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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<title>Baystation 12 Changelog</title>
<link rel="stylesheet" type="text/css" href="changelog.css">
<base target="_blank" />
<script type='text/javascript'>
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<body>
<table align='center' width='650'><tr><td>
<table align='center' class="top">
<tr>
<td valign='top'>
<div align='center'><font size='3'><b>Space Station 13</b></font></div>
<p><div align='center'><font size='3'><a href="http://wiki.baystation12.net/">Wiki</a> | <a href="https://github.com/Baystation12/Baystation12/">Source code</a></font></div></p>
<font size='2'>Code licensed under <a href="http://www.gnu.org/licenses/agpl.html">AGPLv3</a>. Content licensed under <a href="http://creativecommons.org/licenses/by-sa/3.0/">CC BY-SA 3.0</a>.<br><br>
<font size='2'><b>Visit our IRC channel:</b> #bs12 on irc.sorcery.net</font>
</td>
</tr>
</table>
<br><b>Baystation 12 Credit List</b>
<table align='center' class="top">
<tr>
<td valign='top'>
<font size='2'><b>Current Project Maintainers:</b> <a href='https://github.com/Baystation12?tab=members'>-Click Here-</a><br></font>
<font size='2'><b>Currently Active GitHub contributor list:</b> <a href='https://github.com/Baystation12/Baystation12/graphs/contributors'>-Click Here-</a><br></font>
<font size='2'><b>Code:</b> Abi79, Aryn, Cael_Aislinn, Ccomp5950, Chinsky, cib, CompactNinja, DopeGhoti, Erthilo, Hawk_v3, Head, Ispil, JoeyJo0, Lexusjjss, Melonstorm, Miniature, Mloc, NerdyBoy1104, PsiOmegaDelta, SkyMarshal, Snapshot, Spectre, Strumpetplaya, Sunfall, Tastyfish, Uristqwerty<br></font>
<font size='2'><b>Sprites:</b> Apple_Master, Arcalane, Chinsky, CompactNinja, Deus Dactyl, Erthilo, Flashkirby, JoeyJo0, Miniature, Searif, Xenone, faux<br></font>
<font size='2'><b>Sounds:</b> Aryn<br></font>
<font size='2'><b>Main Testers:</b> Anyone who has submitted a bug to the issue tracker<br></font>
<font size='2'><b>Thanks to:</b> /tg/ station, /vg/station, GoonStation devs, the original SpaceStation developers and Invisty for the title image.<br> Also a thanks to anybody who has contributed who is not listed here :( Ask to be added here on irc.</font>
<font size='2' color='red'><b><br>Have a bug to report?</b> Visit our <a href="https://github.com/Baystation12/Baystation12/issues?labels=Bug&state=open">Issue Tracker</a>.<br></font>
</td>
</tr>
</table>
<!--
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<div class="commit sansserif">
<h2 class="date">10 November 2017</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Can now put clothes on skeletor models.</li>
<li class="rscadd">Can rename skeletor models with pen.</li>
</ul>
<h3 class="author">Heptagon49 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Lowered the chances of a Doona popping out of a vending machine from 1% to 0.1%.</li>
<li class="bugfix">Made the outer windoor of the sci checkpoint all-access.</li>
<li class="tweak">Added an outer windoor to the RnD desk.</li>
<li class="rscadd">Chem dispenser now has a visual indicator when it has a beaker loaded.</li>
<li class="bugfix">Pill bottles loaded into the chemmaster now get filled.</li>
<li class="tweak">Tweaked uniform vendor so that it'll no longer eat your clothes.</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes brig cell timers not connecting to windoors/mounted flashes.</li>
</ul>
<h3 class="author">Orelbon updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Science entrance has been edited & science has been made more open.</li>
<li class="maptweak">Medical has been remapped to be more efficient and increase workflow.</li>
</ul>
<h3 class="author">Rebruiza updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Individuals with the "Floorlength Braid" hairstyle now occasionally trip on their hair.</li>
</ul>
<h3 class="author">Tlc2013 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the legendary CRT Test screen to IPC monitors.</li>
</ul>
<h3 class="author">mkalash updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">All gloves that are available in the load out now have pre-modified versions in the xeno load out.</li>
<li class="rscdel">Removed parapen, parasting, and the stun talisman.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Maintenance drones now have spray bottles instead of soap. The cleaner refills in chargers.</li>
<li class="rscadd">Hyposprays have been upgraded and now use removable vials instead of a internal storage.</li>
<li class="tweak">Voice changers available in the upload now have chameleon mask functionality.</li>
<li class="rscadd">Holsters have been added to the gun cabinets.</li>
<li class="rscdel">Holsters have been removed from the bridge officer and Sol pilot's lockers.</li>
<li class="tweak">Gun cabinets now have a chance to spawn a small e-gun instead of the full sized variant.</li>
</ul>
<h2 class="date">04 November 2017</h2>
<h3 class="author">CountAlex updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adding new map for overmap list - smugglers den located inside asteroid.</li>
</ul>
<h3 class="author">Tlc2013 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">IPCs now have two bonus language slots.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">As follow-up to a recent study concerning the trend of people more readily following leaders with shiny revolvers, the Commanding Officer and the Executive Officer have each been supplied a Webley style .44 revolver as their personal side arm.</li>
<li class="rscadd">Added the .44 revolver to the traitor uplink.</li>
<li class="rscadd">Added .44 ammunition to the autolathe. Rubber is always available, and lethal is available after hacking.</li>
<li class="rscadd">You can now alt-click revolvers to spin the cylinder.</li>
</ul>
<h2 class="date">01 November 2017</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changed way hallucinations are. Now some things will give you strong ones, some milder, it's not always same.</li>
<li class="tweak">Most of old hallucinations effects are replaced. New ones are supposed to be more mindfucky.</li>
<li class="tweak">Synaptizine, Paroxetone and Citalopram help lowering frequency of hallucinations, and to clear them out faster once whatever causes them is dealt with.</li>
<li class="tweak">Changed lobby music selection, lowered lobby music sound overall. Should be less ear-gore and fresher now.</li>
</ul>
<h3 class="author">Cirra updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Stasis Clamps actually work now.</li>
</ul>
<h3 class="author">CountAlex updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adding new map for overmap list - abandoned supply base.</li>
<li class="rscadd">Adding new map for overmap list - planetside location - frozen with breathable atmosphere - with pod crashlanding and survior's story.</li>
</ul>
<h3 class="author">CrimsonShrike updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed stick messages not showing.</li>
<li class="rscadd">Sticks can now be sharpened using edged sharp tools.</li>
<li class="rscadd">Added morgue access to Forensic Technicians.</li>
<li class="rscadd">Added GAS-poking stick and recipe per request of the more suicidal crew members.</li>
</ul>
<h3 class="author">Devildabeast updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Deck Officers can now be E-8 and O-2.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Robotic organ surgery now needs the hatch screwed back down after it's closed with a crowbar.</li>
<li class="rscadd">Adds the ability for IPCs to choose whether they are shackled and a lawset in character setup if they would like.</li>
</ul>
<h3 class="author">Heptagon49 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">A hologram's color will now vary depending on what kind of holopad is projecting it.</li>
