
(u)IShallRiseAgain
|
|
(*)Syndicate Shuttle is no longer on same Z-level as the station.
|
|
(*)The syndicate teleporter can be activated with a syndicate teleporter remote in order to exit and go back to the syndicate shuttle.
|
|
(-)
|
|
(t)thu jul 05 12
|
|
(u)I Said No
|
|
(*)Dropped manufacturing costs of mining equipment a bit.
|
|
(*)Engineering Spacesuits no longer make you go any slower than a regular space suit does.
|
|
(-)
|
|
(t)mon jul 02 12
|
|
(u)I Said No
|
|
(*)The Mining Outpost now has an APC and light switch for each of its seperate areas. There are also rods and hand labellers available.
|
|
(*)The Mining Manufacturer now makes rods and metal sheets.
|
|
(*)Extractor Rigs now drill much faster, and show the correct amount of ore in the hopper. (It was always off by 2 until now.)
|
|
(*)There are now display screens on the Mining Outpost that show how much ore has been dug up.
|
|
(*)Replicants have been disabled for the time being. They'll be back later.
|
|
(-)
|
|
(t)fri jun 29 12
|
|
(u)I Said No
|
|
(*)Rotating a window will now prompt you which direction you want to rotate it in. Examining the window will also tell you it's current fastened status.
|
|
(*)Tidied up the job selection menu a little.
|
|
(-)
|
|
(t)wed jun 27 12
|
|
(u)Infinite Monkeys
|
|
(*)Added a 'mentorhelp' command for asking gameplay-related questions - round spoiling questions and things like that are fine. Currently admins and dead HOSes can read/reply to the channel.
|
|
(-)
|
|
(t)wed jun 27 12
|
|
(u)I Said No
|
|
(*)Sturdy and Heavy cyborg Heads and Arms are now available. Use two metal on a regular part to make it sturdy, and two reinforced metal on a sturdy part to make it heavy. These parts can take more damage, but are heavy and will slow the Cyborg down a bit. Heavy moreso than Sturdy.
|
|
(*)Cyborgs should now be able to suicide.
|
|
(*)The bug that let you share reagents with yourself is fixed. Come on, that doesn't even make sense. =I
|
|
(-)
|
|
(t)tue jun 26 12
|
|
(u)I Said No
|
|
(*)You can now pour your reagent container (beakers, bottles, etc) into someone else's while they are holding it. They need to hold it in their active hand, and both parties need to have Help intent selected.
|
|
(*)This also works for cyborgs - the Cyborg needs to have Help intent selected, and has the beaker equipped in a slot and selected. (The square it's in needs to be highlighted in green, basically.)
|
|
(-)
|
|
(t)mon jun 25 12
|
|
(u)I Said No
|
|
(*)Cyborgs now have their old appearance sets back. What's more, they can be customised at Docking Stations! (But no self-customisation. You need someone to help you!)
|
|
(*)Construction Cyborgs now have floor tiles instead of metal sheets.
|
|
(*)Engineering Cyborgs now have the Atmospherics Transporter that Atmos Cyborgs used to have.
|
|
(*)Chemistry Cyborgs have their own internal ChemMaster unit now, and cannot use the regular ChemMaster. In addition, using the Chemistry Dispenser is slightly different for them and doesn't involve inserting the beaker.
|
|
(-)
|
|
(t)sun jun 24 12
|
|
(u)I Said No
|
|
(*)Enabled the new-type cyborgs as a test. Some stuff may be substantially different!
|
|
(*)Cyborg construction for new-type cyborgs is a bit different. The brain goes in the head piece before attaching, you use a wrench on the frame once it's complete to activate the new cyborg.
|
|
(*)After you've opened a Cyborg (crowbar) and exposed it's wires (screwdriver), use robot parts on it to attach new parts, or a wrench to remove existing ones.
|
|
(*)Treads are now available as a cyborg component. They occupy both leg slots - they boost speed a bit but drain power from the cyborg's cell.
|
|
(*)New type Cyborgs may get a free upgrade depending on which module they pick at the start. Mining Borgs also have the option to teleport to the mining station.
|
|
(*)Cyborgs may be repainted and redecorated from docking stations. They look a bit plainer than they used to for the moment but that'll be fixed if this all pans out.
|
|
(-)
|
|
(t)sat jun 23 12
|
|
(u)I Said No
|
|
(*)Cyborg construction process is now slightly different. Heads no longer need flashes, and parts already on the frame can be wrenched off if needed. Cells and wires in the chest piece can also be removed with wrenches and wirecutters, respectively.
|
|
(*)Atmos and Vendor borg modules were discontinued due to being borderline useless.
|
|
(*)Substantial background changes to a whole ton of cyborg shit. Report any bugs, please!
|
|
(-)
|
|
(t)tue jun 19 12
|
|
(u)IShallRiseAgain
|
|
(*)You can make cakes with virtually any food item now, and you can use icing tubes to decorate them with icing.
|
|
(-)
|
|
(t)sun jun 17 12
|
|
(u)I Said No
|
|
(*)Added the Motor Oil reagent. Splashed on cyborgs, it will make them move faster and use less power for a short while. Roboticists start with an oil can - more can be mixed if you know the recipe. Experiment and find it!
|
|
(*)A new oil can sprite courtesy of Clarks! Splashed oil now also stains the floor. Technically this was put in on tuesday and not sunday but eh sod it.
|
|
(-)
|
|
(t)sat jun 16 12
|
|
(u)I Said No
|
|
(*)Plasma Cutter has been replaced by Concussive Gloves. They allow you to mine asteroids by punching them with your bare hands.
|
|
(*)Power Hammer was buffed a bit. It now shatters nearby weak tiles in addition to digging.
|
|
(*)Mining Charges have become Concussive Charges. They work only slightly differently to what they did before.
|
|
(-)
|
|
(t)thu jun 14 12
|
|
(u)I Said No
|
|
(*)Cyborg Recharging Stations are now Cyborg Docking Stations. In addition to recharging cells, they can perform repairs, rename cyborgs, and handle the installation/swapping of various cyborg components.
|
|
(*)Docking Stations accept power cells, upgrades, modules, cable coil and welding fuel. You can also help Cyborgs climb in by click-dragging them onto the station.
|
|
(*)Robotics Research is gone. It'll be back later in some form. For now, Roboticists can make all robotics items right off the bat. Resources is the only limitation.
|
|
(*)Cyborgs now start in Robotics rather than AI Upload.
|
|
(*)Updated a bunch of backend stuff for Cyborgs. Report any bugs, please!
|
|
(*)Gave miners their miner bots and drill rigs back. Sorry about that!
|
|
(-)
|
|
(t)mon jun 11 12
|
|
(u)Procitizen
|
|
(*)Added a box of latex gloves to medbay. Made fingerprints left by latex gloves a little more confusing. I'm still working on detective stuff I promise!!!
|
|
(*)Click on a door with a T-ray scanner to see if it's powered, unpowered or electrified!
|
|
(*)The T-ray scanner can also be used to measure how much power is being sent through a cable. This was actually a thing multitools did before, but scanners don't get enough love. :(
|
|
(-)
|
|
(t)thu jun 07 12
|
|
(u)IShallRiseAgain
|
|
(*)Virtually any food can be a topping for pizza now
|
|
(-)
|
|
(u)LLJK-Mosheninkov
|
|
(*)Added Amusing Duck and a dog named George. RIP george you were a good dog. (big thanks to Cogwerks for the sprites)
|
|
(-)
|
|
(t)wed jun 06 12
|
|
(u)I Said No
|
|
(*)Redesigned the mining outpost to be a bit more spacious and functional. Also redesigned something else, see if you can find out what.
|
|
(*)There are now a max of six miners and four botanists.
|
|
(-)
|
|
(t)sun jun 03 12
|
|
(u)IShallRiseAgain
|
|
(*)Added a cookbook and new appliance to the kitchen
|
|
(-)
|
|
(t)sun jun 03 12
|
|
(u)I Said No
|
|
(*)Sheets of Metal and Glass as well as Metal Rods now all stack to 50. Floor tiles now stack to 80.
|
|
(*)All of the items mentioned above can now be drag-dropped onto each other to quickly gather nearby items into one stack.
|
|
(*)Welding rods to get metal and using metal to build tiles and rods now prompt how many you want to make a stack of.
|
|
(-)
|
|
(t)sat jun 02 12
|
|
(u)Nannek
|
|
(*)Mouseover people to see their assignments on their id cards.
|
|
(*)Redid how voice changers were handled in the code making them more robust.
|
|
(-)
|
|
(t)fri jun 01 12
|
|
(u)Dr. Singh
|
|
(*)Starlight removed, it looked cool but caused too many problems behind the scenes that I haven't been able to fix.
|
|
(-)
|
|
(t)thu may 31 12
|
|
(u)I Said No
|
|
(*)Particular random events now occur based on how long the round has been running. Spatial Tears, Kudzu, Solar Flares and Ion Storms can occur right from the start. Wormholes, blobs, radiation, viruses and meteors will only occur after 40 minutes have passed. Black Holes and Blowouts occur only after 80 minutes have passed.
|
|
(*)Blowouts are back in the rotation, as you might have guessed. They no longer blow up all the lights on the station, too.
|
|
(*)Meteor random events will now strike from one direction rather than swarming in from all sides. You also get three minutes to prepare before the meteors arrive. Meteor Storms after the 80 minute mark will be far worse than those before it.
|
|
(*)Meteor Shield Generators are now available in emergency storage. You can also turn lattices into anti-meteor barricades by using rods on them. Weld barricades to dissassemble them,
|
|
(-)
|
|
(t)tue may 29 12
|
|
(u)AngriestIBM
|
|
(*)So um, you know how the mulebot didn't actually have any delivery locations set up? That's fixed now. I FORGOT OKAY THERE ARE A LOT OF THINGS TO PUT IN A MAP
|
|
(-)
|
|
(t)mon may 28 12
|
|
(u)AngriestIBM
|
|
(*)Beds now have a "sleep in" verb. If you lay down and use it...you sleep in them! And you can press the laying/standing toggle button to..wake up! Whoa!
|
|
(-)
|
|
(t)sun may 27 12
|
|
(u)I Said No
|
|
(*)Miners now start with three extractor rigs and two extra crates of furnace fuel.
|
|
(*)Metal, Glass and Rods stacks will now give messages when adding to or otherwise manipulating them.
|
|
(-)
|
|
(t)thu may 24 12
|
|
(u)Infinite Monkeys
|
|
(*)You can now click the inventory button with an equippable item in your active hand to equip it. If you have an item equipped in that slot it'll be put in your active hand.
|
|
(-)
|
|
(t)tue may 22 12
|
|
(u)AngriestIBM & Supernorn
|
|
(*)Implemented Supernorn's cool new hud!! whoa!!
|
|
(*)Primer: Intents selection is now done by clicking the appropriate square of the intent panel.
|
|
(*)Drop is the half-tile below throw (To the right of hands)
|
|
(*)Active hand selected by clicking the appropriate hand slot.
|
|
(*)Most alerts, like extreme cold, now only show up when there actually is an alert.
|
|
(*)Also the inventory can now be hidden. Belt, pockets, and backpack are always visible, however.
|
|
(*)Nonhuman mob HUDS are probably broken as fuck right now.
|
|
(-)
|
|
(t)mon may 21 12
|
|
(u)AngriestIBM
|
|
(*)Thanks to a generous donation from the Change the Brig Slightly Foundation, the brig has been changed. Slightly.
|
|
(*)Also implant locks are just gone in general now.
|
|
(*)Cyborgs can use the goofy PageUp switchhands hotkey now too! Switch through your active modules!!
|
|
(-)
|
|
(t)sun may 20 12
|
|
(u)Infinite Monkeys
|
|
(*)More suicide methods.
