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- monkeys no longer continuously bleed everywhere
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- 30 July 2020
- Adelphon updated:
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- - Created a Cosmetic version of the camo.
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- Arturlang updated:
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- - Bloodsucker LifeTick runs from BiologicalLife now
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- Ryll-Ryll ported by silicons updated:
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- - Shoelaces are now a thing. You can untie them by laying down next to someone.
- - shoes now have lace delays and some can't be laced at all
- - do after now tracks who's interacting with who, meaning some actions now break when the target moves away.
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- SiliconMain updated:
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- - Ported the long range atmos analyzer from sk*rat, credit to NotRanged
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- silicons updated:
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- - energy sword perfect parries now reflect projectiles back at their shooters.
- - any mob can now parry if they have the right item
- - beam rifles now go into emitters properly
- - clickdelay has been refactored into an experimental hybrid system. Check code/modules/mob/clickdelay.dm for more information.
- - Resisting no longer checks clickdelay, but is standardized to a 2 second per resist system for most forms of resisting. It still sets clickdelay, though.
- - Meters have been added for estimating time until next attack/resist. Won't be that useful due to our clickdelay currently being very short, though. They're visible from your hand and resist HUD elements. experimental: Most attacks and forms of attacking (minus unarmed because it's too much of a pain to refactor how hugs/gloves of the north star works) now check for time-since-last-attack rather than making it so you can't attack for said time. This means you can very quickly switch to a gun from a melee weapon, whereas in the old system a melee weapon would put you on lockout for 0.8 seconds, in the new system all the gun cares about is that you did not attack for at least 0.4 seconds.
- - All clickdelay setting/reading are now procs, so it should be trivial to implement another system where drawing/switching to a weapon requires you to have it out for x seconds before using it. I am not personally doing it at this point in time though because it will likely just annoy everyone with no real gain unless we do something like putting a 0.8 second switch-to cooldown for guns (which I did not, yet)
- - attack_hand has been refactored to on_attack_hand remove: sexchems no longer impact click delay
- - turrets now automatically stagger their shots. Happy parrying/blocking.
- - turrets now speed_process, they were shooting slower than they should be
- - anything can now block with the right items
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- timothyteakettle updated:
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- - some crafted crates won't contain items now, and thus have stopped breaking the laws of physics
- - beepskys hats now follow the laws of gravity and move up/down when he bobs up and down
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GoonStation 13 Development Team