<li class="imageadd">Added a unique sprite for long-range holopads.</li>
<li class="spellcheck">You now step onto a holopad instead of stepping unto one.</li>
<li class="rscadd">You can now tell if a person's face is disfigured just by looking at them.</li>
</ul>
<h3 class="author">TheGreyWolf updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Restricts a few more tattoos and prevents xenos from picking normal tattoos.</li>
<li class="rscadd">Added black, blue and red pens, hand labeler, clipboards and destination taggers to the autolathe.</li>
</ul>
<h3 class="author">ZeroBits updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">moved away sites to away subfolders.</li>
<li class="tweak">You can now disassemble bare plating by first damaging it with a welder (or bomb) then prying it up with a crowbar.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added two new alert levels to the Torch map.</li>
<li class="rscadd">Code Violet for major medical emergencies.</li>
<li class="rscadd">Code Orange for major engineering emergencies.</li>
<li class="rscadd">Code Red now has a unique sound on activation.</li>
<li class="tweak">Code Blue alert should now only be used for major security emergencies and not as a general readiness state.</li>
<li class="tweak">Code Red alert should now be used as a general high alert when the situation is more severe than or would warrant two of the standard department alert statuses.</li>
<li class="bugfix">Chemical grenades (cleaner, metal foam, etc) now work properly again.</li>
<li class="tweak">Security module robots' stun batons now consume much less of their cell per hit.</li>
<li class="rscadd">Anyone with bridge access can now lock the holodeck into its current state in the console interface.</li>
<li class="rscadd">The Pathfinder now has a box of Exploration department encryption keys to distribute if they choose.</li>
<li class="tweak">As part of the SolGov staff well-being initiative, cigarette supply to their installations have been restricted. Vendor prices have increased to match the limited supply.</li>
<li class="rscadd">Added more e-cigarette flavour cartridge types to vendors, including ones to fill with your own flavours, and added empty e-cigarette cartridges to autolathes.</li>
<li class="maptweak">Wall lockers with cardboard, wrapping paper and destination taggers have been added to the kitchen, hydroponics and the research and development lab.</li>
</ul>
<h3 class="author">sicktrigger updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Ship sensors will now heat up and eventually take damage at higher settings (they can be repaired with a welder). Their power usage has also been significantly reduced.</li>
</ul>
<h3 class="author">tlc2013 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the Corporate and Service lawsets to IPC shackles.</li>
<li class="rscadd">IPCs now have four new monitors. Nothing special... except for a space screensaver.</li>
</ul>
<h2 class="date">21 October 2017</h2>
<h3 class="author">Broseph Stylin updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Holsters and webbing/bandoliers/drop pouches can now be worn together.</li>
<li class="rscadd">Added customization options for modular armor to the loadout.</li>
<li class="rscadd">Added leg guards as an armor module.</li>
<li class="tweak">replaced all static armor spawns with their modular equivalents.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Planets now have some alien landmarks to find and rub your face on.</li>
<li class="rscadd">Added winter coats for all branches. Can be found in uniform vendors next to ushankas.</li>
<li class="tweak">Made vent hum bit less of earbleed, made ambience bit lower and rare in general, try reenabling it.</li>
</ul>
<h3 class="author">Datraen updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Allows for labels to be applied to condiment containers.</li>
</ul>
<h3 class="author">ParadoxSpace updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds eyepatch variants of the Sec, Med, and Meson HUDs, as well as a non-HUD variant for those missing exactly one eye.</li>
<li class="tweak">Flipping eyepatches (and HUDpatches) is now a verb.</li>
<li class="rscdel">Kills the standard cloth eyepatch for military roles. HUDpatch still works for them.</li>
</ul>
<h3 class="author">TheGreyWolf updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added toeless jackboots to the EC and civie branch uniform vendor for the xenos.</li>
</ul>
<h3 class="author">TheWelp updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a deity hud element that shows your current phenomenas.</li>
<li class="tweak">Reduced D-Nar's blood costs to half.</li>
<li class="tweak">Made it so that a deity's power can never go below 0.</li>
</ul>
<h3 class="author">ZeroBits updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added three new strength brackets for the R-UST: 9x9, 11x11, and 13x13. For the engineers who have 51 extra fuel injectors and way too much free time.</li>
<li class="tweak">Changed the sprite of the R-UST to look cooler.</li>
</ul>
<h3 class="author">dryerlint updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added queuing functionality to modular computer software downloader.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added herbal liquor.</li>
<li class="rscadd">Added a new cocktail, the Ibn Batutta, consisting of 2 parts herbal liquor and 1 part orange juice, with mint as the catalyst.</li>
<li class="rscadd">Added a new cocktail, the Magellan, consisting of 1 part wine and 1 part premium whiskey, with sugar as the catalyst.</li>
<li class="rscadd">Added a new cocktail, the Armstrong, consisting of 2 parts beer, 1 part vodka, and 1 part lime juice.</li>
<li class="rscadd">Added a new cocktail, the Zheng He, consisting of 2 parts black tea and 1 part vermouth.</li>
</ul>
<h2 class="date">14 October 2017</h2>
<h3 class="author">Broseph Stylin updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added Marine Corps service uniform skirts.</li>
<li class="rscadd">Added desert boots. Available in the same places as and statistically equal to jungle boots.</li>
<li class="rscadd">Added Fleet fatigues as an alternate utility uniform.</li>
<li class="tweak">Fleet security and Field Medics now spawn with fatigues instead of coveralls.</li>
<li class="rscadd">Added earrings to the loadout, found in the Earwear section. They're unrestricted, but can only be worn by humans (subspecies included)</li>
<li class="rscadd">Added a Master at Arms brassard to the loadout.</li>
<li class="tweak">Changed the Military Police armband to a brassard.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Electrical storms now can be blocked by shields. They have special mode for it. Keep in mind that they will be taking damage while event is running.</li>
<li class="rscadd">Overmap events (meteor, dust, electrical storm) do not happen randomly now.</li>
<li class="rscadd">Number of overmap events increased. Asteroid fields now spread over wider space but have gaps in them.</li>
<li class="rscadd">Hitting edge of overmap will not warp you around to the opposing edge. Space is around after all.</li>
<li class="rscadd">Away missions no longer glow on overmap, you have to find them now. Planets are still visible due to sheer size of signature.</li>
<li class="rscadd">Changes to Torch's speed. Now default delay between moving is higher - 20 seconds vs 12, but speed affects it much more, e.g. at 5 speed you will move pretty much continuously.</li>
<li class="rscadd">Shuttles have different ranges now. Charon (1) can go to away missions in adjacent grids, Aquila (2) one tile further. Travel time is multiplied by the distance.</li>
</ul>