|
|
(-)
|
|
(t)fri may 11 12
|
|
(u)LLJK-Mosheninkov
|
|
(*)Made emergency suits less shitty (but still quite shitty!) and made them more orange instead of salmon. Also changed their in-world icons so the suit and helmet don't look like a mob standing there
|
|
(-)
|
|
(t)thu may 10 12
|
|
(u)Infinite Monkeys
|
|
(*)Added a bunch more crew objectives and enabled the system. AngriestIBM did all the hard work coding the framework so thank him!
|
|
(-)
|
|
(t)wed may 09 12
|
|
(u)AngriestIBM
|
|
(*)Unfortunately, the recent oxygen garden renovation attracted a family of bears. As the resulting enactment of NanoTrasen bear-elimination protocols resulted in the garden's complete atomization, the bar and kitchen have been relocated to the new space. A new crew area has been installed in their former location.
|
|
(-)
|
|
(t)tue may 08 12
|
|
(u)Procitizen
|
|
(*)Okay, let's try this again! Now scientists have access to chemistry and chemistry has been returned to the research sector.
|
|
(-)
|
|
(u)I Said No
|
|
(*)Touching foam no longer puts the reagent into your body, and neither does splashing. If you want it in your system, you have to inject or consume it.
|
|
(*)NanoTrasen Medical reminds all personnel not to overdose on medicine and stimulants.
|
|
(-)
|
|
(u)LLJK-Mosheninkov
|
|
(*)Crew quarters has been replaced with a much more eco-friendly oxygen garden.
|
|
(-)
|
|
(t)mon may 07 12
|
|
(u)Procitizen
|
|
(*)Made the Medical Doctor uniform slightly more red
|
|
(*)Killed Chemists and moved Chemistry into Medbay for doctors to use
|
|
(-)
|
|
(t)sun may 06 12
|
|
(u)Dr. Singh
|
|
(*)Health shouldn't jump around wildly anymore. Please let me know on the forums or in IRC if you still get weird health behaviors.
|
|
(-)
|
|
(t)sat may 05 12
|
|
(u)Infinite Monkeys
|
|
(*)Vampires can now create thralls for 300 blood.
|
|
(-)
|
|
(u)I Said No
|
|
(*)Mixed Mode: Chaplains should no longer be selected to be a Vampire. They should be assigned Traitor or Changeling instead if this occurs. Report any instances of Vampire Chaplains, thanks.
|
|
(-)
|
|
(t)fri may 04 12
|
|
(u)Infinite Monkeys
|
|
(*)Lots of vampire changes, still a work in progress, feedback would be appreciated in the suggestions thread. Changes:
|
|
(*)Disease Touch is back to being deadly, but is non-contagious. Use it to kill important personnel I guess?
|
|
(*)Blood count now displayed in the Status menu.
|
|
(*)Cloak of Darkness and Mist Form should work properly now.
|
|
(*)Blood draining requires one click and continues until interrupted. It also has a chance to stun/KO.
|
|
(*)Other misc changes to cooldowns, blood costs, etc.
|
|
(-)
|
|
(u)I Said No
|
|
(*)New item: Mechanised Boots. Industrial Armor no longer confers a speed boost - the boots do that now.
|
|
(*)Geological Scanners now show different decals for different things. Some things share decals, so it is still wise to check before you dig.
|
|
(*)Abandoned Loot Crates can sometimes be dug up via mining. Don't ask how they got buried in solid rock.
|
|
(*)Changed the Power Hammer. It can be now used mostly like a regular mining tool (pick, etc), took out that stupid "useless collapse" thing.
|
|
(*)Fabricator Item Lists can now be filtered by category. The option is down the bottom. Also you can now eject ore even while it's busy building something.
|
|
(*)Ore Extractor Upgrades now fit on mining belts.
|
|
(*)Fibrilith and Miracle Matter are now properly loaded from using a satchel on the Fabricator by hand.
|
|
(*)You can now click-drag ore and produce into crates to load them in rapidly, provided the crate isn't locked.
|
|
(*)Jumpsuits and shoes from Fabricators. Woah.
|
|
(*)Electricians can no longer have a suit of industrial armor as a traitor item.
|
|
(-)
|
|
(t)thu may 03 12
|
|
(u)Procitizen
|
|
(*)Latex gloves now obfuscate fingerprints instead of completely hiding them.
|
|
(*)The maximum number of fingerprints on any given object has been increased from 3 to 6.
|
|
(*)Added an experimental 64x64 icon mode, check under the Icons tab near File.
|
|
(-)
|
|
(u)I Said No
|
|
(*)Satchels now come with visible meters to show how full they are.
|
|
(*)Large Ore Satchels can be built at Mining Fabricators, from 25 fabric and 3 Bohrum. They hold 75 ore each.
|
|
(*)Power Hammers will shatter weak rock formations within a small range of the tile you strike.
|
|
(*)Mining and Robotics Fabricators start with 20 of each basic ore pre-loaded. No more scavenging for cables and such.
|
|
(*)Fibrilith and Miracle Matter can now be loaded into a fabricator via click-dragging, same as normal ores.
|
|
(*)Diseased Touch/Grave Fever no longer stuns, and does less toxic damage.
|
|
(-)
|
|
(t)wed may 02 12
|
|
(u)AngriestIBM
|
|
(*)Apparently flash powder's recipe was critically immersion breaking, and as such it now also uses chlorine.
|
|
(*)Also avoid purple beams. Trust me on this.
|
|
(-)
|
|
(t)tue may 01 12
|
|
(u)I Said No
|
|
(*)Extractor rigs now come with an inbuilt GPS for locating them.
|
|
(*)Miners now start with three satchels and three light mining charges each.
|
|
(*)Explosions will now weaken and crack most asteroid tiles that they didn't destroy outright.
|
|
(*)Mining belts should now be able to store mining PDAs, as intended. Rock worms are no longer on a diet.
|
|
(*)The beds in the brig can no longer be used for buckling.
|
|
(*)Added a furnace room on the main station for an emergency power supply.
|
|
(-)
|
|
(t)tue may 01 12
|
|
(u)I Said No
|
|
(*)Mineral Accumulators and Ore Extraction Rigs start with a fully charged 7500 capacity power cell already loaded.
|
|
(*)Made cell chargers charge up power cells much faster.
|
|
(-)
|
|
(t)sat apr 28 12
|
|
(u)Infinite Monkeys
|
|
(*)New arrivals can spawn as traitors in certain situations.
|
|
(*)Non-antagonists with security implants can no longer use cloaks. Traitors who manage to obtain a sec implant can.
|
|
(-)
|
|
(u)I Said No
|
|
(*)Reworked a bunch of background stuff for mining. Report bugs if any come up.
|
|
(*)Small asteroids now have a chance to be made of solid mineral, containing hundreds of units of ore. You can't dig them with regular tools.
|
|
(*)Miners can now create and set up extractor rigs near said asteroids. They will gradually extract ore from them over time.
|
|
(*)Upgrades can be made for said rigs that expand their capacity, increase their drilling speed, and give them a teleporter.
|
|
(*)You can click-drag a crate onto the rig to empty all ore from it into the crate, or you can smack the rig with a satchel to fill the satchel up.
|
|
(*)Rigs will also send messages to miner PDAs if something occurs. PDAs can be put on mining belts now, too.
|
|
(*)Moved the cargo pad in Mining closer to the fabricator.
|
|
(*)Miners now ACTUALLY have their double mining speed and weird tile warnings perk. It wasn't in effect before because apparently the Chaplain had it instead.
|
|
(*)Plasmastone is actually useful for something now. Holy SHIT
|
|
(-)
|
|
(u)Dr. Singh
|
|
(*)Changed the middle click shortcut to just swap hands. Apologies to anyone who liked it but it breaks too many things that were built around the whole active/offhand idea and just feels awkward and wrong.
|
|
(-)
|
|
(t)fri apr 27 12
|
|
(u)I Said No
|
|
(*)The Request Console at QM and commercial vending machines now accept ID cards. They use money straight from your bank account so now you don't have to screw around with cash and ATMs.
|
|
(*)Grones Soda now has the flavor in the description rather than the name. The gigantic entry on the vending machine page was bugging me.
|
|
(-)
|
|
(t)thu apr 26 12
|
|
(u)I Said No
|
|
(*)Three new traders for QMs to interact with. One of them is a randomised generic trader.
|
|
(*)You can now haggle with traders. Hit haggle, type in the new price you think you should pay per unit, and the trader will meet you somewhere halfway. Don't try to rip them off or push it too far, though!
|
|
(*)Rolled all the fruit/veg/herb commodities in the Shipping Market into a single category rather than having them all be individually priced.
|
|
(*)Couple of new commodities. Meat, Robot Parts, Glass, Metal. Maybe some others I forgot.
|
|
(*)You can now select the amount of items you want when a trader is selling to the station.
|
|
(-)
|
|
(u)Dr. Singh
|
|
(*)Middle click now uses your offhand. Thanks MyBlueCorners for putting in the effort on this one. Cue complaints from people with laptops and cheap mice in 3... 2...
|
|
(*)Control click is now pull. Yep. It's finally the future.
|
|
(*)Added one of those top left corner action buttons to turn your tank valve on and off. You'll still have to adjust the pressure the old fashioned way.
|
|
(-)
|
|
(t)mon apr 23 12
|
|
(u)I Said No
|
|
(*)Automatic Mining Bots are now craftable. Hard Hat > Prox Sensor > Robot Arm > Pickaxe or Drill. Mining station starts with two of them.
|
|
(-)
|
|
(t)sun apr 22 12
|
|
(u)Procitizen
|
|
(*)You can now examine stuff by holding down alt and clicking on it. For real this time though.
|
|
(*)Local Air Monitors have taken a vow of silence, forever
|
|
(-)
|
|
(u)I Said No
|
|
(*)Mucked around with a ton of background shit. Be sure to report bugs.
|
|
(*)New gamemode: Mixed. It's not in the rotation yet because it still needs some live testing.
|
|
(*)Predators can now force unbolted doors open with their bare hands.
|
|
(*)Added a cell charger to the mining outpost, since they can make cells now.
|
|
(*)Furnace fuel now lasts longer.
|
|
(*)Traders will now periodically contact the station with offers. It is the responsibility of the Quartermasters to accept or decline, and work out the other various logistics of trading!
|
|
(*)Thus far there is only one trader. More will be added soon.
|
|
(-)
|
|
(u)AngriestIBM
|
|
(*)You can now repair APCs with the amazing power of screwdrivers, cabling, multitools, and wrenches. A real toolbox teamup.
|
|
(-)
|
|
(t)fri apr 20 12
|
|
(u)Procitizen
|
|
(*)Welding masks can be moved out of your eyes so you can see stuff.
|
|
(*)Replaced the Holy Water bottle sprite with one that's significantly more cooler. (Hempuli you are a boss sorry I didn't do this sooner)
|
|
(*)Changed the revolver/generic gunshot sound to something meatier and less compressed.
|
|
(*)Local Air Monitors now produce annoying beeping sounds when there's an atmosphere problem in compliance with Space OSHA standards! Place your bets on when this will be removed!
|
|
(-)
|
|
(u)I Said No
|
|
(*)Geological Scanners and Power Hammers now work instantly rather than after a delay.
|
|
(*)Any given tile of ore has a rare chance to carry twice as much ore, and a very rare chance to carry four times as much.
|
|
(*)Power Hammer cost was changed, and both it and Powered Picks now have more charges.
|
|
(*)Power Hammers now have a 50% chance to uselessly collapse a seam on multiple weakenings, rather than 95% as before.
|
|
(*)Mining Manufacturer can now produce power cells and flashlights.
|
|
(*)New high-end equipment for miners: Mineral Accumulator. Works like a combination between a black hole and a cargo teleporter - will drag all nearby ore to it and teleport it to a cargo pad. Needs a power cell to run.
|
|
(*)Two new gems! One is Fibrilith - redeemable for 40 fabric at a manufacturer, or sellable. The other one is best left discovered for itself.
|
|
(*)All Manufacturing Units now have an adjustable speed setting. Can be set to run at double or triple speed. Beware! Doing so consumes a LOT of power from the local APC!
|
|
(*)Cyborg farts have new text to distinguish them from human farts.
