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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'>
function changeText(tagID, newText, linkTagID){
var tag = document.getElementById(tagID);
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var linkTag = document.getElementById(linkTagID);
linkTag.removeAttribute("href");
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<table align='center' width='650'><tr><td>
<table align='center' class="top">
<tr>
<td valign='top'>
<div align='center'><font size='3'><b>Baystation 12</b></font></div>
<div align='center'><font size='3'><b><i>A Space Station 13 Project</i></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 channels:</b> #bs12 and #codershuttle on irc.sorcery.net</font><br>
<font size='2'><b>Join our Discord server:</b> <a href='https://discord.gg/DrtRFxs'>-Click Here-</a><br></font>
<font size='2'><b>Support Baystation on Patreon:</b> <a href='https://www.patreon.com/bs12'>-Click Here-</a><br></font>
</td>
</tr>
</table>
<br><b>Baystation 12 Credit List</b>
<table align='center' class="top">
<tr>
<td valign='top'>
<font size='2'><b>Developers:</b> afterthought, chinsky, F-Tang Steve, mloc, PsiOmegaDelta, sabiram, xales<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>
<p><font size='2'><b>Credits:</b> Abi79, Apple_Master, Arcalane, Aryn, Cael_Aislinn, Ccomp5950, chinsky, CompactNinja, Deus Dactyl, DopeGhoti, Erthilo, Flashkirby, Hawk_v3, Head, Ipsil, Invisty, JoeyJo0, Lexusjjss, Melonstorm, Miniature, mloc, NerdyBoy1104, PsiOmegaDelta, sabiram, Searif, SkyMarshal, Snapshot, Spectre, Strumpetplaya, Sunfall, Tastyfish, Uristqwerty, Xenone, cib, faux, Zuhayr<br></p>
<font size='2'><b>Special thanks to:</b> The developers of /tg/station, /vg/station, GoonStation, the original Space Station 13, and BYOND</font>
<div align='center'><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></div>
</td>
</tr>
</table>
<!--
TO ADD AN ENTRY, ADD AND MAINTAIN YOUR OWN changelog/USERNAME.yml FILE.
*** DO NOT MODIFY THIS FILE OR YOU WILL CAUSE MERGE CONFLICTS. ***
-->
<div class="commit sansserif">
<h2 class="date">21 January 2019</h2>
<h3 class="author">Anticept updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">CMOs rejoice! Your hypospray now has a quantity setting, you can administer in 1,2,5,10,15,20, or 30 units per injection!</li>
<li class="rscadd">CMOs rejoice! You can now pour your hypospray contents into a container without removing the vial! (you can already put reagents in it too without swapping vials)</li>
<li class="rscadd">CMOs rejoice! You are now coordinated enough to swap vials on the fly. No longer do you have to remove and put away the old vial before you can install a new one.</li>
<li class="rscadd">Medical rejoice! The contractor producing your syringes have heard your cries and installed easier to read graduations on syringes. You now can set transfer amounts in 1, 2, and 5.</li>
<li class="rscadd">Everyone rejoice! When pouring containers, you will now be able to see how many units are remaining.</li>
<li class="bugfix">drones and borgs can once again use r-glass.</li>
<li class="bugfix">drones and borgs glass stacks are colored correctly.</li>
</ul>
<h3 class="author">Blue Bit updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Security borgs now have a hailer.</li>
<li class="bugfix">The playable colony should once again have its rods.</li>
</ul>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">The robotics lab is now two-floored. Has a lift.</li>
<li class="maptweak">Cyborg station has been moved next to atmospherics.</li>
</ul>
<h3 class="author">ChaosAlpha updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Robots and drones should once again be able to drop items from their grippers from the Silicon Commands tab (the verb has been renamed "Drop Gripped Item").</li>
<li class="bugfix">Robots and drones now drop all gripped items on death.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Rods are now material based, can be made from more than just steel. Same with grilles and lattices.</li>
<li class="rscadd">Windows are material based too, any non-opaque material can be used to make them (currently diamonds and quartz).</li>
<li class="rscadd">You can get back rods from rglass (rphoronglass) by welding them out.</li>
<li class="bugfix">Autolathe now will properly get some steel material on top of glass if you feed it rglass.</li>
</ul>
<h3 class="author">Eckff updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The sleep button now keeps you asleep until you press it again. It will not wake you up from other things that cause you to sleep, like chems.</li>