<h3 class="author">Cirra updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a new, more expensive type of 14.5mm ammo, for the anti-material rifle: APDS. Less damage, but far greater armour penetration.</li>
<li class="rscadd">Projectiles can now cause internal damage, including organ damage and severing arteries. Bullets cause more than energy, with x-ray lasers being inbetween the two.</li>
<li class="tweak">Renamed 5.56mm ammo to 7.62mm and vice versa, to be more consistent with their damage values.</li>
<li class="tweak">Matebas now use .50 ammo, while revolvers have had their damage reduced slightly.</li>
<li class="tweak">.45 rounds now do 21.5 damage instead of 20, while 10mm bullets now do 23.5 instead of 25.</li>
</ul>
<h3 class="author">Orelbon updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Consoles now have ambient noise when turned on.</li>
</ul>
<h3 class="author">comma updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Department of Swag has determined that Torch is 60% clothes by volume. This was rectified. Now uniform vendors will only dispense 1 (one) item of each type per person. Don't lose your pants kids.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The Pathfinder now has a special machete with premium fittings, and machete sheaths have been added to the Pathfinder and Explorer's lockers.</li>
<li class="rscadd">Job bans can now be applied to jobs from the command support, exploration, service, and supply departments.</li>
</ul>
<h2 class="date">10 October 2017</h2>
<h3 class="author">Atlantiscze updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Completely overhauls crew records. Large text fields now support paper tag formatting. Records are now accessed through a computer program. Everyone can see generic fields (name, job, rank, ..), specialized fields become visible depending on your access.</li>
<li class="rscdel">Removed old record computers of all kinds, removed PDA modules for crew record viewing.</li>
</ul>
<h3 class="author">Banditoz updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Mapped in a camera to Bridge's solar control.</li>
</ul>
<h3 class="author">Broseph Stylin updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">All armor-containing lockers now have a 50% chance to contain a modular armor equivalent to the older armor vests.</li>
<li class="tweak">All armor crates from Supply have been altered to contain modular armor rather than the older vests.</li>
<li class="rscadd">Plate carriers and storage pouches for them have been added to the loadout, priced at 1 and 2 points respectively. Only roles already issued armor can obtain them.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added doorbell pager button. Press one and it will ping all PDAs of relevant department people! There's one in Medical Cargo lobbies each.</li>
<li class="rscadd">EC ranks have been changed, you'll probably need to update your char settings. Only 3 enlisted ranks now, slightly less officer ones.</li>
<li class="rscadd">SUPER IMPORTANT: EC cannot longer be SEA. Also since they don't have O2 equivalent, Pathfinder can be either O1 or O3.</li>
<li class="rscadd">Can now rename alien creatures! All exoplanet animals start as 'alien creature', and you can use a Name Alien Species verb to rename them when you see 'em. Name can't be changed afterwards so don't go too silly. Random generated one is suggested when you use that verb too.</li>
<li class="rscadd">All computers now come with a word processor, NanoWord. Lets you edit TXT files, with paper preview and markup help</li>
</ul>
<h3 class="author">CrimsonShrike updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Ports openspaces. Now open turfs will show whatever is down below.</li>
</ul>
<h3 class="author">Crushtoe updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the antibody analyser, a new way for virology to contribute to the crew. Finding new antibodies from curing diseases grants 45 cargo points per when scanned, allowing up to 1170 points on the furthest end assuming RNGesus is very merciful.</li>
<li class="maptweak">Mapped in an antibody analyser into the virology lab.</li>
<li class="rscdel">Removes the Chemist as its own job.</li>
<li class="rscadd">Chemist is now an alt-title of Medical Contractor.</li>
</ul>
<h3 class="author">Devildabeast updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Gives the SEA Emergency Armory access.</li>
<li class="rscadd">Master Chief Petty Officers and Master Gunnery Sergeants can now be SEA.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">AI drones can no longer use non-drone langauge.</li>
<li class="tweak">Drones can no longer push or pull items larger than medium.</li>
<li class="bugfix">Mechs can now fall and go down stairs.</li>
<li class="rscadd">If a mech falls on you, it does a heck of a lot of damage.</li>
<li class="tweak">Makes hats optional.</li>
<li class="bugfix">Fixes space vine events.</li>
<li class="rscadd">Makes vines spread across z levels.</li>
<li class="tweak">Balances spreading vines.</li>
</ul>
<h3 class="author">Quardbreak updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Now you can look up and see out what's going on there.</li>
</ul>
<h3 class="author">dryerlint updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added two Marshalling Wands to the Deck Technician's locker. They light up and help you visually signal stuff.</li>
</ul>
<h3 class="author">mkalash updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a net gun. It and a bandolier full of net shells is located in the Charon storage area.</li>
<li class="rscadd">Added stasis cages for transport of alien fauna without having them suffocate, located in expedition storage.</li>
<li class="maptweak">Refitted xenobiology to support changing the atmosphere of animal pens.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Keys can now be held in wallets.</li>
<li class="maptweak">The derilect laboratory in the research wing has been refitted into a break room with public office space.</li>
<li class="bugfix">Personal AI system radios now work once again.</li>
<li class="maptweak">The executive officer's office has been redesigned.</li>
<li class="rscadd">Head of staff offices have been fitted with modular computer consoles.</li>
<li class="rscdel">As the records have been integrated into modular computers, the laptop on the bridge previously adjacent to the security and medical records consoles has been removed.</li>
<li class="rscadd">Heads of staff, the Senior Enlisted Advisor and the Bridge Officers have been leased modular tablets. The BO's are available in their lockers.</li>
<li class="rscadd">The commanding officer and executive officer now have special pens.</li>
</ul>
<h2 class="date">03 October 2017</h2>
<h3 class="author">Broseph Stylin updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added some code by Techhead that allows for accessories to have and transfer armor values to the item they are attached to.</li>
<li class="rscadd">Added a modular armor system based around a common plate carrier and accessories that attach to it.</li>
<li class="maptweak">Replaced the armor vests and arm guards found inside the Emergency Armory with equivalents using the new modular armor system.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Shrapnel is less deadly now. Tiny items don't jostle around anymore. They still prevent wounds they're embedded in from healing.</li>
<li class="rscdel">Conductive things embedded in body will heat up in EMP, dealing damage depending on their size and EMP severity.</li>
<li class="rscadd">Brainwashing implants! Well, kinda. XO now has a box of 'imprinting' implants, that can be set to a list of instructions, and will remind about those to whoever is implanted with it. Latest word in grimdark on-job training. They're not binding, just reminders.</li>