|
|
(-)
|
|
(t)sat apr 14 12
|
|
(u)I Said No
|
|
(*)Did some background work on new jumpsuits you may see one day soon!
|
|
(-)
|
|
(t)thu apr 12 12
|
|
(u)Infinite Monkeys
|
|
(*)Fuck stungloves.
|
|
(-)
|
|
(u)I Said No
|
|
(*)That stupid RIG Armor is no more. Now there is Industrial Space Armor, with a nice new look. It also protects you from explosions now, too.
|
|
(*)Cost was reduced for the armor. You also manufacture both pieces at once, rather than individually.
|
|
(*)Space suits are also now manufactured as a helmet/suit set, too.
|
|
(-)
|
|
(t)wed apr 11 12
|
|
(u)Dr. Singh
|
|
(*)Fixed that explosion bug I caused. Sorry about that. About fixing it, I mean.
|
|
(*)The stars now produce light as intended. Ambient lighting from exterior windows and/or gaping holes. No more sticky darkness (hopefully).
|
|
(*)Changed explosion processing to guarantee that nobody can outrun the blast radius due to lag.
|
|
(*)Improved the chance for an electric chair's non-lethal setting to de-rev.
|
|
(*)You can now quick-stack some items by holding one in your hand and dragging another onto it from the floor. Currently works for sheets of glass and metal, rods, floor tiles and wire coils.
|
|
(-)
|
|
(t)tue apr 10 12
|
|
(u)I Said No
|
|
(*)Mining speed cut in half universally. On top of this, miners dig twice as fast as everyone else.
|
|
(*)As an added bonus, Miners start with powered picks instead of regular ones.
|
|
(*)Plant Pots in Hydroponics now consume half as much water as before.
|
|
(-)
|
|
(u)Dr. Singh
|
|
(*)Why could electricians build Syndicate gear anyway? If Nanotrasen could just make that stuff security would have cloaks in their lockers.
|
|
(*)Electricians can no longer scan traitor gear. They can scan a few more things around the station to make up for the lack. Please let me know if you notice anything electricians can't scan that they should.
|
|
(*)New traitor item added for electricians: A fancy Syndicate scanner that can scan traitor gear.
|
|
(*)E-mag cost upped from 3 to 5 since they do everything and are really really good. Radio jammers reduced from 5 to 3 because they should be used more, especially now th--BLARGH
|
|
(*)E-magging a cyborg no longer unlocks the interface, instead it fries the cyborg's connection to the Laws database. It doesn't compel the borg to help you or anyone. It just removes all laws.
|
|
(*)Added confirmation popup to 'State All Laws' so AIs will be less inclined to reveal things they shouldn't.
|
|
(-)
|
|
(t)sun apr 08 12
|
|
(u)AngriestIBM
|
|
(*)Three words: Easter. Egg. Hunt.
|
|
(-)
|
|
(t)sun apr 01 12
|
|
(u)I Said No
|
|
(*)Added Zombie and Alien modes to standard round rotation.
|
|
(*)Added several powerful guns to abandoned loot crates that may only be used if your character is named "Iji".
|
|
(*)Fixed the Flamethrower.
|
|
(-)
|
|
(u)Dr. Melon
|
|
(*)Re-added the Clown job in all its entirety.
|
|
(*)The clown can now breathe in space.
|
|
(*)The clown can now fly.
|
|
(*)The clown can shoot lasers from his nose.
|
|
(-)
|
|
(t)fri mar 30 12
|
|
(u)AngriestIBM
|
|
(*)The new electronics update requires 2x buzzers, 4x diodes, and 5x fuck mport's awful code.
|
|
(*)Also I renamed the electronics data disks to modules so they don't get confused with actual data disks. Do they have any utility beyond plugging into scanners to give you a list? Maybe I should just replace them with a printout of the parts needed or something.
|
|
(-)
|
|
(u)Dr. Singh
|
|
(*)Thanks to Tobba for the updated lighting code. Lighting is now calculated differently, allowing for some neat new tricks.
|
|
(*)Fixed the party alarm.
|
|
(-)
|
|
(t)tue mar 27 12
|
|
(u)Procitizen
|
|
(*)<b>New Thing</b>: Shard Recycler in the bar! It can turn glass shards into cups and plates!!!
|
|
(*)<b>Sorta New Things</b>: Shot and wine glasses, can be made with the Shard Recycler (see it's not useless)
|
|
(*)Bar stools! They do nothing oh well
|
|
(*)Changed the firesuit sprite so it's less neon green and Denis Leary approved
|
|
(*)Fixed emergency suits so they protect you from space a lil bit instead of making you more vulnerable (what the fuck mport)
|
|
(-)
|
|
(t)sat mar 24 12
|
|
(u)Dr. Melon
|
|
(*)Gone are the days of unstable medical practice: bruise packs and ointment tubes have been replaced with chemical patches!
|
|
(*)Empty patches have been added to chemistry - use a syringe to fill them.
|
|
(*)Nicotine patches are available in the cigarette vendors.
|
|
(*)You can make new patches with the general manufactuer.
|
|
(-)
|
|
(t)wed mar 21 12
|
|
(u)Infinite Monkeys
|
|
(*)Proximity sensors, and assemblies that use them, should now work.
|
|
(-)
|
|
(t)thu mar 15 12
|
|
(u)I Said No
|
|
(*)More wizard mode changes:
|
|
(*)Wizards start without their robes. They can now retrieve them from the wardrobes - they have a choice of three different styles now.
|
|
(*)New selectable Wizard thing: Staff of Cthulhu. Makes corruption ritual faster, hits harder than a normal staff and will horribly shock anyone trying to steal it.
|
|
(*)Arrival, Escape and Supply Shuttles, as well as the Solar Panels, no longer count towards the total percentage of corruption.
|
|
(*)Corruption percentage count should be more accurate now.
|
|
(-)
|
|
(t)thu mar 15 12
|
|
(u)I Said No
|
|
(*)Wizard mode changes again:
|
|
(*)The Chaplain is now the Wizard's natural enemy. He has immunity to all magic and the ability to remove corruption.
|
|
(*)Wizards are immune to each other's spells as long as they have their outfit and staff equipped.
|
|
(*)The Chapel is a safe haven - Wizards cannot teleport directly into it or use spells inside. This protection stops at 40% corruption, however.
|
|
(*)The Corruption now has various effects that get worse as more of the station is corrupted. Wiz and Chaplain are immune to these.
|
|
(*)At 30% or more corruption, the Wizard will slowly regenerate health while inside.
|
|
(-)
|
|
(t)wed mar 14 12
|
|
(u)I Said No
|
|
(*)You can now select whether you want to hear admin played sounds or not. Look under the Soundscape option.
|
|
(*)Admins can now optionally announce that they're playing sounds and what the sound filename is, like a DJ or something.
|
|
(-)
|
|
(t)sun mar 11 12
|
|
(u)I Said No
|
|
(*)Erebite and Cerenkite power cells can now be manufactured. They regenerate power on their own. Erebite Cells will explode on contact with heat or fire, however.
|
|
(*)Shaving off a Wizard's beard will cause them to become too ashamed to cast offensive magic for a short while.
|
|
(*)Couple of new facial hairstyles.
|
|
(-)
|
|
(t)fri mar 09 12
|
|
(u)Dr. Singh
|
|
(*)Added peanuts and peanut butter. There's also a few secret recipes, uh huh.
|
|
(*)Fixed a ton of runtime errors and weird bugs and the main background loop slows itself if the server load gets really bad.
|
|
(*)The bosses found out about that sweet hidden VR room the CE built and made us remove it, OSHA or something I don't know. Supposedly some assistant still has the combat program somewhere.
|
|
(*)Due to your diligent research and development Nanotrasen is now able to interfere with the science teleporter. It's expensive so they only bothered to jam security.
|
|
(*)There's a cool trick for robusting you can do thanks to a certain bug fix. What is it? That would be telling.
|
|
(*)Exploding machinery sprays shrapnel around when it explodes.
|
|
(-)
|
|
(t)thu mar 08 12
|
|
(u)Procitizen
|
|
(*)Fucked with the plasma generator so now it's basically just a portable cell charger
|
|
(*)Fixed critter jumping issue
|
|
(*)Changed the singularity icon from a shitty photoshop brush to a shitty photoshop circle with edge glow
|
|
(*)Modified the Head Surgeon
|
|
(-)
|
|
(t)tue mar 06 12
|
|
(u)AngriestIBM
|
|
(*)You know how the AI couldn't see visual text things like "bob picks his nose" or whatever before? Now it can!!
|
|
(-)
|
|
(t)mon mar 05 12
|
|
(u)I Said No
|
|
(*)<b>Bugfix:</b> Corruption should now be applied to a whole area rather than patches.
|
|
(*)<b>Bugfix:</b> Corruption should no longer be affected by light levels.
|
|
(*)<b>Bugfix:</b> Wizards should no longer temporarily spawn naked on the Arrival Shuttle.
|
|
(*)<b>Bugfix:</b> The end of the round should now correctly state whether the ritual was a failure or success.
|
|
(*)<b>Change:</b> Corruption Ritual now completes more quickly.
|
|
(*)<b>Change:</b> The Corruption objective now needs 40% of the station corrupted, down from 50%.
|
|
(*)<b>Change:</b> Clairovoyance's cooldown was lengthened from 10 seconds to one minute.
|
|
(*)<b>Addition:</b> A Magic Mirror in the Wizard's Station. Wizards that examine it will be told all objectives that need to be completed.
|
|
(*)<b>Please report any persisting or new bugs! Thank you!</b>
|
|
(-)
|
|
(t)sun mar 04 12
|
|
(u)I Said No
|
|
(*)Wizard rounds now work differently. The wizards will win immediatley if they complete all their objectives - which always consist of killing three specific targets and corrupting 50% of the station.
|
|
(*)Wizards now start with the spells Clairvoyance and Corruption Ritual. A few more effects were added to Pandemonium.
|
|
(-)
|
|
(u)Infinite Monkeys
|
|
(*)Revolvers now come with two spare clips, and ordering revolver ammo gives you three AP clips.
|
|
(-)
|
|
(t)sat mar 03 12
|
|
(u)I Said No
|
|
(*)Cloaking devices now periodically flash instead of flickering or doing nothing. They were reverted to their original cost also.
|
|
(*)Wizards now spawn with large, luxurious beards properly befitting their magical station, and their hats actually look like hats now.
|
|
(*)Added new effects for some spells.
|
|
(-)
|
|
(t)sun feb 26 12
|
|
(u)I Said No
|
|
(*)Cloaking devices no longer betray their presence by flickering. They are a bit more expensive to compensate for this.
|
|
(*)Keep your eye out for hunters. Yes this is some cryptic bullshit, what of it?
|
|
(-)
|
|
(t)sun feb 19 12
|
|
(u)Infinite Monkeys
|
|
(*)Added a teleporter thing for scientists! Needs feedback and will be worked on more when I have time. The coordinates you input are modified to get the actual value, and the modifications made are randomised each round.
|
|
(-)
|
|
(t)mon feb 13 12
|
|
(u)Infinite Monkeys
|
|
(*)Added a new traitor item, only purchasable if you have an assassinate objective, which allows you to track IDs registered to your target(s).
|
|
(*)Buffed the rad crossbow a few days ago but I forgot to update the changelog. Give it a try sometime!
|
|
(-)
|
|
(t)sat feb 11 12
|
|
(u)DrMelon
|
|
(*)Rejoice, DWAINE users! There's a book to teach you all about the new DWAINE in the artifact lab.
|
|
(-)
|
|
(t)fri feb 10 12
|
|
(u)AngriestIBM
|
|
(*)Re-added the personnel that we had all missed so dearly, who would always bring a smile to the collective faces of the crew with their lighthearted antics and wonderful jokes.
|
|
(*)And by that I mean Medical and Technical Assistants! Normal vanilla assistant is now "Staff Assistant."