</ul>
<h3 class="author">Eckles updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes sprite and object issues with the riot security voidsuit for Unathi and Skrell</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes cameras of robots, hardsuits, Thunderdome and similar not being accessable.</li>
</ul>
<h3 class="author">MistakeNot4892 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Locker icons now use a runtime-based system. This should have no player-facing impact other than the cosmetic effects of new locker icons.</li>
<li class="rscadd">Added a Loss Prevention Associate role. Basically a bodyguard for the Workplace Liaison. They can only spawn with an active Liaison in the round, and get a secure gun with corporate access.</li>
<li class="tweak">Added backend support for deferred roles, please make a bug if this breaks anything in roundstart job allocation.</li>
<li class="rscadd">Added a stomach organ. If your stomach is damaged, you can't eat properly and won't metabolize reagents well.</li>
<li class="tweak">Puke now contains some of the reagents you had in your stomach, plus some stomach acid. We are pushing the boundaries of puke simulation technology.</li>
<li class="rscdel">Removed Xenolife Technician and NT Guard.</li>
<li class="tweak">Research Director is now the Chief Science Officer and may only be EC-ranked, not contractor.</li>
<li class="tweak">All other science roles are now available to EC staff as well as contractors.</li>
</ul>
<h3 class="author">WhiteHusky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Intergrated circuit's medical scanners can now get a patient's pulse.</li>
</ul>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Adherent are now shock-immune.</li>
</ul>
<h3 class="author">lorwp updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">the EVA Hardsuit in Engineering Hard Storage now fits on IPCs. Rejoice</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added aluminium. It's the standard material for furniture such as tables and chairs, among other things.</li>
<li class="tweak">Added plastic and aluminium to the autolathe. Many recipes have been adjusted.</li>
<li class="tweak">Smelting bauxite now yields aluminium. Bauxite blocks can still be obtained by compressing.</li>
<li class="tweak">Added aluminium sheets to the supply menu.</li>
<li class="maptweak">Added aluminium sheets to where metal sheets are found.</li>
</ul>
<h3 class="author">xales updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Torch command (CO, XO, SEA) now share a headset type and encryption key</li>
<li class="tweak">The XO now has science keys in their locker.</li>
</ul>
<h2 class="date">13 January 2019</h2>
<h3 class="author">Anticept updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The "Set transfer amount" verb's range is now one tile, so now you don't have to be carrying them to set it anymore.</li>
<li class="bugfix">ghosts and unconscious can no longer invoke the set transfer amount verb on containers and IVs.</li>
<li class="tweak">Gas sensors in atmos and waste tank now display all gas contents that they can identify.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Falling down zlevels now has a chance to dislocate feet/arms. Athletic skill mitigates it, Trained and above are safe.</li>
<li class="tweak">Setting dislocated limbs now requires Medicine skill to be reliable, especially for self-setting. Basic skill is enough for ~90% success rate, Trained is guaranteed or your money back.</li>
<li class="tweak">Walking on fractured or dislocated limbs now applies additional pain to that limb. Rest a bit for it to clear up or use a cane.</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Large escape pods will now repressurize themselves after undocking.</li>
</ul>
<h2 class="date">11 January 2019</h2>
<h3 class="author">Anticept updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Radiation planets background rads peak out at 75bq. Hotspots are still deadly though!</li>
<li class="tweak">Adjusted waste tank dump port so it goes to the edge of shields, rather than dumping onto the top of D3 pod.</li>
<li class="tweak">Added a pump to the waste tank canister port.</li>
</ul>
<h3 class="author">BlueNexus updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Nacelles have been reworked.</li>
<li class="bugfix">As a result, combustion mode works again.</li>
</ul>
<h3 class="author">MistakeNot4892 updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removed the education system entirely.</li>
