Difference between revisions of "Changelog"
Jump to navigation
Jump to search
Nightgunner5 (talk | contribs) |
Nightgunner5 (talk | contribs) |
||
Line 1,191: | Line 1,191: | ||
* 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. | * 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. | ||
; Pacra | ; Pacra | ||
* Two new traitor items, a stronger pipebomb and "syndicate sauce." "Low-Yield Syndicate bomb" deleted. | * Two new traitor items, a stronger pipebomb and "syndicate sauce." "Low-Yield Syndicate bomb" deleted. |
Revision as of 00:23, 16 January 2013
January 2013
Monday, January 14th, 2013
- 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.
Wednesday, January 9th, 2013
- 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.
Tuesday, January 8th, 2013
- 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.
Monday, January 7th, 2013
- 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~
- Dr. Singh
- AIs can edit the arrival alert message. Roleplay it!
Sunday, January 6th, 2013
- 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.
Friday, January 4th, 2013
- 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
Tuesday, January 1st, 2013
- 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.
December 2012
Sunday, December 30th, 2012
- 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.
Thursday, December 27th, 2012
- I Said No
- Hydroponics backend tweaked slightly. Plants with mutations now use only Endurance and Potency genes for their requirements.
- Took the requirements completley off certain mutations. It's back to the old 8% chance rule for one mutation type per plant.
Sunday, December 23rd, 2012
- 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.
- 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.
Thursday, December 20th, 2012
- 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.
Monday, December 17th, 2012
- I Said No, with sprites from Clarks
- Hydroponics now features.... actual hydroponics!!!!!!!!
Sunday, December 16th, 2012
- MyBlueCorners via Dr. Singh
- Random appearances for player preferences, brought to you by jolly cooperation.
Wednesday, December 12th, 2012
- 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.
Sunday, December 9th, 2012
- 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.
Thursday, December 6th, 2012
- 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.
Wednesday, December 5th, 2012
- Infinite Monkeys
- Blink teleports you forwards instead of randomly now. Cooldown increased a bit.
Wednesday, December 4 th, 2001
- 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)
Sunday, December 2nd, 2012
- Aphtonites
- Energy swords now have sound effects, thanks to MollyMillions.
- So do toy swords, wow!
November 2012
Wednesday, November 28th, 2012
- 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.
Tuesday, November 27th, 2012
- Keelin
- Updated ABCU markers. You can now create blueprints for exact copies of rooms at a slightly higher cost. These can not be saved."
Saturday, November 24th, 2012
- 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!!
Sunday, November 11th, 2012
- Aphtonites
- The return of VR!
- A racing game has been added to the VR arcade!
Saturday, November 3rd, 2012
- AngriestIBM
- Halloween died.
- It's a shame that Thanksgiving isn't very conductive to game ideas.
October 2012
Monday, October 29th, 2012
- ScariestIBM
- Halloween fun time!
- Halloween...fun time!!
- HALLOWEEN FUN TIME
Saturday, October 20th, 2012
- 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.
Saturday, September 29th, 2012
- DrMelon
- Added virtual wizard & syndicate kits to VR Gun Sim. Practice traitoring safely!
Friday, September 28th, 2012
- Aphtonites
- Added tough competition for the station chefs.
Saturday, September 22nd, 2012
- 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.
Monday, September 17th, 2012
- 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
Sunday, September 16th, 2012
- Wonkmin
- The kitchen/bar is now south of botany and west of crew quarters. The old bar is now a storage warehouse.
Sunday, September 9th, 2012
- AngriestIBM
- Can you complete the PAINT DISPENSER REPAIR CHALLENGE?
August 2012
Wednesday, August 29th, 2012
- 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.
Saturday, August 18th, 2012
- 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!
Wednesday, August 15th, 2012
- 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.
Saturday, August 11th, 2012
- Keelin
- Derringer Pistol traitor item. Can be hidden in clothes.
Monday, August 6th, 2012
- 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!!!
Sunday, August 5th, 2012
- Procitizen
- Replaced the legitamately useless heavy armor in the armory locker with an EOD suit/helmet.
Thursday, August 2nd, 2012
- 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?
July 2012
Tuesday, July 31st, 2012
- Nannek
- Nuclear engines added. (BETA)
- Airbridge added
Tuesday, July 31st, 2012
- Infinite Monkeys
- Added a timer/igniter/beaker assembly. Prox and radio assemblies to come but they are a pain to code.