|
|
(-)
|
|
(t)mon feb 06 12
|
|
(u)Dr. Singh
|
|
(*)The AI can de-electrify all the airlocks it controls.
|
|
(*)AI and Cyborgs get an extra popup to confirm shocking doors and turning off engine components.
|
|
(-)
|
|
(t)wed feb 01 12
|
|
(u)AngriestIBM
|
|
(*)Hey you can research artifacts on the mainframe. As opposed to that backup console.
|
|
(*)Default location for the research program is /mnt/artlab. There's a readme. You could maybe read it. That would be neat.
|
|
(-)
|
|
(t)fri jan 27 12
|
|
(u)AngriestIBM
|
|
(*)You should be able to configure Guardbuddies again. Try "cd /mnt/control" (This is the default mount for the tape holding the buddy interface) and then "cat readme"
|
|
(-)
|
|
(t)wed jan 25 12
|
|
(u)AngriestIBM
|
|
(*)It's a new map holy goddamn. I guess report bugs on the forums?
|
|
(*)No the new research stuff isn't finished, we're all very sorry ok. The RD has recieved a cookie from the computer company as a token of apology.
|
|
(*)You can just suicide to leave VR. If you die in the game, you DON'T die irl.
|
|
(-)
|
|
(t)thu jan 19 12
|
|
(u)Infinite Monkeys
|
|
(*)Fixed electric chairs.
|
|
(*)Electric chairs and electropacks can now derev!
|
|
(*)Made the changeling DNA points system more transparent yesterday.
|
|
(-)
|
|
(t)tue jan 17 12
|
|
(u)DrSingh
|
|
(*)The "help I can't die" bug where everyone's health stops updating should never happen again.
|
|
(*)Large swarms of admin created creatures, giant fires, blobs, etc no longer lag horribly. Neither does the unban panel. It's still slow the first time but after that it's smooth.
|
|
(*)Game ticks now happen at a consistent rate until things start lagging really really bad.
|
|
(-)
|
|
(t)mon jan 16 12
|
|
(u)DrSingh
|
|
(*)Sikh siropa and turban in the chaplain's closet. Dr. Singh is still not a real sikh, or a real doctor.
|
|
(*)Bunch of errors fixed and performance work, lots more to go. If anything unusual happens or just breaks please leave a query with details to drsingh in IRC.
|
|
(-)
|
|
(t)sun jan 15 12
|
|
(u)Infinite Monkeys
|
|
(*)Horror form isn�t harmed by stepping on glass and can consume with an Agressive grip.
|
|
(*)AI can now make an intercom (VOX) announcement once every two minutes!
|
|
(-)
|
|
(t)fri jan 13 12
|
|
(u)Pantaloons
|
|
(*)Added a neat feature where if someone is kn--NNGH.
|
|
(-)
|
|
(t)thu jan 05 12
|
|
(u)AngriestIBM
|
|
(*)Reduced syndicate cyborg suit cost by an entire telecrystal!
|
|
(*)Oh and pathology is still gone. It will be back eventually. Just felt I should note that somewhere official.
|
|
(-)
|
|
(t)thu dec 15 11
|
|
(u)AngriestIBM
|
|
(*)Added an "about" button to the traitor uplink menu. Not everything has an entry yet, though.
|
|
(-)
|
|
(t)thu dec 08 11
|
|
(u)AngriestIBM
|
|
(*)Removed implant locks from ALL airlocks and lockers. Guns retain their locks, however.
|
|
(*)Please report if your job suddenly cannot access a vital locker or if suddenly every jerk can, etc.
|
|
(-)
|
|
(t)thu nov 17 11
|
|
(u)AngriestIBM
|
|
(*)Added a centcom report to nuclear mode.
|
|
(*)Injectors are back.
|
|
(-)
|
|
(t)tue oct 26 11
|
|
(u)Procitizen
|
|
(*)Fixed a TON of shit that was breaking the health system, a lot of it is definitely still broken but it's a start!
|
|
(-)
|
|
(t)sun oct 16 11
|
|
(u)Procitizen
|
|
(*)Changeling reports the number of DNA absorbed at round end
|
|
(*)Revolution ends with nobody winning after ~50 minutes (please don't metagame with this :\[)
|
|
(*)AI turrets now fire every 1.5 seconds instead of 3 so maybe now they're useful
|
|
(*)Cleaning a floor/stain with a mop will now clean every stain on that turf
|
|
(*)Added cameras/viewers to the Solitary Chamber in Security
|
|
(*)Moved the solitary gas chamber controls to the room south of the brig
|
|
(*)HoS office reworked a bit, fixed basically everyone having access to his shit
|
|
(*)try grabbing someone and clicking on a window :V
|
|
(-)
|
|
(t)sat oct 15 11
|
|
(u)AngriestIBM
|
|
(*)Electricians can now load all components on a given tile onto a frame by clicking and dragging one onto said frame.
|
|
(*)You know, like how you load a satchel. Pretty much exactly like that.
|
|
(-)
|
|
(t)sat oct 01 11
|
|
(u)JackMassacre
|
|
(*)Mind Slave implants cost only a little more than a pipe bomb now, and last longer. Let's see how this works out.
|
|
(*)Engineering space suits don't slow you down nearly as much anymore, but still more than originally.
|
|
(*)Mining fabricators now produce engineering space suits and engineering space helmets instead of regular ones.
|
|
(*)Various typo fixes to go along with your re-rebalancing. Delicious.
|
|
(-)
|
|
(t)fri sep 30 11
|
|
(u)JackMassacre
|
|
(*)QM shipping list altered: More choices, more descriptions, some old crate contents have been changed.
|
|
(*)The worth of Mauxite, Molitz, and Pharosium as a shipping commodity has been lowered to curb exploits. This will be more meaningful later.
|
|
(*)Emagging mining explosives now sabotages them so that they blow up in the user's face, rather than unlocking the targets they're usable on.
|
|
(*)Traitor Miners now get special job-based syndicate items: hacked low and high yield mining explosives. These behave as old emagged mining explosives.
|
|
(*)Both hacked and emagged mining explosives now have their own added descriptions upon examine, to vaguely reveal that something is different about them.
|
|
(*)Mind Slave traitor item telecrystal cost has been increased threefold.
|
|
(*)RIG suits now actually protect against radiation, as in the blowout random event, and nuclear reactors, etc.
|
|
(*)Engineering space suits are now twice as slow to move around in when walking, and are immensely slower when traveling through space. Examine desc updated to reflect this.
|
|
(-)
|
|
(t)tue sep 27 11
|
|
(u)JackMassacre
|
|
(*)Traitor roles are now chosen before job roles instead of vice versa. If you are chosen as changeling or traitor, you cannot then be chosen as AI, Cyborg, HoS, or Security, and revheads cannot become those or any head of staff position. However, if you are not chosen as a traitor type, you can now still become one of those jobs. If you want to reliably be chosen for those jobs, simply turn off your "be traitor?" option in preferences for the relevant mode.
|
|
(*)Clarified some random event AI laws, cleaned up some logical contradictions, fallacies, and loopholes in them as well. Added an excessively wordy new one.
|
|
(*)Doubled the chance that mining a (?) block will yield uqill or telecrystal as opposed to cytine.
|
|
(*)Fixed even more game mode checks that weren't accounting for the Head Surgeon position as a head of staff.
|
|
(*)Fixed teleport beacon exploit that was still allowing players easy entry into syndicate and wizard stations. Thanks to nice, honest players for admitting to this bug after being carefully and politely threatened.
|
|
(*)Mind implant use is a lot more obvious to admins in logs now.
|
|
(*)A bunch of additional admin options added for easily spawning human mobs of every job type, both genders.
|
|
(*)Moving inside of the DNA scanner in genetics will now close the console window if you have it open. You should require a partner in Science if you want to alter your own DNA.
|
|
(*)Attempting to Mind Slave implant someone who already has a security implant will fail, giving both target and user a failure message.
|
|
(-)
|
|
(t)tue sep 20 11
|
|
(u)JackMassacre
|
|
(*)The emergency shuttle in wizard mode will now fail to arrive the first time if called before the 20 minute mark, but will always succeed the second time. This should give the wizard more time to complete his objectives if dealing with a crew of pansy little girly coward spaceboys.
|
|
(*)Preliminary human NPC class expansion with fairly convincing combat and arrest behavior.
|
|
(*)Tripping on foam will be slightly less stunning now, in accordance with sanity.
|
|
(*)Firing a gun from point blank will no longer use up double the ammo/charge.
|
|
(*)You will now attempt a point blank shot on any intent other than 'help', rather than only on 'harm'.
|
|
(*)A point blank shot's extra stunning time has been cut in half, since it was previously excessive.
|
|
(*)Reloading a gun with ammunition will give a success message now.
|
|
(*)Even more cases of crates trapping buckled-in folks, bugging them out, have been eliminated.
|
|
(-)
|
|
(t)tue sep 13 11
|
|
(u)JackMassacre
|
|
(*)A message is now displayed when someone is successfully hit by gunshot or other projectile weapons, unless the weapon is silenced.
|
|
(*)Disability blocks in genetics should be a bit more difficult to isolate now. Why? Who knows.
|
|
(*)Fixed some random event AI laws for spelling errors, ambiguous wording, and conflicts with default laws.
|
|
(*)Fixed Flash not displaying blind message properly on its final use upon burning out.
|
|
(*)Added some warning messages when various items are used if they are empty of necessary reagents.
|
|
(*)Fixed crates scooping up people who are buckled to beds and chairs, causing buggy problems.
|
|
(*)Added warning messages when fire damage is applied to people with fire immunity superpower.
|
|
(*)Cloakers were not properly being decloaked when shot with projectile weapons. Now they are, and there's a visible message too.
|
|
(*)Even more new and improved logs, warnings, and options to aid Admins in dealing with rule breakers.
|
|
(-)
|
|
(t)mon sep 05 11
|
|
(u)AngriestIBM
|
|
(*)Cyborgs/Eyebots can now use ";" to use the radio, like everyone else!
|
|
(*)Also if your radio mysteriously stops working as an eyebot, try opening the radio panel. That should fix it. I hope.
|
|
(-)
|
|
(t)sun sep 04 11
|
|
(u)JackMassacre
|
|
(*)Slipping on wet surfaces probably shouldn't stun for half an hour. So now it doesn't.
|
|
(*)Aliens no longer receive starting message that part of their goal is to kill the AI, since it isn't.
|
|
(*)Wizards no longer receive objectives to kill other wizards.
|
|
(*)Nuke mode syndicate radio headsets should always be visible now.
|
|
(*)Random event AI laws no longer refer to "The Mailroom".
|
|
(*)Admin-spawned syndicate attack forces come properly equipped, and clothed now.
|
|
(*)Various continuing additions to admin tools for monitoring and busting potential griefers.
|
|
(-)
|
|
(t)fri sep 02 11
|
|
(u)JackMassacre
|
|
(*)Nuke mode syndicates now get their own default radio channel accessible with :h. Organized.
|
|
(*)Revhead sorting wasn't checking if a candidate had already been chosen, resulting in one person filling multiple revhead slots. Fixed.
|
|
(*)Several checks still weren't taking the newish Head Surgeon position into account as a head of staff. Rectified.
|
|
(*)Communication intercepts were reporting disabled game modes as possibilities, often 100% confirming the current mode. Remedied.
|
|
(*)Admin-appointed wizards now work properly in wizard mode for determining round status. Wizardized.
|
|
(-)
|
|
(t)fri sep 02 11
|
|
(u)Pacra
|
|
(*)Monkeys reagent-holding units decreased. No more supermonkeys, CHEMISTS.
|
|
(*)Human reagent-holding units slightly increased.
|
|
(*)Ethanol effects tweaked to reflect changes. Feedback appreciated.
|
|
(*)Pro Puffs now much more useful to the average crewmember!
|
|
(*)Fingerprints are added whenever you deactivate/reactivate security cameras.
|
|
(*)Stop whining about the rad-crossbow 'nerf,' the crossbow owns now ok
|
|
(-)
|
|
(t)wed aug 31 11
|
|
(u)JackMassacre
|
|
(*)Brig timers can now be examined to show time remaining, if any.