</ul>
<h3 class="author">RyanSmake updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Chief Engineers now spawn with correct backpacks.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a department goal system. Use Check Goal to view them inround.</li>
<li class="rscadd">Added a personal goal system. Defaults to disabled. Set Crew Goals to something else in your global preferences to start getting them on join.</li>
<li class="tweak">Merged ambitions into goals.</li>
</ul>
<h2 class="date">10 January 2019</h2>
<h3 class="author">Anticept updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a waste tank for atmospheric waste gasses next to the fuel bay. Now there's a place for gasses the Torch doesn't have a tank for, as well as storage for engine byproducts, and can be dumped to space or recovered with canisters. Also acts like a good way to clear a backed up atmos system if you know how to configure the pumps and valves, and don't mind spacing the gas.</li>
<li class="rscdel">Engineering thrusters (not nacelles) are now purged from the game. They offered next to no thrust at all and now the engine room is a little bit simpler.</li>
<li class="tweak">All black pipes in engineering ultimately go to the waste tank.</li>
<li class="tweak">Removed redundant fuel bay firedoor (it had two at the entrance).</li>
</ul>
<h3 class="author">RyanSmake updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">AIs now get alerted once again when someone edits their laws.</li>
</ul>
<h3 class="author">Textor updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds DAIS, Xynergy, EC, and EXO logos to paperwork formatting, adds help information about new logos to nanoword formatting help.</li>
<li class="rscadd">Adds all missing logos to the admin paperwork so that they can be used in fax replies.</li>
<li class="tweak">Changes [tccseal] to [iccgseal], makes the EXO logo take over "[logo]" and moves nt logo to [ntlogo]</li>
</ul>
<h3 class="author">comma updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">All speed/acceleration values are now displayed multiplied by 1000. Actual mechanics are still same.</li>
<li class="tweak">Only 1 random alien seed in Xenoflora storage now, and can't order them from cargo. Go on expeditions nerds.</li>
<li class="maptweak">No more pre-spawned anomalies on Petrov. Go on expeditions nerds.</li>
</ul>
<h3 class="author">lorwp updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">IPCs can now use the Command Hardsuits</li>
</ul>
<h2 class="date">08 January 2019</h2>
<h3 class="author">Anticept updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The CE Firesuit is now firefighting rated, just like firesuits and atmos suits.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="soundadd">Pain has a low chance of heartstop again. High shock levels ('You feel like you can die any moment now!' level) can sometimes cause thready pulse. Countered by giving poor sod some painkillers to prevent shock, or some inapro to stabilize the pulse.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">The Christmas tree in the bar has been removed.</li>
</ul>
<h2 class="date">07 January 2019</h2>
<h3 class="author">Anticept updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Radiation resistance now fully blocks radiation levels below its radiation resistance percentage, and thereafter will only allow some radiation leakthrough. Lower resistance suits leak much more readily once past the threshold, while high resistance suits will only leak a little bit after the threshold is reached. Very highly irradiated environments are still extremely dangerous.</li>
</ul>
<h2 class="date">06 January 2019</h2>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Fixed odd spacing in supply, adds a cargo lift to the warehouse.</li>
</ul>
<h3 class="author">CrimsonShrike updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds detective instinct verb for master forensics. This will give most of the scene a distinctive noir look.</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes shuttles removing air from the hangar upon arrival.</li>
</ul>
<h2 class="date">03 January 2019</h2>
<h3 class="author">Broseph Stylin updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">A system to automatically switch clothing icons based on gender has been introduced. It is currently set up to work for humans and human subspecies.</li>
<li class="tweak">Expeditionary Corps, Fleet and Army uniforms as well as EXO and corporate variations of the Torch Research uniforms now have gendered icons.</li>