<li class="rscadd">Now the fun part is their abuse - when victim has mindbreaker in blood and implanted with those, implant wires deep enough to fool host that he actually believes these. Think borg laws. You can get the kit in uplink too, bundled with a dose of mindbreaker</li>
<li class="rscadd">Can now emag practice carbines to get lethal lasers out of them. They'll turn useless after 3-6 shots so bring a lot! Costs an emag charge.</li>
<li class="rscadd">Not having enough air in lungs will prevent you from talking efficiently. If you don't have air at all, you might use remaining air in lungs for one message. If you're just not getting enough, you'll be stuck whispering. Long messages might come out garbled.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a push back disarm attack for GAS.</li>
<li class="rscadd">Added examine text and a message for GAS stance.</li>
<li class="rscadd">Adds in some of the GAS event things like the threat display and associated sounds.</li>
<li class="rscadd">Cutlets can now be added to the organ printer as well as full slabs of meat.</li>
<li class="rscadd">Adds a few cameras to hangar and to exploration with a network for each.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Converts the machine, mob, and obj processes to subsystems.</li>
</ul>
<h3 class="author">SierraKomodo updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changed wording of maintenance drone laws from 'do not interfere' to 'do not interact' to better fit the spirit of the law and staff policy.</li>
</ul>
<h2 class="date">28 September 2017</h2>
<h3 class="author">Banditoz updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Adds tintable windows to the Robotics Surgical Theater.</li>
</ul>
<h3 class="author">Broseph Stylin updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added an Exploration department-specific voidsuit. It has the same stats of an excavation voidsuit.</li>
<li class="rscadd">Added Exploration department-specific colored uniforms and PDAs.</li>
<li class="rscadd">Added lockers for the Pathfinder and Explorers.</li>
<li class="maptweak">An Exploration Equipment area which can only be accessed by the Exploration department has been mapped on Deck 4 Aft.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Pulse now affects blood circulation. Lower pulse effectively lowers it and vice versa.</li>
<li class="rscadd">Extremely high pulse risks damaging the heart. Shouldn't be a lot, but it's there.</li>
<li class="rscadd">As you lose blood oxygenation, your pulse tries to rise to compensate. Thready (>250) pulse will cause a cardiac arrest.</li>
<li class="rscadd">Inaprovaline tries to bring pulse to normal levels, either up or down. It also prevents thready pulse.</li>
<li class="rscadd">Heart stopping is slightly less 100% surefire, so if you manage to get heart restarted it might beat for few ticks first.</li>
<li class="rscadd">You no longer need lungs/mouth to give CPR, but you will only do the heart bit. Checks still apply for mouth-to-mouth.</li>
<li class="rscadd">Shock stage stars rising earlier now (30 damage vs 50) and can go bit higher than usual.</li>
<li class="rscadd">Painkillers speed changed. Now they ramp up slower if ingested, but stay longer. Opposite if injected.</li>
<li class="rscadd">Tramadol and oxcodone injectors added to medical vendomats (and tramadol ones to hacked firstaid vendomats).</li>
<li class="rscadd">Adds some goodies to survival boxes - inapro injector, food and light.</li>
<li class="rscadd">Changed how tramadol/oxycodone work a bit. They now have period for setting in and wearing off, gradually ramping power up/down. Those are short, ~20 seconds to reach max</li>
<li class="rscadd">Mixing those with alcohol is now as bad idea as it's supposed to be - increased liver damage and respiratory depression (harder time beathing) await you</li>
<li class="rscadd">Inaprovaline helps against breathing effects of both mixing and ODing.</li>
<li class="rscadd">There's now some effects based on how much you consume over time, rather than single dose. Effects stat at 15u with some slowdown and chance to start slurring, ramp up from there, with major slowdown and slurring after OD-worthy doses is metabolized.</li>
<li class="rscadd">Also ODing on those will give you even MORE painkilling effect! At a small cost of suffocating most likely, and don't even try doing that AND booze.</li>
<li class="rscadd">Ships now have sensors. Overmap is dark by default, with known sectors emitting some light. Dust/rocks/ion block visibility. You can control the sensor with console(s) on the bridge, its power setting sets how far it will shine. Higher settings use /huge/ mounts of power so don't leave it running on those. Sensors also cannot run in non-vacuum.</li>
<li class="rscadd">Some improvements to helm console - now shows ETA to next grid, can set max speed for autopilot.</li>
<li class="rscadd">Engines are now buildable - there's circuitboards for them in Tech storage.</li>
<li class="rscadd">Merchant prices are now slightly less wack, they use actual procs for deciding them, instead of selling containeres full of stuff at price of container only.</li>
<li class="rscadd">Mineral scanners now store survey data, currently useless aside from penile comparsions.</li>
<li class="rscadd">New away mission - a drifting empty ship. Can be restored to fly around on its own like Torch.</li>
</ul>
<h3 class="author">atlantiscze updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Cyborgs can now unwrap packages by clicking them..</li>
</ul>
<h3 class="author">dryerlint updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Autolathes can now print cable coils. They are under the Devices and Components category.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Cerulean, pyrite, bluespace and sepia slimes now drop the correct slime core.</li>
<li class="rscadd">Added a jumpsuit with colour selection to the loadout, replacing the list of presets previously available.</li>
<li class="rscadd">Added a new feminine jumpsuit with colour selection to the loadout.</li>
<li class="rscadd">Added a service uniform skirt for Expeditionary Corps, available in the uniform vendor.</li>
<li class="rscadd">The clerical module robot now has access to the basic and denied rubber stamps. Additionally, their hacked item is now the chameleon stamp.</li>
<li class="rscadd">The service department has been split. The Sol Pilot, Pathfinder and Explorer are now in the Utility department, with their own department radio. The hotkey for the utility department is 'y'. Bartender, Cook, Janitor and Crewman remain in the service department.</li>
</ul>
<h2 class="date">23 September 2017</h2>
<h3 class="author">Atlantiscze updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Pulling a knife out of your boot or putting it in produces a message once again, but only if you are adjacent to the person.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Can remove rolling end credits with Stop End Titles verb in OOC tab.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">GAS now are flammable.</li>
<li class="rscadd">Lasers can catch flammable mobs on fire.</li>
<li class="rscadd">GAS no longer are cut by small sources of cuts (they are bruised).</li>
<li class="rscadd">GAS no longer are cut by slithering over glass.</li>
<li class="rscadd">Being on fire now burns immediately and isn't based on body temperature.</li>
<li class="rscadd">Adds an autolathe to robotics.</li>
<li class="rscadd">Adds lightswitches to chemistry, the galley, and robotics.</li>
<li class="tweak">Adjusts some lights so lightswitches make those rooms dark.</li>
</ul>
<h3 class="author">ZeroBits updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Activated the Solar Storm random event, which roasts anyone who's EVA at the time.</li>