Saturday, July 28th, 2012
- 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.
Thursday, July 26th, 2012
- 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.
Tuesday, July 10th, 2012
- Infinite Monkeys
- Late join traitors attempt two.
Saturday, July 7th, 2012
- 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.
Thursday, July 5th, 2012
- 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.
Monday, July 2nd, 2012
- 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.
June 2012
Friday, June 29th, 2012
- 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.
Wednesday, June 27th, 2012
- 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.
Wednesday, June 27th, 2012
- 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
Tuesday, June 26th, 2012
- 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.)
Monday, June 25th, 2012
- 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.
Sunday, June 24th, 2012
- 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.
Saturday, June 23rd, 2012
- 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!
Tuesday, June 19th, 2012
- IShallRiseAgain
- You can make cakes with virtually any food item now, and you can use icing tubes to decorate them with icing.
Sunday, June 17th, 2012
- 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.
Saturday, June 16th, 2012
- 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.
Thursday, June 14th, 2012
- 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!
Monday, June 11th, 2012
- 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. :(
Thursday, June 7th, 2012
- IShallRiseAgain
- Virtually any food can be a topping for pizza now
- LLJK-Mosheninkov
- Added Amusing Duck and a dog named George. RIP george you were a good dog. (big thanks to Cogwerks for the sprites)
Wednesday, June 6th, 2012
- 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.
Sunday, June 3rd, 2012
- IShallRiseAgain
- Added a cookbook and new appliance to the kitchen
Sunday, June 3rd, 2012
- 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.
Saturday, June 2nd, 2012
- Nannek
- Mouseover people to see their assignments on their id cards.
- Redid how voice changers were handled in the code making them more robust.
Friday, June 1st, 2012
- Dr. Singh
- Starlight removed, it looked cool but caused too many problems behind the scenes that I haven't been able to fix.
May 2012
Thursday, May 31st, 2012
- 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,
Tuesday, May 29th, 2012
- 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
Monday, May 28th, 2012
- 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!
Sunday, May 27th, 2012
- 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.
Thursday, May 24th, 2012
- 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.
Tuesday, May 22nd, 2012
- 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.
Monday, May 21st, 2012
- 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!!
Sunday, May 20th, 2012
- Infinite Monkeys
- More suicide methods.
Friday, May 11th, 2012
- 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
Thursday, May 10th, 2012
- Infinite Monkeys
- Added a bunch more crew objectives and enabled the system. AngriestIBM did all the hard work coding the framework so thank him!
Wednesday, May 9th, 2012
- 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.
Tuesday, May 8th, 2012
- Procitizen
- Okay, let's try this again! Now scientists have access to chemistry and chemistry has been returned to the research sector.
- 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.
- LLJK-Mosheninkov
- Crew quarters has been replaced with a much more eco-friendly oxygen garden.
Monday, May 7th, 2012
- Procitizen
- Made the Medical Doctor uniform slightly more red
- Killed Chemists and moved Chemistry into Medbay for doctors to use
Sunday, May 6th, 2012
- 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.
Saturday, May 5th, 2012
- Infinite Monkeys
- Vampires can now create thralls for 300 blood.
- 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.
Friday, May 4th, 2012
- 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.
- 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.
Thursday, May 3rd, 2012
- 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.
- 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.
Wednesday, May 2nd, 2012
- 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.
Tuesday, May 1st, 2012
- 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.
Tuesday, May 1st, 2012
- 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.
Saturday, April 28th, 2012
- 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.
- 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
- 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.
Friday, April 27th, 2012
- 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.
Thursday, April 26th, 2012
- 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.
- 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.
Monday, April 23rd, 2012
- 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.
Sunday, April 22nd, 2012
- 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
- 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.
- AngriestIBM
- You can now repair APCs with the amazing power of screwdrivers, cabling, multitools, and wrenches. A real toolbox teamup.
Friday, April 20th, 2012
- 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!
- 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.
Saturday, April 14th, 2012
- I Said No
- Did some background work on new jumpsuits you may see one day soon!
Thursday, April 12th, 2012
- Infinite Monkeys
- Fuck stungloves.
- 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.
Wednesday, April 11th, 2012
- 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.