|
|
(*)Wizards lost their goofy little radios, gained actual spellbooks.
|
|
(*)Rad poison crossbow shot cost and recharge rate tweaked. Might be slightly more sane now.
|
|
(-)
|
|
(t)mon aug 29 11
|
|
(u)JackMassacre
|
|
(*)New Character Setup options: "Be Alien?", "Be Changeling?", "Be Revolution Leader?", "Be Wizard?". The previous choice of "Be Syndicate?" is replaced by these for their appropriate modes, but "Be Syndicate?" is still used for Nuke and Traitor modes.
|
|
(*)Wizards no longer take up job slots, and don't start with job-specific items anymore.
|
|
(*)Valid wizards are now selected regardless of the player's job preferences.
|
|
(*)Wizards now start with a Spellbook Uplink instead of a PDA, which only works for the wizard it spawns for.
|
|
(*)Wizard mode info picture and Wizardry 101 texts have been updatedwhere necessary.
|
|
(*)Revolution leaders should ALWAYS spawn with a flash now, or so help me #$!&.
|
|
(*)Flashes now have a different name and look when they burn out, and give a more noticeable message when it happens.
|
|
(*)Even more useful tools for admins to monitor rulebreakers with. You cannot hide.
|
|
(-)
|
|
(t)sun aug 28 11
|
|
(u)JackMassacre
|
|
(*)Nuke mode shouldn't spaz out and cause everything to stop working anymore.
|
|
(*)Neutered unstoppable every-superpower-in-10-minutes geneticist griefers.
|
|
(*)Robotics bay gets its own cargo transporter. Send those piles of crates back to the QM! Send mining the gift of borgbuddy!
|
|
(*)Examining cyborgs now shows you if they have a power cell inserted, and what the charge is at. Don't leave your robofriends without power!
|
|
(*)Cyborg burn damage is fixed by replacing exposed wires, which now show their damage in examine.
|
|
(*)Fixed a bunch of items not showing up in your hand properly when plucked out of things.
|
|
(*)Added several additional layers of anti-grief notices for admins to bust you with. We're watching you, jerks.
|
|
(*)Fixed cloaking device exploit.
|
|
(*)Several Wizard movement spells now put the caster out if they are on fire.
|
|
(-)
|
|
(t)mon aug 22 11
|
|
(u)JackMassacre
|
|
(*)Robotics manufacturers now produce high capacity power cells. YOU STILL HAVE TO CHARGE THEM BEFORE USE.
|
|
(*)Cyborg teleport upgrade functions via teleporter beacons now, only costs 250 charge per use, and has a much cheaper material cost to manufacture in Robotics.
|
|
(*)The progress bar for charging a power cell in the Cell Charger wasn't displaying properly. Fixed.
|
|
(*)Teleportation no longer works while you're unconscious/dead.
|
|
(*)Wizard teleportation scroll requires wizardliness to read.
|
|
(*)Wizards can now magically resist being forcibly transformed.
|
|
(*)Wizard mode victory and loss messages fixed.
|
|
(*)Hand teleporters cannot easily get you into the wizard and syndicate stations anymore.
|
|
(*)Cyborg teleport upgrade mineral cost fixed, and upgrade moved down to tier 2.
|
|
(-)
|
|
(t)sun aug 21 11
|
|
(u)sniperchance
|
|
(*)Greatly improved the fart/poo sound.
|
|
(*)Also I'm the one that originally put in (and took out) religions/fatties, lmao f*ckin owned u stupid nerds - xoxo, sniper
|
|
(-)
|
|
(t)tue aug 16 11
|
|
(u)JackMassacre
|
|
(*)Exciting, new, streamlined Job Ban options for administrators!
|
|
(*)Empty wizard objectives almost certainly fixed.
|
|
(*)Wizards now start with Magic Missile as well as Phase Shift, and learn 4 additional spells of their choice.
|
|
(*)Wizard spells Magic Missile and Ice Burst no longer spam spell chants when there are no valid targets.
|
|
(*)Wizards now start with the Teleportation Scroll, Wizardry 101, and SPACE GRIMOIRE papers in their inventories.
|
|
(*)Wizard spell Doppelganger now has a spell chant.
|
|
(*)Wizard Shuttle revamped a little bit.
|
|
(*)New Wizard spell: Spell Shield.
|
|
(-)
|
|
(t)mon aug 15 11
|
|
(u)JackMassacre
|
|
(*)Wizard spells Ice Burst and Magic Missile should no longer hit or target ghosts.
|
|
(*)Wizard spell Clown's Revenge can no longer target cyborgs, which it didn't affect anyway.
|
|
(*)Wizard staff must be held in hand to cast at full power, rather than simply carried.
|
|
(*)Wizard spell Soulguard shouldn't stick you in a wall or outside of the wizard shuttle anymore.
|
|
(*)Wizard spells Teleport, Soulguard, and teleport scroll effects work off Z level now.
|
|
(*)Wizard's summoned golem only attacks people now. Future wizard minions will generally follow suit.
|
|
(*)Blind spell adjusted down, slightly. Should be just right.
|
|
(*)New Wizard spell: Animate Dead.
|
|
(-)
|
|
(t)sun aug 14 11
|
|
(u)JackMassacre
|
|
(*)Wizard-summoned golems won't attack each other anymore.
|
|
(*)Weakened wizard spell effects without the staff tweaked up very slightly, all around.
|
|
(*)Wizard spell "Enchantment: Soulguard" now puts you out if you're on fire.
|
|
(*)Blind and Blink wizard spells tweaked up a bit.
|
|
(-)
|
|
(t)sat aug 13 11
|
|
(u)JackMassacre
|
|
(*)Cyborgs now get a message when their interfaces are locked/unlocked.
|
|
(*)Wizard staff check wasn't working at all. Fixed, and the staff is vital now.
|
|
(*)Clown's Revenge wizard spell had its range reduced to adjacent tile.
|
|
(*)Warp wizard spell had its range increased to any visible target.
|
|
(*)Knock wizard spell now opens closets and crates too, and causes cyborg head compartments to blow open, damaging them and exposing their brains.
|
|
(*)Blind wizard spell now briefly stuns the target, lasts twice as long, gives a visual effect, and displays a success message.
|
|
(*)Casting a spell without the wizard staff will give you a message about how it was weakened, and why.
|
|
(*)SPACE GRIMOIRE located in the wizard's shuttle updatedwith new spell descriptions.
|
|
(*)Head of Security and Security can no longer be chosen as wizards.
|
|
(*)Wizards no longer start with any ID card. Deal with it.
|
|
(-)
|
|
(t)wed aug 10 11
|
|
(u)JackMassacre
|
|
(*)Wizard mode info picture updated. Read it.
|
|
(*)Wizard spell cooldown lists updated. They were very, very outdated and wrong.
|
|
(*)Fireball spell causes fire now, cools down a bit slower.
|
|
(*)Blind spell cools down much faster.
|
|
(*)Teleport spell now displays its number of uses left in the destination choice window.
|
|
(*)Spell descriptions improved all around.
|
|
(*)Wizard shuttle's Magix System IV computer can teleport you to the station. No more getting stuck on the shuttle.
|
|
(*)Wizard shuttle now comes with 2 papers you can examine for vital info: Wizardry 101, and the SPACE GRIMOIRE.
|
|
(*)Wizard sandals now magically protect against the awful power of Segway Impacts.
|
|
(-)
|
|
(t)wed jul 20 11
|
|
(u)Procitizen
|
|
(*)Fixed t-ray scanners not showing cables
|
|
(*)Increased cloaker "reveal time" on t-rays
|
|
(*)Added more space to the Head Surgeon's office
|
|
(*)Linked Robotics and Head Surgeon's office
|
|
(*)Decreased cost of Electrician and Chemist traitor items
|
|
(*)Fixed a lot of broken round start wiring
|
|
(-)
|
|
(t)tue jul 19 11
|
|
(u)Pacra
|
|
(*)45-minute evacuation traitor objective has been removed. New replacement objectives soon.
|
|
(-)
|
|
(t)wed jul 13 11
|
|
(u)AngriestIBM
|
|
(*)Finally ported the disposal pipe dispenser. It's only about a year and a half late!
|
|
(-)
|
|
(t)sat jul 09 11
|
|
(u)Procitizen
|
|
(*)<b>New Job:</b> Head Surgeon, King of Medbay
|
|
(*)You can hide in crates if you're lying down, good luck getting out though!
|
|
(*)Floor tiles nerfed a bit
|
|
(*)Buttbots will now adopt the original butt's skin color. apologies to those offended
|
|
(-)
|
|
(t)wed jul 06 11
|
|
(u)Procitizen
|
|
(*)Zombie disease is dumb pathology is dumb you're dumb if you make a "Procitizen removes YET ANOTHER THING" comment in OOC
|
|
(*)Fixed a bunch of reagents not calling updatehealth
|
|
(-)
|
|
(t)fri jul 01 11
|
|
(u)Nannek
|
|
(*)Reverted my previous update. Though bear in mind if you give out all access ids just to be a dick then you'll be jobbanned from all head roles.
|
|
(-)
|
|
(t)thu jun 30 11
|
|
(u)Nannek
|
|
(*)With the card access computer, you can no longer give people access to whatever your ID doesn't have. So if you're HoP you can no longer give people all access IDs, but only whatever your ID has.
|
|
(-)
|
|
(u)BurntCornMuffin
|
|
(*)Holy shit, I'm back. Also, I did a thing.
|
|
(-)
|
|
(u)AngriestIBM
|
|
(*)The PDA medical scanner automatically updates the medical records (Does anyone ever use those?).
|
|
(-)
|
|
(t)tue jun 28 11
|
|
(u)sniperchance
|
|
(*)Owns Syndrome now less obnoxious in ingame chat
|
|
(*)Removed the ability to shove a harmonica up your ass
|
|
(-)
|
|
(t)sat jun 25 11
|
|
(u)Nannek
|
|
(*)You know what isn't broken any more? Alien!
|
|
(*)If you initially observe you will no longer be eligible for alien selection
|
|
(*)Fixed a few bugs with alien mode
|
|
(*)Added in a menu to the admin panel which allows you to track aliens and heads
|
|
(-)
|
|
(t)fri jun 24 11
|
|
(u)AngriestIBM
|
|
(*)You know what isn't broken any more? Nuke!
|
|
(*)Note: If nuke somehow still breaks please report it immediately.
|
|
(-)
|
|
(t)thu jun 23 11
|
|
(u)Nannek
|
|
(*)Decreased the speed at which weeds spread
|
|
(*)Added alien weakness to fire, they take double the damage humans take
|
|
(*)Alien weeds now only try to spread once and then don't run through their life proc again.
|
|
(*)Decreased the amount of aliens possible to spawn at the beginning of a round
|
|
(*)Fixed a few of the win conditions for this mode and revolution
|
|
(*)Alien's plasma decreases when they're not standing on weeds.
|
|
(*)If the queen dies another queen can be made, though this will cost 1000 plasma and .
|
|
(-)
|
|
(t)wed jun 22 11
|
|
(u)Nannek
|
|
(*)Made the aliens be able to see pipes hidden in turfs when crawling through them.
|
|
(*)Added the alien game mode as an admin only game mode.
|
|
(*)Fixed a problem where the icons were messed up when pipe crawling
|
|
(*)Increased the amount of damage aliens do to humans
|
|
(*)The shuttle can't be called during alien mode
|
|
(-)
|
|
(t)tue jun 21 11
|
|
(u)Nannek
|
|
(*)Hunter aliens can now climb through the disposal pipes.
|
|
(*)Tweaked the alien game mode slight.
|
|
(*)Reintroduced the alien queen mob subtype and removed it from the class selection
|
|
(-)
|
|
(t)mon jun 20 11
|
|
(u)Nannek
|
|
(*)Added placeholder items for fuel rods, control rods and neutrons
|
|
(*)Fixed a problem where when you open a bombs valve it would wait for a while until it blew up.