<li class="tweak">Added rad-shielding to the bunk room so you can stop dying while AFK, also added rad-shielding to the saferooms.</li>
<li class="tweak">Tweaks lottery chances.</li>
<li class="tweak">Allows admins to choose whether or not to make an announcement when they toggle gravity from the secrets panel.</li>
</ul>
<h3 class="author">atlantiscze updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Walls and similar dense objects are now much better when protecting against radiation, especially at higher levels.</li>
<li class="tweak">AI integrity restorer program will now upload map's default law set instead of NT default.</li>
<li class="tweak">Cyborgs can now click ladders to climb. AIs can now click ladders to move their view to different Z.</li>
</ul>
<h2 class="date">13 September 2017</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Changed way lung damage affects people. Instead of straight up oxyloss, it now makes you require higher oxygen pressure - so you can work around it with high pressure internals. Of course it's not 100% failsafe, as blood coughing and breathing stops still remain.</li>
<li class="rscadd">Inapro does more things now. It can heal brain damage up to 60, and also slows down brain damaging a general, more effective at higher oxygenation.</li>
<li class="rscadd">Health analyzers report brain damage a bit different now. They don't report damage that will self-heal without meds. New stage 'minor brain damage' covers range that can be healed with inapro. Rest are more or less same.</li>
<li class="rscadd">Painstuff tweaked around, should generally see slightly less instant KOs from lethal damages.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Makes it so breathing heat or cold will hurt your lungs more than making your head explode.</li>
<li class="rscadd">Electricity now shocks many parts of your body in a line to the ground rather than just your hand.</li>
<li class="tweak">Species with an open circulatory system now don't get cut veins or arteries.</li>
</ul>
<h2 class="date">08 September 2017</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Calypso is dead, new shuttle is here in same role - Charon.</li>
<li class="rscadd">Can now hide custom loadout items that are not allowed for your job. The button's in top of loadout menu. Makes browsing less of pain for those with lots of restrictions.</li>
<li class="rscadd">Wildlife will now respawn if more than half is killed off. Beware.</li>
<li class="rscdel">Added new type of planets - settled ones. Full of xenoarch-filled garbage piles and hostile robots.</li>
</ul>
<h3 class="author">Cirra updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Protein is no longer present in food items which aren't supposed to contain it, such as skrellsnax.</li>
</ul>
<h3 class="author">CrimsonShrike updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Stacking machine will now stack materials again.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Updates engineering contractor to have access to atmos, EVA, etc.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Defile counts towards rune unlock again, at a rate adjusted for Torch.</li>
<li class="tweak">Mass defile rune won't kill you with bloodloss when you draw it more than once (cost lowered from 80 to 20).</li>
<li class="bugfix">Soulstones should work properly now.</li>
</ul>
<h3 class="author">Minijar updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds pilot voidsuits to the Calypso along with a cycler.</li>
</ul>
<h3 class="author">TheGreyWolf updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removes the Zhan-Khazan outfit from the loadout (Taj relevant only).</li>
<li class="rscadd">Added a NT pilot specific voidsuit, currently none are mapped in.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">R-UST backend/manual changes.</li>
</ul>
<h2 class="date">03 September 2017</h2>
<h3 class="author">Earthcrusher updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">The electrified arm (e-magged/traitored Engineering borg module) now behaves like a stun baton. It can be toggled on/off.</li>
<li class="tweak">Activating the electrified arm will now cause the borg to glow a faint blue, giving away that they are using it.</li>
<li class="imageadd">Added a unique sprite for the electrified arm.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Pulling a knife out of your boot or putting it in no longer makes a message.</li>
</ul>
<h3 class="author">Minijar updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Adds atmospheric systemst the rust chamber</li>
<li class="bugfix">fixes the rust airlock</li>
<li class="bugfix">Removes accidental vacuum flooring</li>
</ul>
<h3 class="author">ParadoxSpace updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds Selenian, a lunar language for those who still hold onto that silver spoon.</li>
<li class="rscadd">Adds Spacer, a language of Dutch origin for non-landlubbers.</li>
<li class="rscdel">Took Tradeband out back.</li>
</ul>
<h3 class="author">dryerlint updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added ability to put paper bundles directly into paper bins and nano-printers.</li>
<li class="rscadd">Clicking on paper while holding a paper bundle now adds the paper onto the bundle.</li>
<li class="rscadd">Added new type of crate - the paper refill crate - filled with 30 blank papers. Intended to be used for refilling bins and printers.</li>
<li class="maptweak">Placed paper refill crate in Deck 1 Maintenance near the Conference Room.</li>
</ul>
<h2 class="date">30 August 2017</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Health analyzers, advanced scanners and suit sensors will now report blood oxygenation instead of just how well it flows in general.</li>
<li class="rscadd">If you go near an edge of exoplanet, you get warped around, kinda like in space. Don't get lost, nerds.</li>
<li class="rscadd">Lush planets now have some drillable minerals too - some coal with a small chance of diamonds or uranium.</li>
<li class="rscadd">Movie titles music now uses lobby music preference toggle to see if it should play to you.</li>
</ul>
<h3 class="author">Crushtoe updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">The derelict is no longer complete trash. There's actual rooms and plenty of loot to loot, too!</li>
<li class="rscadd">Added random spawns for hostile mobs on the Derelict. Now the good loot has a guardian pike/carp/viscerator.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Updates GAS to properly use the bloodmed system.</li>
<li class="bugfix">GAS eyes are no longer vulnerable to phoron in the air.</li>
<li class="bugfix">Fixed bug with humans not taking oxyloss after two minutes of not breathing.</li>
<li class="tweak">GAS now store more dexalin.</li>
<li class="tweak">Updates unit tests to include GAS.</li>
<li class="tweak">Updates unit tests to work with adjusted oxyloss system.</li>
</ul>
<h3 class="author">Minijar updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changes blue alert to orange</li>
<li class="rscadd">Replaces the bluespace artillery cannon with a prototype RUST fusion reactor for engineering to experiment with.</li>
<li class="tweak">Edits the RUST manual to fit the new setup.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Overhauls how reagents are identified, affecting both chemistry and food. Due to the large scale of these changes more or less subtle bugs may have crept their way in.</li>
</ul>
<h3 class="author">ThatOneGuy updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Can now play as the Explorer Department if you are a EC member. If a complete failure, up for removal.</li>
<li class="rscadd">Calypso remapped for more cargo space and crew area. Bathroom and Cryo deleted.</li>
</ul>
<h3 class="author">TheGreyWolf updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Fixed up pathfinder and explorer loadout.</li>