Tuesday, April 10th, 2012
- 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.
- 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.
Sunday, April 8th, 2012
- AngriestIBM
- Three words: Easter. Egg. Hunt.
Sunday, April 1st, 2012
- 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.
- 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.
Friday, March 30th, 2012
- 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.
- 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.
Tuesday, March 27th, 2012
- Procitizen
- New Thing: Shard Recycler in the bar! It can turn glass shards into cups and plates!!!
- Sorta New Things: 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)
Saturday, March 24th, 2012
- 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.
Wednesday, March 21st, 2012
- Infinite Monkeys
- Proximity sensors, and assemblies that use them, should now work.
Thursday, March 15th, 2012
- 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.
Thursday, March 15th, 2012
- 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.
Wednesday, March 14th, 2012
- 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.
Sunday, March 11th, 2012
- 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.
Friday, March 9th, 2012
- 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.
Thursday, March 8th, 2012
- 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
Tuesday, March 6th, 2012
- AngriestIBM
- You know how the AI couldn't see visual text things like "bob picks his nose" or whatever before? Now it can!!
Monday, March 5th, 2012
- I Said No
- Bugfix: Corruption should now be applied to a whole area rather than patches.
- Bugfix: Corruption should no longer be affected by light levels.
- Bugfix: Wizards should no longer temporarily spawn naked on the Arrival Shuttle.
- Bugfix: The end of the round should now correctly state whether the ritual was a failiure or success.
- Change: Corruption Ritual now completes more quickly.
- Change: The Corruption objective now needs 40% of the station corrupted, down from 50%.
- Change: Clairovoyance's cooldown was lengthened from 10 seconds to one minute.
- Addition: A Magic Mirror in the Wizard's Station. Wizards that examine it will be told all objectives that need to be completed.
- Please report any persisting or new bugs! Thank you!
Sunday, March 4th, 2012
- 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.
- Infinite Monkeys
- Revolvers now come with two spare clips, and ordering revolver ammo gives you three AP clips.
Saturday, March 3rd, 2012
- 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.
Sunday, February 26th, 2012
- 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?
Sunday, February 19th, 2012
- 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.
Monday, February 13th, 2012
- 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!
Saturday, February 11th, 2012
- DrMelon
- Rejoice, DWAINE users! There's a book to teach you all about the new DWAINE in the artifact lab.
Friday, February 10th, 2012
- 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."
Monday, February 6th, 2012
- 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.
Wednesday, February 1st, 2012
- 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.
Friday, January 27th, 2012
- 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"
Wednesday, January 25th, 2012
- 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.
Thursday, January 19th, 2012
- Infinite Monkeys
- Fixed electric chairs.
- Electric chairs and electropacks can now derev!
- Made the changeling DNA points system more transparent yesterday.
Tuesday, January 17th, 2012
- 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.
Monday, January 16th, 2012
- 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.
Sunday, January 15th, 2012
- Infinite Monkeys
- Horror form isnt harmed by stepping on glass and can consume with an Agressive grip.
- AI can now make an intercom (VOX) announcement once every two minutes!
Friday, January 13th, 2012
- Pantaloons
- Added a neat feature where if someone is kn--NNGH.
Thursday, January 5th, 2012
- 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.
Thursday, December 15th, 2011
- AngriestIBM
- Added an "about" button to the traitor uplink menu. Not everything has an entry yet, though.
Thursday, December 8th, 2011
- 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.
Thursday, November 17th, 2011
- AngriestIBM
- Added a centcom report to nuclear mode.
- Injectors are back.
Tuesday, October 26th, 2011
- 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!
Sunday, October 16th, 2011
- 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
Saturday, October 15th, 2011
- 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.
Saturday, October 1st, 2011
- 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.
Friday, September 30th, 2011
- 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.
Tuesday, September 27th, 2011
- 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.
Tuesday, September 20th, 2011
- 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.
Tuesday, September 13th, 2011
- 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.
Monday, September 5th, 2011
- 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.
Sunday, September 4th, 2011
- 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.
Friday, September 2nd, 2011
- 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.
Friday, September 2nd, 2011
- 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
Wednesday, August 31st, 2011
- 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.
Monday, August 29th, 2011
- 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.
Sunday, August 28th, 2011
- 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.