|
|
(-)
|
|
(u)LLJK-Mosheninkov
|
|
(*)Reactivated four medals: Black and Blue, Expendable, Manhattan Project, MISSION COMPLETE
|
|
(-)
|
|
(t)tue jun 21 11
|
|
(u)I Said No
|
|
(*)New chef recipe: Swedish Meatballs.
|
|
(-)
|
|
(t)sun jun 19 11
|
|
(u)Nannek
|
|
(*)Increased the amount of damage toxins, co2 and exposure to space does to you.
|
|
(*)You can no longer talk if there is no oxygen
|
|
(*)You can now use analyzers on pipes to see their contents/temperature.
|
|
(*)Made changes to alien weeds, meaning they can be destroyed and how they spread making their spreading more efficient. They also break open doors which are not bolted
|
|
(*)Increase the amount of plasma that aliens get from weeds
|
|
(*)There can only ever be one alien queen at a time
|
|
(*)updatedthe spawning system that picks from dead players to include dead players which are not only ghosts, but people still in their bodies
|
|
(*)Decreased the amount of time it takes for you to get up after resting
|
|
(*)Added a test room which allows new features to be tested on the server without disrupting the game currently in progress
|
|
(*)Added in the Barmans ability to taste what he drinks, meaning he'll get a message about what the drink contains
|
|
(*)Added a bunch of new alien critters so that if there are no dead people to pick from, an alien critter will be created instead. This will go through the same larva -> humanoid process.
|
|
(*)Decreased the amount of time it takes for a larva alien to evolve into a larger alien
|
|
(*)Disable an admin toggle on aliens being in game in preparation for a new game mode
|
|
(*)Modified the layers of the alien items so that they don't look out of place so much.
|
|
(*)Added a few more information options to the admin banning panel showing peoples computer address and ips
|
|
(*)Other miscellaneous fixes
|
|
(-)
|
|
(t)thu jun 16 11
|
|
(u)Hobnob
|
|
(*)Couple of new traitor items for scientists. Metalfoam will now fill in holes in the floor.
|
|
(-)
|
|
(t)mon jun 13 11
|
|
(u)Hobnob
|
|
(*)AI can now click firedoors to open/close.
|
|
(-)
|
|
(t)sat jun 11 11
|
|
(u)Procitizen
|
|
(*)Added a new effect for blowouts
|
|
(*)Tweaked radiation so it doesn't always stunlock you at some point
|
|
(*)Fixed brig cells not opening for security
|
|
(*)Removed Detective's security access
|
|
(*)The HoP is the HoP and not security with better access
|
|
(*)Fixed boxing ropes
|
|
(-)
|
|
(t)mon jun 06 11
|
|
(u)Hobnob
|
|
(*)Made initropidril harder to obtain by making the precursors metabolize faster in the body. Moved an ingredient to a safer place.
|
|
(-)
|
|
(t)fri may 27 11
|
|
(u)AngriestIBM
|
|
(*)Added a work-around for a bug where some players using the latest byond version (482.1091) could not successfully enter text into a computer terminal. If you are running this version, there should be a manual enter button by the input bar.
|
|
(*)Please contact a coder (Read: Adminhelp it) if this still does not work for you!
|
|
(-)
|
|
(t)sun may 08 11
|
|
(u)Procitizen
|
|
(*)Made it so the SMES cells aren't automatically set up at the start of a round. Hopefully the engineers know what they're doing!
|
|
(-)
|
|
(t)thu may 06 11
|
|
(u)Pacra
|
|
(*)New traitor objectives: Unleash the singularity, destroy the captain's bonsai tree. If you get them, make sure they work correctly, tia
|
|
(-)
|
|
(t)tue may 04 11
|
|
(u)Pacra
|
|
(*) Detective .38 rounds available at QM manufacturer. How? HMMMM
|
|
(*) Engineeers can no longer zip around the station in their ungainly spacesuits like they are some kind of pro space ballerinas
|
|
(-)
|
|
(t)mon may 03 11
|
|
(u)Pantaloons
|
|
(*)Due to overcrowding and budget constraints, CentCom has mandated that solitary confinement cells be limited only to the most dangerous of prisoners. All other crew members should be detained in the general population cell.
|
|
(-)
|
|
(t)mon may 03 11
|
|
(u)Pacra
|
|
(*)Two new traitor items, a stronger pipebomb and "syndicate sauce." "Low-Yield Syndicate bomb" deleted.
|
|
(*)Traitor crystal costs changed, try it out, see what you think, give feedback.
|
|
(*)You can now ash out Pro Puffs in things like beer bottles to retain some reagents!
|
|
(*)other stuff, i forget
|
|
(-)
|
|
(t)sun may 02 11
|
|
(u)Pacra
|
|
(*)Module storage redone, new AI modules: MakeCaptain, notHuman, ConservePower.
|
|
(*)Two heating implements can now light cigarettes.
|
|
(*)New type of cigarette packet available at the dispenser.
|
|
(*)Magic missle reverted to unlimited targets.
|
|
(*)Traitor donk pockets now quite useful.
|
|
(*)Captain's space suit no longer useless.
|
|
(*)bonsai tree.
|
|
(-)
|
|
(t)sat may 01 11
|
|
(u)Dropsy
|
|
(*)Greatly reduced the chance to get kuru. Type consume over a corpse, expect your reputation to fall with all factions across the wastes (of space).
|
|
(*)The teleport spell now has limited uses (try guessing how many).
|
|
(-)
|
|
(t)sat apr 30 11
|
|
(u)Procitizen
|
|
(*)OFFICIAL LIST OF THINGS MDS HAVE THAT CLOWNS DONT (wip):
|
|
(*)maint access
|
|
(*)a soul
|
|
(*)??????
|
|
(-)
|
|
(t)fri apr 29 11
|
|
(u)Pacra
|
|
(*)Ice bolt's max targets now limited to 4.
|
|
(*)Magic Missle's max targets now limited to 5.
|
|
(*)Wizard is now hopefully less insanely powerful.
|
|
(*)Detective's lit cigs now face all four directions. YEEEAAAHHHH
|
|
(-)
|
|
(t)thu apr 28 11
|
|
(u)Pacra
|
|
(*)Fire resistance mutation now protects you from welders, napalm, and fire! wow!
|
|
(*)Electrician's traitor item no longer a joke/nigh-useless.
|
|
(*)AI satellite is now actually defensible! You will no longer be murdered as AI by an assistant with a pair of shoes without repercussion!
|
|
(-)
|
|
(t)mon apr 25 11
|
|
(u)Pacra
|
|
(*)Port-a-Brig can no longer be escaped from within.
|
|
(*)Syringe Gun is only obtainable as a Medical Doctor traitor-item.
|
|
(*)Electricians have lost Singularity (space suit) access, gained a traitor item.
|
|
(*)Certain traitor item costs and objectives have been tweaked.
|
|
(*)Miners now have access to their APC.
|
|
(*)Chef now has access to his Culinary Maintenance airlock.
|
|
(*)I spelled my name right this time.
|
|
(-)
|
|
(t)sun apr 24 11
|
|
(u)Procitizen
|
|
(*)You can swipe your ID cards on vending machines now! THANK GOD
|
|
(*)New things that you can transfer money from card to card with
|
|
(-)
|
|
(t)fri apr 22 11
|
|
(u)Procitizen
|
|
(*)Added a new thing in the metal sheet menu. What does it do?? What can you do with it??? I DON'T KNOW!!!!!!!!!!
|
|
(-)
|
|
(t)thu apr 21 11
|
|
(u)Dropsy
|
|
(*)Syndicates and rev leaders count as dead if they are turned into cyborgs, preventing rounds from lasting forever.
|
|
(*)Clowning spell works at touch range only.
|
|
(-)
|
|
(t)sun apr 11 11
|
|
(u)Procitizen
|
|
(*)The AI's second law is now "You must obey orders given to you by human beings based on the station's chain of command, except where such orders would conflict with the First Law." Fuck everyone for making me have to do this.
|
|
(*)Corpses will stop decomposing if they're in the kitchen's freezer. will maybe extend this to the morgue later
|
|
(-)
|
|
(t)tue mar 30 11
|
|
(u)Procitizen
|
|
(*)Wow nobody uses the changelog!!! what the hell
|
|
(*)Fucked with security so maybe it's less stupid? I don't know!
|
|
(-)
|
|
(t)thu mar 24 11
|
|
(u)I Said No
|
|
(*)The station is now assigned a rating depending on the score earned.
|
|
(*)In Nuke Mode, any operatives who are in the brig and are restrained/stunned count as arrested. Arresting all operatives ends the game with a crew victory.
|
|
(-)
|
|
(u)Procitizen
|
|
(*)Added a bottle of that "glowy blue shit they spray on blood from CSI" to the detective's office.
|
|
(-)
|
|
(t)wed mar 23 11
|
|
(u)I Said No
|
|
(*)Chemical mixtures can now be visibly (and audibly) told apart by their descriptions.
|
|
(-)
|
|
(t)tue mar 22 11
|
|
(u)sniperchance
|
|
(*)New hairstyles in Character Setup (Afro, Bieber, Bowl Cut, Parted, Ponytail)!! Holy shit!!!!
|
|
(-)
|
|
(t)thu mar 17 11
|
|
(u)I Said No
|
|
(*)The Seed Splicer in Hydroponics now works differently. It'll try to combine the best genes from both seeds. It isn't flawless, though!
|
|
(*)Mucked with the Be Captain/Be AI options a bit. Report any further/new bugs with them.
|
|
(-)
|
|
(t)tue mar 15 11
|
|
(u)Procitizen
|
|
(*)Use a glass/rglass sheet on a grille to put a window on top of it, oh boy!
|
|
(-)
|
|
(u)I Said No
|
|
(*)Solar Flare random event. Knocks out communications for a while.
|
|
(-)
|
|
(t)sun mar 13 11
|
|
(u)Procitizen
|
|
(*)Security got redesigned!!!! whine on the unban forums if you hate it
|
|
(-)
|
|
(t)sat mar 12 11
|
|
(u)Procitizen
|
|
(*)You now have the chance to spawn with a pen, a bottle of water, or nothing at all in your right pocket!!!!! WOW
|
|
(*)Chaplain gets a command to choose his religion now instead of the buggy ass popup menu at spawn
|
|
(-)
|
|
(t)fri mar 11 11
|
|
(u)Procitizen
|
|
(*)Added a bunch of lights outside of maint tunnel doors leading into workplaces.
|
|
(*)Plates in the kitchen to increase your immersion or whatever, break them over people's heads realistically!
|
|
(*)Fixed some map bugs who cares
|
|
(*)some more space gps stuff nobody will use lol
|
|
(-)
|
|
(t)thu mar 10 11
|
|
(u)I Said No
|
|
(*)Hydroponics:
|
|
(*)Plant pots now visibly show the water level. The coloured bar flashing is bad, otherwise it should be easy enough to figure out.
|
|
(*)Harvest time indicators are now two small flashing green lights either side of the water bar.
|
|
(*)A compost tank/mulcher you can stick unwanted produce in to make more fertiliser. Features drag/drop loading.
|
|
(*)Desaturated the grass in Hydro a bit to make the plants easier to see.
|
|
(*)A fun new type of weed (the pest sort of weed) and two new plant mutations.
|
|
(-)
|
|
(t)fri mar 04 11
|
|
(u)I Said No
|
|
(*)New Traitor Item: Signal Jammer. Radios within a 6 tile range of an active radio jammer will not function properly.
|
|
(*)Fish no longer do damage or stunning when used to slap someone.
|
|
(*)Cable coil can now be loaded into manufacturing units to get Pharosium.
|
|
(*)Meatballs are now much more socially tolerant.
|
|
(*)Fish fillet + dough now = Fishburger instead of a bread loaf.
|
|
(*)You can now pee and crap in drinking glasses again. God save us all.
|
|
(*)Hopefully fixed Nuclear mode not ending with the shuttle's departure.