</ul>
<h2 class="date">27 August 2017</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a ton of usless gasses. Overall fireball planets should be slightly more rare now</li>
<li class="tweak">Lighters now have fuel storage inside, and will shut down if it's empty. Can refill at any welder fuel tank.</li>
<li class="rscadd">Can now dig graves planetside. Use shovel on ground to dig a pit. Can place grave markers with wooden planks.</li>
<li class="experiment">When you speak now, your first name is replaced by your rank in messages. Only affects those with military rank and wearing ID with it.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds insulated gloves for nabbers.</li>
<li class="rscadd">GAS can now be chemists and engineers..</li>
</ul>
<h3 class="author">Minijar updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes holosigns to appear above doors</li>
</ul>
<h3 class="author">atlantiscze updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removed Turrets Focus Enhancer malf AI hardware, it is obsolete now.</li>
<li class="rscdel">Hack Camera replaced with Reset Camera. No longer allows camera upgrades, this has been shifted to Machine Upgrade.</li>
<li class="rscadd">Added Quantum Knowledge Databank malf AI hardware. On use it advances all research by one level. Single-use.</li>
<li class="rscadd">Added T5 Machine Upgrade ability, behind Machine Overload. Right now only works on APC, SMES, Turret, Turret control, Camera. It is easily expandable to any machinery in the future.</li>
<li class="rscadd">Adds four new abilities in a new passive tree. T1 prevents intellicard transfers (toggleable), T2 removes BSOD/lockout from APCs, but reduces CPU generation (toggleable), T3 prevents hack failures, and allows you to complete system override silently and T4 prevents fax/emergency messages from going through.</li>
</ul>
<h2 class="date">23 August 2017</h2>
<h3 class="author">Broseph Stylin updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The Body Scanner console and IV drips are no longer dense and can now be walked through.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Air analysers now have verb to be toggled into advanced mode. It displays gas properties like specific heat and molar mass.</li>
<li class="rscadd">Air analysers can also now be used on pipes and various atmos machinery to inspect the contents.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Makes it easier to recover people from severe radiation damage.</li>
<li class="tweak">Puts a limit on recovery time for surgery with peridaxon, two minutes after death the organ will no longer be savable.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Underwear is now handled as actual items.</li>
<li class="tweak">Your own underwear can be removed using the 'Remove-Underwear' verb.</li>
<li class="tweak">You can remove others underwear through the strip-menu.</li>
<li class="tweak">To put on underwear, on yourself or someone else, click the target mob with the underwear in your active hand.</li>
<li class="tweak">The wardrobe now offers a limited quota of underwear if replacements are needed.</li>
<li class="tweak">You can increase this quota by returning underwear items.</li>
</ul>
<h3 class="author">TheGreyWolf updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Tattoos are now available in character setup.</li>
</ul>
<h3 class="author">ZeroBits updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Manuals now point to the correct wiki pages.</li>
<li class="tweak">Cleaned up and organized manual files.</li>
<li class="rscdel">Deleted redundant manual that pointed to the same page as another.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Diona nymphs can now pick up and carry a small item. Use the drop_item command or the Home key to drop it. This can also be used to remove your hat.</li>
<li class="rscadd">Losing your head is no longer necessarily lethal, unless you're the kind of fat nasty trash who has a brain or other vital head organ.</li>
</ul>
<h3 class="author">chinsky and mkalash updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">A randomly generated exoplanet of one of the following for types is now available for away missions:</li>
<li class="rscadd">Grassy exoplanets, lush with (probably dangerous) flora and fauna, but not much else</li>
<li class="rscadd">Snowy exoplanets, like grassy but colder and with less life</li>
<li class="rscadd">Desert exoplanets, rich with minerals below the surface, which is covered with dangerous quicksand</li>
<li class="rscadd">Mountainous exoplanets, one of the three other options, but also covered with surface minerals</li>
<li class="tweak">Additionally, the airlocks of the three shuttles aboard the Torch now cycle to the external atmosphere.</li>
</ul>
<h3 class="author">nearlyNonexistent updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Fixes the inability to make enchiladas by making popcorn require salt. Enjoy your salted popcorn.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Maintenance drones now once again take damage and recieve alarm notifications.</li>
</ul>
<h2 class="date">19 August 2017</h2>
<h3 class="author">Atlantiscze updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Re-adds on-join announcements to all ranks.</li>
<li class="tweak">Most jobs are announced on relevant departmental frequency (if they have one). During red alert all jobs are announced on main frequency.</li>
<li class="tweak">Canisters now once again use NanoUI, instead of tgui. Performance on some devices should be considerably better.</li>
<li class="tweak">AI can once again track people by clicking their name from radio messages, even when their face is obstructed, assuming they are at least wearing a matching ID.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Slimetoxin. Slimetoxin changed. Instead of pop and go slimeficiation it's now a life threatening process. Slime toxin metabolizes slowly, and deals fair bit of toxins damage. For every unit or so metabolized, it mutates one limb. Once every limb mutated, there's a 10% every tick to fully mutate into a slimegirl. If you're lucky, you might mutate right before death and that'd heal your all wounds! That' a great idea!</li>
</ul>
<h3 class="author">Devildabeast updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds a cyborg recharging station to the Auxiliary Head.</li>
<li class="rscdel">Removes toilet from said Head.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Adds more signals letting someone know they have toxin damage and giving them a chance to get help.</li>
<li class="tweak">Adjusts how often internal organ damage messages are displayed.</li>
</ul>
<h3 class="author">TheGreyWolf updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added hoods to standard hoodies.</li>
</ul>
<h3 class="author">tlc2013 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Updates the Lobby and Nuclear Explosion cinematics to be more Torch-y. Special thanks to 50_n00b for the art.</li>
</ul>
<h2 class="date">12 August 2017</h2>
<h3 class="author">Atlantiscze updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Cyborgs can now manipulate IV drips and chemistry grippers can now hold blood packs.</li>
<li class="rscadd">Improved some SMESes around the station - mainly the Engine SMES.</li>
<li class="rscadd">Shuttles now have a SMES with single transmission coil in them. Primary input is the main grid, secondary input is a PACMAN generator.</li>
<li class="rscdel">Removed stashes of phoron from the shuttles (they can operate without generators now)</li>
<li class="bugfix">Fixed bug which caused shuttles to be remotely powered even after cable connection was severed by jump</li>
<li class="tweak">Rewired SMESes in engine SMES room. Engine - Core SMES can now be charged from main grid, for example through solars.</li>