Monday, August 22nd, 2011
- 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.
Sunday, August 21st, 2011
- 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
Tuesday, August 16th, 2011
- 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.
Monday, August 15th, 2011
- 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.
Sunday, August 14th, 2011
- 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.
Saturday, August 13th, 2011
- 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.
Wednesday, August 10th, 2011
- 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.
Wednesday, July 20th, 2011
- 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
Tuesday, July 19th, 2011
- Pacra
- 45-minute evacuation traitor objective has been removed. New replacement objectives soon.
Wednesday, July 13th, 2011
- AngriestIBM
- Finally ported the disposal pipe dispenser. It's only about a year and a half late!
Saturday, July 9th, 2011
- Procitizen
- New Job: 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
Wednesday, July 6th, 2011
- 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
Friday, July 1st, 2011
- 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.
Thursday, June 30th, 2011
- 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.
- BurntCornMuffin
- Holy shit, I'm back. Also, I did a thing.
- AngriestIBM
- The PDA medical scanner automatically updates the medical records (Does anyone ever use those?).
Tuesday, June 28th, 2011
- sniperchance
- Owns Syndrome now less obnoxious in ingame chat
- Removed the ability to shove a harmonica up your ass
Saturday, June 25th, 2011
- 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
Friday, June 24th, 2011
- AngriestIBM
- You know what isn't broken any more? Nuke!
- Note: If nuke somehow still breaks please report it immediately.
Thursday, June 23rd, 2011
- 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 .
Wednesday, June 22nd, 2011
- 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
Tuesday, June 21st, 2011
- 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
Monday, June 20th, 2011
- 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.
- LLJK-Mosheninkov
- Reactivated four medals: Black And Blue, Expendable, Manhattan Project, Mission Complete
Tuesday, June 21st, 2011
- I Said No
- New chef recipe: Swedish Meatballs.
Sunday, June 19th, 2011
- 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
Thursday, June 16th, 2011
- Hobnob
- Couple of new traitor items for scientists. Metalfoam will now fill in holes in the floor.
Monday, June 13th, 2011
- Hobnob
- AI can now click firedoors to open/close.
Saturday, June 11th, 2011
- 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
Monday, June 6th, 2011
- Hobnob
- Made initropidril harder to obtain by making the precursors metabolize faster in the body. Moved an ingredient to a safer place.
Friday, May 27th, 2011
- 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!
Sunday, May 8th, 2011
- 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!
Thursday, May 6th, 2011
- Pacra
- New traitor objectives: Unleash the singularity, destroy the captain's bonsai tree. If you get them, make sure they work correctly, tia
Tuesday, May 4th, 2011
- 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
Monday, May 3rd, 2011
- 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.
- 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
Sunday, May 2nd, 2011
- 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.
Saturday, May 1st, 2011
- 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).
Saturday, April 30th, 2011
- Procitizen
- OFFICIAL LIST OF THINGS MDS HAVE THAT CLOWNS DONT (wip):
- maint access
- a soul
- ??????
Friday, April 29th, 2011
- 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
Thursday, April 28th, 2011
- 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!
Monday, April 25th, 2011
- 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.
Sunday, April 24th, 2011
- 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
Friday, April 22nd, 2011
- Procitizen
- Added a new thing in the metal sheet menu. What does it do?? What can you do with it??? I DON'T KNOW!!!!!!!!!!
Thursday, April 21st, 2011
- 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.
Sunday, April 11th, 2011
- 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
March 2011
Tuesday, March 30th, 2011
- Procitizen
- Wow nobody uses the changelog!!! what the hell
- Fucked with security so maybe it's less stupid? I don't know!
Thursday, March 24th, 2011
- 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.
- Procitizen
- Added a bottle of that "glowy blue shit they spray on blood from CSI" to the detective's office.
Wednesday, March 23rd, 2011
- I Said No
- Chemical mixtures can now be visibly (and audibly) told apart by their descriptions.
Tuesday, March 22nd, 2011
- sniperchance
- New hairstyles in Character Setup (Afro, Bieber, Bowl Cut, Parted, Ponytail)!! Holy shit!!!!
Thursday, March 17th, 2011
- 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.
Tuesday, March 15th, 2011
- Procitizen
- Use a glass/rglass sheet on a grille to put a window on top of it, oh boy!