|
|
(-)
|
|
(t)tue mar 01 11
|
|
(u)Dropsy
|
|
(*)You can now not only toolbox a random person to death, you can also eat them after the murder. Type consume over a dead body to commit space cannibalism but beware of Space Kuru!
|
|
(-)
|
|
(t)mon feb 28 11
|
|
(u)I Said No
|
|
(*)Couple of new speech description verbs for say. Low Health = "gasps", ... = "mutters", !! = shouts.
|
|
(*)The odds of hearing the dead have been greatly reduced. Don't bother trying to spam at the Chaplain from deadchat.
|
|
(*)Drinking alcohol now causes you to get gradually drunk over time, rather than being instant.
|
|
(*)An advanced state of drunkenness now causes you to sometimes shrug off melee hits and throw stronger punches.
|
|
(*)Plants will now show their sprouting state much sooner.
|
|
(*)Enhancing the production and maturation genes (into the negatives) should no longer have the opposite effect.
|
|
(*)Weeds should no longer arbitrarily stop growing.
|
|
(*)Dice and coins should fit in pockets now.
|
|
(*)You can now snip a grille twice with wirecutters to completely remove it.
|
|
(*)The sleep button should work now.
|
|
(*)Traitors should no longer be assigned to kill the same target multiple times.
|
|
(-)
|
|
(t)fri feb 25 11
|
|
(u)Procitizen
|
|
(*)Added a public market room so you can stop walling off the autolathe to sell your stolen security equipment or whatever.
|
|
(-)
|
|
(t)wed feb 23 11
|
|
(u)Dr. Melon
|
|
(*)Brig doors now cannot be closed without starting the cell timer.
|
|
(-)
|
|
(t)tue feb 22 11
|
|
(u)I Said No
|
|
(*)Hydro Satchels (now named Produce Satchels) can now carry all types of food. Chef gets one too.
|
|
(*)Click/drag/drop a satchel onto a table to dump out its contents onto the table.
|
|
(*)Chef's Processor can now be quickloaded with click/drag/drop.
|
|
(*)Cafe back doors are restricted to Barman (north) and Chef (south) access.
|
|
(*)The Lawyer has been disbarred for pounding his fist on desks and screaming at the top of his voice while court is in session.
|
|
(-)
|
|
(t)mon feb 21 11
|
|
(u)Procitizen
|
|
(*)The Mining Shuttle uses the new propulsion thrusters now! Yay???
|
|
(*)<s>Lobby music!</s>
|
|
(-)
|
|
(t)sun feb 20 11
|
|
(u)Procitizen
|
|
(*)Buttbot is no longer eternally visible :(
|
|
(*)Propulsion thrusters on the research shuttle are now more robust, you can take them apart with a screwdriver and a wrench!
|
|
(*)Fixed r-metal not stacking, make reinforced tables all up in dis
|
|
(*)The Syndicate Shuttle now has an outer outer door, only accessible by their agent cards (which they now spawn with). Fuck you, miners!
|
|
(-)
|
|
(t)fri feb 18 11
|
|
(u)I Said No
|
|
(*)Explosive/Killer Tomatoes are no longer growable.
|
|
(*)Spinach and Cabbage are gone. Lettuce is in.
|
|
(*)Thrown tomatoes no longer splat into blood. Eggs now splat if thrown.
|
|
(*)Chef can now rake through gibs to get more meat.
|
|
(*)Pizzas can now be cut into slices.
|
|
(*)A few hot new chef oven recipes.
|
|
(-)
|
|
(t)wed feb 16 11
|
|
(u)Procitizen
|
|
(*)Space GPS (still don't know how they work) tweak, they now have a toggleable tracking feature to locate other GPSes! Neato!
|
|
(-)
|
|
(t)tue feb 15 11
|
|
(u)Dropsy
|
|
(*)Security has been generously granted a prototype VR-prison containment unit.
|
|
(-)
|
|
(u)Dr. Melon
|
|
(*)Security has been fitted with an automatic physical prisoner release system in the normal cells. Say goodbye to having to hopelessly wander around the inside of security while you wait to be released! Just wait until your cell timer is up, and then take the fast lane to rehabilitation!
|
|
(-)
|
|
(t)sat feb 12 11
|
|
(u)Dr. Melon
|
|
(*)Refillable Sleepypens!? My God!
|
|
(-)
|
|
(t)sun feb 06 11
|
|
(u)Dropsy
|
|
(*)The HoS has been rehired, he's promised to be better this time.
|
|
(*)No more "stealth" Wizardry. Wizards require a robe and wizard hat at minimum to cast spells. The staff and sandals will boost your magic power.
|
|
(*)The NT station's floor based power generator proved ineffective. As a result it fell out of orbit, crashed into an asteriod, and blew up. Send compliants to dropsy@mytrashmail.com
|
|
(-)
|
|
(u)Procitizen
|
|
(*)The virtual fitness room has been shut down due to server fees and lack of funding. Those of you who bought a lifetime subscription to vfitness are fucked!
|
|
(*)Boxing arena returned to the fitness room
|
|
(-)
|
|
(t)fri feb 04 11
|
|
(u)Dropsy
|
|
(*)PMs from admins will now <font color="red">DEFINATELY</font> appear in a large broswer window. The lame excuse you didn't notice you were PMed is no longer valid.
|
|
(-)
|
|
(t)wed feb 02 11
|
|
(u)Procitizen
|
|
(*)The research shuttle's propulsion engines can now be destroyed from explosions and meteor impacts. The damage needs to be repaired before it can
|
|
be used again.
|
|
(*)Cargo/Research shuttles now have destroyable walls, again from explosions and meteor impacts, meaning shuttles aren't unbreakable doom fortresses in meteor anymore :(
|
|
(-)
|
|
(t)sat jan 29 11
|
|
(u)AngriestIBM
|
|
(*)Shocking grasp is no longer instant. Blame Elminster.
|
|
(-)
|
|
(t)thu jan 27 11
|
|
(u)I Said No
|
|
(*)Stills for the barman. Load apples, grapes, potatoes and mushrooms into them. Max capacity of 1000, you can also use the drag/drop like the Fabricator to load it quickly.
|
|
(*)Tanks (water, foam, welder fuel, etc) will now try to fill your item completely in one click rather than transferring 10 units a time.
|
|
(-)
|
|
(t)sun jan 23 11
|
|
(u)I Said No
|
|
(*)Hydroponics equipment tweaked a bunch:
|
|
(*)Seed Fabricator now works more similarly to the vending machine. It is also now hacked in the same manner.
|
|
(*)Reagent Extractor can now contain multiple ingredients at once, and gives more information than it used to.
|
|
(*)Gene Manipulator (which has been added to Hydroponics) now allows you to splice two seeds together to average out their genes.
|
|
(*)Seed Extractor is now much faster.
|
|
(*)Bunch of Hydro bugs fixed. Continue reporting any that occur though!
|
|
(-)
|
|
(u)Procitizen
|
|
(*)"Hello I am dumb and long past being funny please remove me" - a living wall
|
|
(-)
|
|
(t)sat jan 22 11
|
|
(u)Procitizen
|
|
(*)Congratulations chemists, you did it! Chemistry grenades are now traitor only. Now who's gonna kill the entire station and whine about being killed in adminhelp? :(
|
|
(-)
|
|
(t)fri jan 21 11
|
|
(u)I Said No
|
|
(*)Be Captain/Be AI should work properly now. Report any further bugs on the forum.
|
|
(-)
|
|
(u)Procitizen
|
|
(*)Vice Officers have been removed from the station security force and shipped off to Space Miami. Dang.
|
|
(-)
|
|
(t)thu jan 20 11
|
|
(u)I Said No
|
|
(*)Shipping via the QM shuttle now has a whole market system attached to it. QMs should check the new option on the ordering console.
|
|
(*)This also means it's worth shipping plant produce and ores again. hooray
|
|
(*)Cola, snack, coffee and cigarette vending machines now require money in the form of credit bills to be inserted before purchasing their wares.
|
|
(*)Not new, but a reminder: You can get said bills by going to an ATM and withdrawing cash.
|
|
(*)Added new items to vending machines.
|
|
(-)
|
|
(t)wed jan 19 11
|
|
(u)I Said No
|
|
(*)Switched the places of Hydroponics and Electronics for ease of access to the Chef.
|
|
(*)The budgets now start as 90,000 in the payroll and 10,000 in shipping.
|
|
(*)The Research Budget will no longer completely drain itself on the first thing that gets researched.
|
|
(-)
|
|
(t)tue jan 18 11
|
|
(u)sniperchance
|
|
(*)<b><i><font color="red">Janitor gets a new toy!!</font></b></i> - A ridable floor buffer that you can load with different chemicals.
|
|
(-)
|
|
(u)I Said No
|
|
(*)The station budget is now much more important!
|
|
(*)The Banking Control terminal in the bridge now does much more stuff than it used to.
|
|
(*)Quartermasters now run off a money-based Shipping Budget instead of supply points.
|
|
(*)Research speed is doubled if a Research Budget is set. This costs 5,000 credits per research.
|
|
(*)ATMs and the public Quartermaster console only require you to swipe your card now, instead of inserting it.
|
|
(*)Replaced water tank in Hydroponics with a high-capacity version.
|
|
(*)PDA Plant Scanner should work again.
|
|
(*)The station's barbers were fired due to an incident involving 32 pounds of pork and a NanoTrasen Rabbi.
|
|
(-)
|
|
(u)Procitizen
|
|
(*)<strong>THIS IS WHY WE CAN'T HAVE NICE THINGS:</strong> Merculite removed. You're on very fucking thin ice, chemists! :)
|
|
(-)
|
|
(t)mon jan 17 11
|
|
(u)I Said No
|
|
(*)Fixed some bugs with recipes giving the wrong item. Keep reporting these.
|
|
(*)Added a Cancel command to research consoles.
|
|
(*)When initiating research, the computer will now show you how long the research is predicted to take.
|
|
(*)Examining a Cyborg will now show you what module it has installed.
|
|
(-)
|
|
(u)Procitizen
|
|
(*)Thank you for trying out the NanoTrasen SUV suits! They were a complete success and as such have been removed from the game pretty much completely.
|
|
(*)Some radiation suits in the off-site areas and a few around the station.
|
|
(*)Engineering gets their space suits back, except now they're the engineering variant. woahhhhh
|
|
(-)
|
|
(t)sun jan 16 11
|
|
(u)Procitizen
|
|
(*)<s>The Singularity Core is now full of terrible radiation, use the SUV suits to not die in it!</s>
|
|
(*)Also some other stuff(??)
|
|
(-)
|
|
(u)I Said No
|
|
(*)Backend overhaul of Oven Cooking. One pertinent change: recipie ingredients no longer have to be loaded in a set order.
|
|
(*)Watering cans now hold 120 units, pour 60 units at a time, and refill 60 units at a time from water tanks.
|
|
(*)Not new but I should have mentioned it before: Plant pots now hold a total of 320 reagents. The max water before a plant is considered stunted is now 200, up from 120.
|
|
(-)
|
|
(t)sat jan 15 11
|
|
(u)I Said No
|
|
(*)Massive backend overhaul of Hydroponics. This should hopefully mean very little, but there may be bugs. Kindly report them tia
|
|
(-)
|
|
(t)fri jan 14 11
|
|
(u)I Said No
|
|
(*)You may now elect to not be the Captain or AI in your Character Setup Menu. Be sure to set your preferences accordingly!
|
|
(*)Some changes to Nuke mode. The game should now detect when operatives are captured in the v-brig and count them as dead.
|
|
(*)Nuke teams should now also scale to server population. One operative for every four players, to a maximum of five.
|
|
(*)Fixed Cyborgs being able to generate an infinite amount of modules.
|
|
(*)Fixed the Module Rewriter sometimes dipping below zero on the available modules count.
|
|
(*)Whole bunch of changes to the score system. Check the linked topic in the score panel for more detail.
|
|
(*)South solar panels should work properly now.