<li class="rscadd">SMES and PSU units can now have more than one input terminal at once.</li>
</ul>
<h3 class="author">Broseph Stylin updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changed access requirements aboard the Aquila. Helm and Secure Storage remain as Aquila-specific access, but all other areas have been made SCG Crew or all-access.</li>
<li class="tweak">Changed sidearm cabinet access requirements. Only line officers, the RD, the SEA, and the Brig Officer can unlock them now.</li>
</ul>
<h3 class="author">Chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Makes title1 run at roundstart.</li>
</ul>
<h3 class="author">Crushtoe updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Added a First Deck Lounge in the Observation Bubble.</li>
</ul>
<h3 class="author">Devildabeast updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Defines an armed role for the Loadout, which includes all jobs that are allowed to carry weapons from round start.</li>
<li class="rscadd">Adds Scientist and Researcher to semi-formal roles.</li>
<li class="tweak">Frontier clothes are now its own separate item instead of a formal outfit and can be worn by non-military roles.</li>
<li class="tweak">Holsters can now be selected by armed roles.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a paramedic alt title for medical contractor.</li>
<li class="rscadd">Added a admin debug verb that lets you see a health summary, same as the advanced scanner in medical.</li>
<li class="tweak">Makes splashing solutions and using eye droppers only work when not on help intent.</li>
<li class="tweak">Makes dylovene more effective to help with liver damage and recovery from severe damage.</li>
<li class="bugfix">Fixes necrotic internal organ surgery.</li>
<li class="bugfix">Changed how toxins work so they now are effective.</li>
<li class="bugfix">Alcohol is once again potentially damaging.</li>
<li class="bugfix">Increases processing accuracy for liver and kidneys.</li>
<li class="bugfix">Radiation now does damage again.</li>
<li class="rscadd">There is now a popup after taking enough brain damage as a stand-in for clone memory disorder etc.</li>
</ul>
<h3 class="author">Heptagon49 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds a 1% chance for a diona nymph to pop out when you activate a vending machine.</li>
<li class="imageadd">Adds a few vending animations.</li>
<li class="tweak">Changes the NutriMax icon from the nutrimat to the pre-existing, but unused, nutri.</li>
</ul>
<h3 class="author">Superbee29 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Telecommunications servers no longer know the exact race of a speaker.</li>
</ul>
<h3 class="author">TheGreyWolf updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Mechanical and assisted kidneys and livers are now available in character setup.</li>
</ul>
<h3 class="author">TheWelp updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds two new Nar-Sie phenomena.</li>
<li class="rscadd">Adds two generic feats involving power generation.</li>
<li class="tweak">Communication phenomena can now be used on non-cultists. We will see if this is a good change.</li>
<li class="tweak">Tweaks a few of the phenomena names to be more apparently phenomena.</li>
<li class="tweak">Buffed Nar-Sie's power costs (reducing them).</li>
</ul>
<h3 class="author">nearlyNonexistent updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Cardemon instructions! Now you can actually play those weird pokermon cards rather than just look at them.</li>
</ul>
<h2 class="date">07 August 2017</h2>
<h3 class="author">Atlantiscze updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added ability to ban devices from the NTNet network, through the administrative utility program.</li>
<li class="rscadd">Security cyborgs now get access to warrant program</li>
<li class="rscadd">Engineering cyborgs now get access to supermatter monitor program</li>
<li class="rscadd">Mining cyborgs now get access to supply management program</li>
<li class="tweak">Holowarrant now checks for access when authorising, similar to how the program does it.</li>
<li class="rscadd">Added new program to the modular computer framework: NTNet Access Decrypter. This program is available for download on all emagged devices, but relies on ID card slot hardware. When executed it slowly (takes about 3-6 minutes, depending on the device's CPU) hacks the network and when finished adds a random access to the ID. ID must be kept inside the device while running. Can be repeatedly used to get multiple accesses. Has chance of yielding access that's already present on the ID, and therefore will do nothing wasting some time.</li>
</ul>
<h3 class="author">Broseph Stylin updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added weight lifting machines and punching bags. They provide no mechanical benefits, and will deplete your nutrition as they're used. The weight machine has 3 setting which can be changed with a wrench. You must be on harm intent to use the punching bags.</li>
<li class="maptweak">Remapped the Deck 3 abandoned office, near EVA Storage, into a gym.</li>
</ul>
<h3 class="author">Cirra updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed an exploit which allowed for the creation of infinite metal, using the circuit printer.</li>
</ul>
<h3 class="author">CrimsonShrike updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added new accesory slot: insignia</li>
<li class="rscadd">Allowed more accesories on dress and service jackets.</li>
<li class="rscadd">Security vests now come with stripes to hang badges and other similar insignia accesories.</li>
<li class="rscadd">Detective coat has now a slot for the badge too. Gone are the days of flashing suspects to show your identification</li>
<li class="rscadd">Colonial Marshals have now learned to keep their badges visible aswell.</li>
<li class="bugfix">Emaged light replacers will now properly place explosive lights.</li>
</ul>
<h3 class="author">Datraen updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds directional states for softlight overlays.</li>
<li class="bugfix">Fixes lights on rotated views.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes bug that stopped wounds from healing.</li>
<li class="bugfix">Fixes bug that made brains not take damage from low blood unless they already had damage.</li>
<li class="bugfix">Fixes bug that made moderate blood loss damage your brain until death.</li>
<li class="tweak">Makes the irreparable point twice the limb cutoff threshold instead of equal to it.</li>
<li class="tweak">Prevents vital external organs from being irreparable, instead they go to critical.</li>
<li class="tweak">Updates advanced scanners with new wound severity levels.</li>
<li class="tweak">Smooths the dexalin and dexalin plus effectiveness curves.</li>
<li class="bugfix">Fixes pulling grabs when the affected person can't move.</li>
<li class="bugfix">Fixes GAS being able to use advanced tools when nabbing.</li>
<li class="bugfix">Fixes grabs with the ladder_carry ability carrying people up ladders.</li>
<li class="tweak">Stops GRAB_NAB base grabs from throwing people.</li>
<li class="bugfix">Allows GAS to remove lights by hand.</li>
<li class="bugfix">Moves GAS eyes below the lighting layer.</li>
<li class="bugfix">Stops mice from pushing crates, lockers, etc.</li>
<li class="tweak">Stops mobs from using pull to move larger mobs (grabs still work).</li>
</ul>
<h3 class="author">Heptagon49 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds the ability to toggle locks on secure lockers and crates with alt-click.</li>
<li class="rscadd">Adds the ability to open and close fire extinguisher cabinets with alt-click.</li>
<li class="rscadd">Adds the ability to rotate chairs with alt-click.</li>