- I Said No
- Solar Flare random event. Knocks out communications for a while.
Sunday, March 13th, 2011
- Procitizen
- Security got redesigned!!!! whine on the unban forums if you hate it
Saturday, March 12th, 2011
- 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
Friday, March 11th, 2011
- 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
Thursday, March 10th, 2011
- 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.
Friday, March 4th, 2011
- 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.
Tuesday, March 1st, 2011
- 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!
February 2011
Monday, February 28th, 2011
- 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 completley remove it.
- The sleep button should work now.
- Traitors should no longer be assigned to kill the same target multiple times.
Friday, February 25th, 2011
- Procitizen
- Added a public market room so you can stop walling off the autolathe to sell your stolen security equipment or whatever.
Wednesday, February 23rd, 2011
- Dr. Melon
- Brig doors now cannot be closed without starting the cell timer.
Tuesday, February 22nd, 2011
- 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.
Monday, February 21st, 2011
- Procitizen
- The Mining Shuttle uses the new propulsion thrusters now! Yay???
Lobby music!
Sunday, February 20th, 2011
- 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!
Friday, February 18th, 2011
- 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.
Wednesday, February 16th, 2011
- Procitizen
- Space GPS (still don't know how they work) tweak, they now have a toggleable tracking feature to locate other GPSes! Neato!
Tuesday, February 15th, 2011
- Dropsy
- Security has been generously granted a prototype VR-prison containment unit.
- 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!
Saturday, February 12th, 2011
- Dr. Melon
- Refillable Sleepypens!? My God!
Sunday, February 6th, 2011
- 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 [email protected]
- 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
Friday, February 4th, 2011
- Dropsy
- PMs from admins will now DEFINATELY appear in a large broswer window. The lame excuse you didn't notice you were PMed is no longer valid.
Wednesday, February 2nd, 2011
- 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
- Cargo/Research shuttles now have destroyable walls, again from explosions and meteor impacts, meaning shuttles aren't unbreakable doom fortresses in meteor anymore :(
January 2011
Saturday, January 29th, 2011
- AngriestIBM
- Shocking grasp is no longer instant. Blame Elminster.
Thursday, January 27th, 2011
- 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 completley in one click rather than transferring 10 units a time.
Sunday, January 23rd, 2011
- 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!
- Procitizen
- "Hello I am dumb and long past being funny please remove me" - a living wall
Saturday, January 22nd, 2011
- 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? :(
Friday, January 21st, 2011
- I Said No
- Be Captain/Be AI should work properly now. Report any further bugs on the forum.
- Procitizen
- Vice Officers have been removed from the station security force and shipped off to Space Miami. Dang.
Thursday, January 20th, 2011
- 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.
Wednesday, January 19th, 2011
- 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 completley drain itself on the first thing that gets researched.
Tuesday, January 18th, 2011
- sniperchance
- Janitor gets a new toy!! - A ridable floor buffer that you can load with different chemicals.
- 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.
- Procitizen
- ; THIS IS WHY WE CAN'T HAVE NICE THINGS: Merculite removed. You're on very fucking thin ice, chemists! :)
Monday, January 17th, 2011
- 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.
- 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
Sunday, January 16th, 2011
- Procitizen
The Singularity Core is now full of terrible radiation, use the SUV suits to not die in it!- Also some other stuff(??)
- 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.
Saturday, January 15th, 2011
- I Said No
- Massive backend overhaul of Hydroponics. This should hopefully mean very little, but there may be bugs. Kindly report them tia
Friday, January 14th, 2011
- 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.
Thursday, January 13th, 2011
- sniperchance
- Fixed beakers losing their contents on storage items fo realz.
- Welders no longer blow up when you drop them.
Wednesday, January 12th, 2011
- 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.)
- Procitizen
- ; FUCK YOU: Prayers have been limited to the Generic chaplain only. The other ones get their shit. Fuck yall.
Tuesday, January 11th, 2011
- I Said No
- Fixed beakers losing their contents when used on reagent extractors, disposal units, and blood/poo/etc.
Friday, January 7th, 2011
- DrMelon
- The AI can project itself as a
hologramEYEBOT, forfeiting the ability to track people and change cameras until it changes back.
- 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.
- You can now debrain/rebrain cyborgs. After you unlock the panel with your ID, use a screwdriver instead of a crowbar.