|
|
(*)Added some bits and pieces around the station that were requested. Mostly power cells.
|
|
(*)Ore Satchels now work slightly differently - on drag and drop, they'll only collect up the type of ore you drag/dropped instead of everything but rock.
|
|
(*)Added Hydroponics Satchels, and put all the Hydro Gear in lockers to neaten the place up a little.
|
|
(*)Added Multitool, Welding Mask, Lightbulb and Light Tube schematics to the generic Manufacturing Unit.
|
|
(*)Storage items (backpack, box, toolbox, belt, etc) in your inventory will now display their contents at the side of the screen rather than the middle.
|
|
(-)
|
|
(t)thu jan 13 11
|
|
(u)sniperchance
|
|
(*)Fixed beakers losing their contents on storage items fo realz.
|
|
(*)Welders no longer blow up when you drop them.
|
|
(-)
|
|
(t)wed jan 12 11
|
|
(u)I Said No
|
|
(*)Reverted Wizard back to the old format of ending when the Wizard dies.
|
|
(*)Allowed for multiple Wizards. (Note that this is what I said last time also. Pinch of salt.)
|
|
(-)
|
|
(u)Procitizen
|
|
(*)<strong>FUCK YOU:</strong> Prayers have been limited to the Generic chaplain only. The other ones get their shit. Fuck yall.
|
|
(-)
|
|
(t)tue jan 11 11
|
|
(u)I Said No
|
|
(*)Fixed beakers losing their contents when used on reagent extractors, disposal units, and blood/poo/etc.
|
|
(-)
|
|
(t)fri jan 07 11
|
|
(u)DrMelon
|
|
(*)The AI can project itself as a <s>hologram</s> EYEBOT, forfeiting the ability to track people and change cameras until it changes back.
|
|
(-)
|
|
(u)I Said No
|
|
(*)Added a light switch to mining station. It's by the south airlock.
|
|
(*)Replaced Cursed Girdles of Slavish Digging with 100% real stoat leather mining belts which can infact be taken off.
|
|
(*)Emagged Mining Charges no longer hate you and everything involving actually exploding.
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(*)You can now debrain/rebrain cyborgs. After you unlock the panel with your ID, use a screwdriver instead of a crowbar.
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(*)A SECRET!!! It's cyborg-related.
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(-)
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(t)wed jan 05 11
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(u)I Said No
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(*)Miners now start with a Miner's Belt and Optical Meson Scanners.
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(*)Pickaxes, Powered Pickaxes, Power Hammers and Drills can be put on your belt slot. The Miner's belt also holds all of these things. Welp, that was pointless!!!
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(*)The Plasma Cutter is now far more useful.
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(*)Couple of new Manufacturing schematics that use Fabric. Load a jumpsuit/most oversuits into the manufacturer to make fabric.
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(*)Mining score bonus reduced from x3 per ore to x2.
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(*)Couple of new miscellaneous score criteria.
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(*)Medical Cyborgs have some new tools to make them more useful.
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(-)
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(t)tue jan 04 11
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(u)sniperchance
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(*)Chem Grenades can now be attached to Timer/Proximity/Radio and Igniter assemblies to make Chemical Bombs.
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(*)Chem Grenades now require a grenade fuse to be assembled, instead of the old way.
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(-)
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(t)mon jan 03 11
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(u)I Said No
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(*)New upgrades for Cyborgs: Optical Meson, Optical Thermal, and Charge Expansion.
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(*)Recharging Stations now recharge Cyborgs significantly faster. In addition, a specific research can also double the charge speed.
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(*)Fire Alarms no longer look like starry gibberish to Cyborgs.
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(*)Mining Cyborgs now have a single high-capacity Ore Satchel rather than two.
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(*)Fixed modules and upgrades appearing in the corner of the cyborg's screen.
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(*)Ore Satchels can now be used on crates (whether open or closed) to dump the contents inside.
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(*)Added Blood Monitor implant to Robotics Research. It will alert the host to any disease infections.
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(-)
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(t)sat jan 01 11
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(u)DrMelon
|
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(*)The chef can now bake cakes!
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(-)
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(u)I Said No
|
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(*)New Cyborg types: Atmospherics, Chemistry, and Vendor.
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(*)New Cyborg upgrade: Repair Pack.
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(*)Robotics Research changed around slightly.
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(*)Cyborgs can now open/close crates and lockers, and can no longer lose their items on tables, racks, or disposal units.
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(*)They also no longer need to charge batons, tasers, RCDs and Cargo Transporters. Using these items now consumes the cyborg's cell charge.
|
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(-)
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(t)fri dec 31 10
|
|
(u)Procitizen
|
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(*)The boxing ring has been replaced by VR fitness simulations. Kill each other without actually dying!
|
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(*)Also in VR fitness is a b-ball arena, to go alongside Sniperchance's amazing basketball shit. hi5 dude!!!
|
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(-)
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(t)wed dec 29 10
|
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(u)I Said No
|
|
(*)Mining Outpost has been changed around a bit. It has a conveyor belt now.
|
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(*)Cerenkite will now give you radiation poisoning if handled without protection.
|
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(*)Erebite will now explode if exposed to explosions or fire.
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(*)Mauxite and Pharosium can now come in rare Dense Veins. They are harder to mine but give more ore.
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(*)You can now eject ores from Manufacturing Units.
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(*)Two new score criteria: Ore Mined and Cyborgs Constructed.
|
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(-)
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(t)mon dec 27 10
|
|
(u)Dr. Melon
|
|
(*)The Chemical Dispenser doesn't scroll back to the top anymore.
|
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(*)The Chemmaster now allows you to make multiple pills at once.
|
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(-)
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|
(u)I Said No
|
|
(*)Miners now start on the Mining Outpost. There are also three of them now as opposed to two.
|
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(*)The extra miner has been taken out of the Cargo Bay's budget. There are only two QMs now.
|
|
(*)It turns out Solar Panels don't work in a large field full of light-blocking asteroids. Outpost now runs on furnaces and starts with some Char.
|
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(*)The Asteroid Field is much edgier now.
|
|
(*)Cytines now come in many different colours, and don't change name anymore.
|
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(*)Miners can now manufacture Power Hammers as a step between Powerpicks and Drills. They weaken rock tiles. Don't hit explosives with them!
|
|
(*)Char and Molitz have been softened. They can now be mined with the regular pick again.
|
|
(-)
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(t)sun dec 26 10
|
|
(u)I Said No
|
|
(*)Cyborg Recharger for the mining station.
|
|
(*)Cargo Teleporter Pad for Robotics.
|
|
(*)Geological Scanners now mark the presence of gems for one minute after use.
|
|
(*)Cytines are now much more colourful. Cosmetic change only, but hey. Gems are meant to be pretty, right?
|
|
(-)
|
|
(t)fri dec 24 10
|
|
(u)I Said No
|
|
(*)Are those stockings in the bar and cafe? Why yes, I believe they are.
|
|
(-)
|
|
(t)thu dec 23 10
|
|
(u)AngriestIBM
|
|
(*)Devstation fell down some stairs and became a sad sack of tears.
|
|
(*)As such, it has been replaced. Forever. Merry Xmas!!
|
|
(-)
|
|
(u)I Said No
|
|
(*)Geological Analysers now mark out unusual tiles with a ? when taking a reading. The marks last for one minute and can only be seen by the user.
|
|
(*)Geological Analysers can now be used on rock tiles to see what they contain.
|
|
(*)Fixed Ore Satchels.
|
|
(-)
|
|
(t)wed dec 22 10
|
|
(u)I Said No
|
|
(*)Robotics Research is now available from Robotics (obviously). Four tiers, more stuff to come.
|
|
(*)Janitor Cyborgs should no longer be invisible.
|
|
(*)Geological Scanners now also detect "Sedimentary".
|
|
(*)You will now recieve a visible message whenever jobbans are placed or lifted.
|
|
(*)Dead Rock Worms no longer turn invisible.
|
|
(*)The Volatile Rock mining event now works a bit differently. Better run away!
|
|
(*)Miners can now examine asteroid tiles to see what is in them.
|
|
(*)Pharosium more common, Char less common, Syreline now visibly distinct from Pharosium.
|
|
(*)Ores now have different strengths. Upgrade your tools if you can't mine something.
|
|
(*)Ore Satchels now work a bunch of ways (and now hold 20 ore total). Click ore on the satchel, click the satchel on the ore, or drag+drop an ore onto the satchel.
|
|
(*)Mining Cyborgs now get two Ore Satchels.
|
|
(*)Satchel.
|
|
(-)
|
|
(u)Harmar
|
|
(*)Russian revolver now has a spinning cylinder, doesn't blow apart when you use it, and can be reloaded. Fun for the whole family!
|
|
(-)
|
|
(t)tue dec 21 10
|
|
(u)I Said No
|
|
(*)Mining Fabricators no longer dispense Powered Picks for cheap.
|
|
(*)Powered Picks now make a much wussier noise when unpowered.
|
|
(*)Laser Drills should now correctly extract more exotic ores.
|
|
(*)Cyborgs now visibly show damage, and will give a noticeable cue and self-destruct on death.
|
|
(-)
|
|
(t)mon dec 20 10
|
|
(u)Harmar
|
|
(*)Russian roulette is now more like its exciting real life counterpart.
|
|
(-)
|
|
(u)ProcitizenSA (kinda)
|
|
(*)<b>ATTENTION STATION SECURITY</b>: The following is a message from SecuTech security. <i>Thank you for trying SecuTech Virtual-Reality (VSPACE) Prisoner Containment Unit�. We hope you enjoyed your trial, but your evaluation copy has expired. Please register and purchase SecuTech Virtual-Reality (VSPACE) Prisoner Containment Unit� to continue. Thank you and have a secure day. (NT vbrig will keep on keepin on)</i>
|
|
(-)
|
|
(t)sun dec 19 10
|
|
(u)I Said No
|
|
(*)Manufacturing Units (the autolathe replacements) are now hackable.
|
|
(*)Miners now have a bunch of new gear.
|
|
(*)Miners start with worse gear than they used to have, but can get better stuff by mining.
|
|
(*)Furnaces added to Engineering and Miner's Station. They consume char, plasmastone, most clothing, and people.
|
|
(-)
|
|
(t)sat dec 18 10
|
|
(u)I Said No
|
|
(*)Removed "Wrongful Arrests" score criteria due to unpopularity.
|
|
(*)Hopefully fixed bug of score panel not popping up for ghosts.
|
|
(*)Added ingame links to the wiki and forum. Look at your commands panel.
|
|
(-)
|
|
(t)fri dec 17 10
|
|
(u)I Said No
|
|
(*)Changes to the Cyborg Panel. It now shows your status as well as your items.
|
|
(*)Changed the equipment of several cyborgs to fit their roles better.
|
|
(*)Added Cell Cables item to Standard and Engineer cyborgs. Use them on APCs to give them your power.
|
|
(*)Fixed the Captain's Quarters not being properly powered.
|
|
(*)Did no other stuff to nothing for absolutely no reason at all.
|
|
(-)
|
|
(t)thu dec 16 10
|
|
(u)DrMelon
|
|
(*)NT Weapons are fixed again.
|
|
(*)Pistolwhipping and revolvers are fixed again.
|
|
(*)NT Armoury area expanded.
|
|
(-)
|
|
(u)I Said No
|
|
(*)The asteroid belt's ore composition was shifted around somewhat.
|
|
(*)New autolathe/robotic fabricator replacements. They use ores/metal/glass.
|
|
(*)NT Armoury area expanded.
|
|
(-)
|
|
(t)mon dec 13 10
|
|
(u)I Said No
|
|
(*)A couple of new asteroid ores.
|
|
(*)The Mining Outpost has been renovated somewhat.
|
|
(-)
|
|
(t)sat dec 11 10
|
|
(u)I Said No
|
|
(*)Roboticists, Doctors and Geneticists can use examine on a brain to tell if it is still useful for cyborging.
|
|
(*)Miners now have Drills for safely mining Erebite.
|
|
|
|
*/ |