<li class="rscadd">Adds the ability to change reagent amount tranfer with alt-click.</li>
<li class="tweak">Lowers the odds of vending machines going absolutely ballistic.</li>
<li class="imageadd">Adds a new robot sprite to the security module selection.</li>
</ul>
<h3 class="author">Legius updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Sign Language is no longer displayed to clients who are unconscious or asleep. Probably.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Players with custom AI displays can now have multiple entries, should they desire.</li>
<li class="rscadd">Players with custom AI displays can now freely select between their custom and available displays.</li>
<li class="rscadd">Players with custom AI displays no longer have to supply the crashed/dead AI state.</li>
<li class="rscadd">Traitor/Malfunctioning AIs now have access to additional AI displays.</li>
</ul>
<h3 class="author">SierraKomodo updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added berets that allow a custom color to be set to the loadout menu.</li>
<li class="bugfix">fixed transparent pixels in white beret sprite.</li>
</ul>
<h3 class="author">TheWelp updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds deity follower tracking and better deity eye in general.</li>
<li class="rscdel">Removes need for deity floors and respective spell.</li>
<li class="rscadd">Nar-Sie zombies will automatically get all of their blood filled when zombized.</li>
<li class="rscadd">Nar-Sie zombie's breathe will convert faster.</li>
<li class="bugfix">Fixes nar-sie blood forge being automatically unlocked.</li>
</ul>
<h3 class="author">nearlyNonexistent updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added vending machine to the code that contains dice, cards and related toy type items. One is in the mess hall.</li>
<li class="maptweak">Adds paper for civilians in the mess hall and lounge. Removed a stool in the mess hall to add the vending machine.</li>
</ul>
<h2 class="date">01 August 2017</h2>
<h3 class="author">Ace McLazer updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added A grunt emote for the grumpy.</li>
<li class="tweak">Tweaks Medibot statement for accuracy.</li>
<li class="imageadd">Adds Renegade AntagHUD Icon.</li>
<li class="imageadd">Swaps Medical belt Icon to blue</li>
</ul>
<h3 class="author">Crushtoe updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removed transformation sting.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes dionaea jitter.</li>
<li class="bugfix">Fixes dionaea limb regen.</li>
<li class="rscadd">Adds species based footprints when barefoot.</li>
<li class="rscadd">Gives GAS the ability to move over gaps or stop fall damage based on air pressure.</li>
<li class="bugfix">Fixes some bugs with the GAS cloaking and stance switching.</li>
<li class="bugfix">Fixes damage overflowing max limb damage being negated.</li>
<li class="tweak">Makes wounds on limbs more realistic by letting them overflow max damage.</li>
<li class="rscadd">Adds ability for limbs to be injured irreparably, requiring amputation or removal.</li>
</ul>
<h3 class="author">Heptagon49 updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Adds everyone's favorite hotdog-based meme to the AI icon list. Now contains 2% real corgi flavor!</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Replaces flashlights in Security with maglights.</li>
<li class="tweak">Removes security HUD sunglasses from lockers and makes them available in loadout instead.</li>
<li class="tweak">Personal lockers now display their owner's name in their name.</li>
<li class="rscdel">Removes the box of military police armbands from CoS' locker.</li>
<li class="rscdel">Removes the box of solgov police badges from the Brig Officer's locker.</li>
<li class="bugfix">Lockers reset all random pixelshifts of their contents.</li>
</ul>
<h2 class="date">24 July 2017</h2>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">If a cycling airlock is already near the target pressure, pressing the buttons will toggle the doors instead of making it reenter the cycle process.</li>
<li class="bugfix">Fixes blood splatters reappearing when lifting or putting floor tiles down.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Species may now be restricted from selecting certain branches, ranks, and occupations as according to lore.</li>
</ul>
<h3 class="author">Ravensdale updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Changed the colours of the pipes in atmosia to follow older color 'codes.</li>
</ul>
<h3 class="author">SiegDerMaus updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added uniforms for Miranians for future events..</li>
</ul>
<h3 class="author">TheWelp updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Allows Vox to be used in character setup. They are still restricted rule-wise as they were before.</li>
</ul>
<h2 class="date">14 July 2017</h2>
<h3 class="author">Atlantiscze updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Max pressure on omni filter/mixer output is now capped at approx. 7500kPa</li>
<li class="tweak">Atmospherics pressure tanks can now be set to output up to 15000kPa</li>
</ul>
<h3 class="author">Heptagon49 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Changes the recipes for Methylphenidate and Antidexafen so they no longer overlap. Methyl now requires lithium instead of hydrazine, and antidexafen now requires carbon instead of sugar.</li>
<li class="tweak">Lowered the max damage of internal organs, except for the brain and cortical stack.</li>
<li class="tweak">Prosthetic internal organs are now stronger then regular organs.</li>
<li class="tweak">Kidneys are actually important now. You will slowly take toxin damage if they are missing or busted, same as the liver.</li>
<li class="imageadd">Changed the sprites for the prosthetic liver and kidneys.</li>
<li class="rscadd">Prosthetic lungs half the toxin damage taken from breathing bad air.</li>
<li class="tweak">Made assisted organs slightly worse.</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Air shutters will not be automatically opened by a clearing air alarm when it would be dangerous to do.</li>
</ul>
<h3 class="author">ParadoxSpace updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Unathi across the galaxy have realised the implications of having tails, and now use them to attack instead of their legs.</li>
</ul>
<h3 class="author">atlantiscze updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Can now order OCP and plasteel from cargo. Furthermore, 10 and 50 sheet crates are available for some more expensive sheet types, with 50 sheet crates being more cost efficient.</li>
</ul>
<h3 class="author">mkalash updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Replaced tgui ticket panel with an autoupdating basic Topic() one</li>
<li class="rscadd">Added time stamps to messages on the ticket panel, and a measure of how long an unanswered ticket has been open</li>
<li class="rscadd">Added a PM button to the ticket panel</li>
<li class="tweak">Adminhelping with an open ticket will either send another adminhelp to the same ticket, or PM one of the assigned admins if there are any</li>
<li class="bugfix">No more sanitation weirdness in ticket panels</li>
<li class="tweak">A ticket is no longer created anyway if an admin cancels sending a PM to someone who didn't have a ticket</li>
<li class="bugfix">Fixed admins being able to create tickets for logged out players</li>
<li class="bugfix">Fixed mods and trialmins being unable to use the ticket panel</li>
</ul>
<h2 class="date">09 July 2017</h2>
<h3 class="author">Chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Made it so a butterfly knife spawns in your hand instead of on the floor when completed.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>