- A SECRET!!! It's cyborg-related.
Wednesday, January 5th, 2011
- I Said No
- Miners now start with a Miner's Belt and Optical Meson Scanners.
- 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!!!
- The Plasma Cutter is now far more useful.
- Couple of new Manufacturing schematics that use Fabric. Load a jumpsuit/most oversuits into the manufacturer to make fabric.
- Mining score bonus reduced from x3 per ore to x2.
- Couple of new miscellaneous score criteria.
- Medical Cyborgs have some new tools to make them more useful.
Tuesday, January 4th, 2011
- sniperchance
- Chem Grenades can now be attached to Timer/Proximity/Radio and Igniter assemblies to make Chemical Bombs.
- Chem Grenades now require a grenade fuse to be assembled, instead of the old way.
Monday, January 3rd, 2011
- I Said No
- New upgrades for Cyborgs: Optical Meson, Optical Thermal, and Charge Expansion.
- Recharging Stations now recharge Cyborgs significantly faster. In addition, a specific research can also double the charge speed.
- Fire Alarms no longer look like starry gibberish to Cyborgs.
- Mining Cyborgs now have a single high-capacity Ore Satchel rather than two.
- Fixed modules and upgrades appearing in the corner of the cyborg's screen.
- Ore Satchels can now be used on crates (whether open or closed) to dump the contents inside.
- Added Blood Monitor implant to Robotics Research. It will alert the host to any disease infections.
Saturday, January 1st, 2011
- DrMelon
- The chef can now bake cakes!
- I Said No
- New Cyborg types: Atmospherics, Chemistry, and Vendor.
- New Cyborg upgrade: Repair Pack.
- Robotics Research changed around slightly.
- Cyborgs can now open/close crates and lockers, and can no longer lose their items on tables, racks, or disposal units.
- They also no longer need to charge batons, tasers, RCDs and Cargo Transporters. Using these items now consumes the cyborg's cell charge.
December 2010
Friday, December 31st, 2010
- Procitizen
- The boxing ring has been replaced by VR fitness simulations. Kill each other without actually dying!
- Also in VR fitness is a b-ball arena, to go alongside Sniperchance's amazing basketball shit. hi5 dude!!!
Wednesday, December 29th, 2010
- I Said No
- Mining Outpost has been changed around a bit. It has a conveyor belt now.
- Cerenkite will now give you radiation poisoning if handled without protection.
- Erebite will now explode if exposed to explosions or fire.
- Mauxite and Pharosium can now come in rare Dense Veins. They are harder to mine but give more ore.
- You can now eject ores from Manufacturing Units.
- Two new score criteria: Ore Mined and Cyborgs Constructed.
Monday, December 27th, 2010
- Dr. Melon
- The Chemical Dispenser doesn't scroll back to the top anymore.
- The Chemmaster now allows you to make multiple pills at once.
- I Said No
- Miners now start on the Mining Outpost. There are also three of them now as opposed to two.
- 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.
- The Asteroid Field is much edgier now.
- Cytines now come in many different colours, and don't change name anymore.
- 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.
Sunday, December 26th, 2010
- 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?
Friday, December 24th, 2010
- I Said No
- Are those stockings in the bar and cafe? Why yes, I believe they are.
Thursday, December 23rd, 2010
- AngriestIBM
- Devstation fell down some stairs and became a sad sack of tears.
- As such, it has been replaced. Forever. Merry Xmas!!
- 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.
Wednesday, December 22nd, 2010
- 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.
- 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!
Tuesday, December 21st, 2010
- 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.
Monday, December 20th, 2010
- Harmar
- Russian roulette is now more like its exciting real life counterpart.
- ProcitizenSA (kinda)
- ATTENTION STATION SECURITY: The following is a message from SecuTech security. 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)
Sunday, December 19th, 2010
- 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.
Saturday, December 18th, 2010
- 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.
Friday, December 17th, 2010
- 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.
Thursday, December 16th, 2010
- DrMelon
- NT Weapons are fixed again.
- Pistolwhipping and revolvers are fixed again.
- NT Armoury area expanded.
- 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.
Monday, December 13th, 2010
- I Said No
- A couple of new asteroid ores.
- The Mining Outpost has been renovated somewhat.
Saturday, December 11th, 2010
- 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.