</ul>
<h2 class="date">02 January 2019</h2>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The colony will no longer start irradiated.</li>
</ul>
<h2 class="date">31 December 2018</h2>
<h3 class="author">WhiteHusky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">You no longer drop computer hardware onto the floor if possible.</li>
</ul>
<h2 class="date">30 December 2018</h2>
<h3 class="author">WhiteHusky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">RFID card readers firmware has been updated to allow verbose diagnostics checks.</li>
</ul>
<h2 class="date">28 December 2018</h2>
<h3 class="author">WhiteHusky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">You can now examine neural laces, and understand them assuming you have the skill.</li>
</ul>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Off-station roles are blacklisted from being on-station antags.</li>
</ul>
<h2 class="date">27 December 2018</h2>
<h3 class="author">Anticept updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">XO default access is no longer spotty. It now has access to the entire ship and shuttles, including research. Specific changes: Added robotics, all of research including petrov, Pilot, Mining, and Commisary. Places XO does not have access: Captain, Research Director's office, Research Director's Petrov Office, SolGov Rep, and Corporate Liason.</li>
<li class="rscdel">Removed Genetics access from the game.</li>
<li class="tweak">Renamed "Nanotrasen" in the access computer program to "Corporate".</li>
<li class="tweak">Renamed access "Psychiatrist's Office" to "Mental Health". Renamed access "Head of Security" to "Chief of Security". Renamed "Head of Personnel" to "Executive Officer". "Quartermaster" is renamed to "Deck Chief".</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Anomaly isolation and Xenobiology air alarms will no longer cause atmos alarms.</li>
</ul>
<h3 class="author">Toriate updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">RCD now carries 120 matter units at max. Small matter cartridges give 30 units, while large ones give 120.</li>
<li class="rscadd">Rapid Crossbow Device added. Craft by screwdrivering a RCD and then slapping a fully assembled crossbow frame into it.</li>
<li class="imageadd">New RCD sprites in tools.dmi, made by yours truly. Originally made for Eris.</li>
<li class="imageadd">New Matter Cartridge sprites, based off /tg/'s.</li>
<li class="imagedel">Old RCD sprites deleted.</li>
</ul>
<h3 class="author">WhiteHusky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">You can now print receipts on pending, approved, and archived orders.</li>
</ul>
<h2 class="date">24 December 2018</h2>
<h3 class="author">WhiteHusky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">You can enable notifications for the shipping program.</li>
</ul>
<h2 class="date">22 December 2018</h2>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added two new holodeck programs; a plaza and a bathhouse.</li>
</ul>
<h2 class="date">16 December 2018</h2>
<h3 class="author">Alex6511 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Normal humans can no longer select the vat-grown specific culture</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes movement with grabs.</li>
</ul>
<h2 class="date">15 December 2018</h2>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">NTSL has been removed entirely.</li>
</ul>
<h2 class="date">14 December 2018</h2>
<h3 class="author">PoZe updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Admin verb Create Object major flaw was optimized to display/search lists of all objects instantly, instead of freezing for 3-4 seconds.</li>
</ul>
<h3 class="author">RyanSmake updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">After repeated complaints from the SEV Torch that all showers are constantly clogged we have deployed the NanoTrasen Bluespace Plunger(tm). Operation successful, showers will never clog again.</li>
</ul>
<h3 class="author">WhiteHusky updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">You no longer "see" items being removed from bags or other storage items when blind.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Placing acids in a fire extinguisher will now destroy them, and may splash acid onto the user.</li>
</ul>
<h2 class="date">13 December 2018</h2>
<h3 class="author">Dave-TH updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">The Pilot's qualification pin can now be pinned to jackets. (Like the rest of the pins)</li>
<li class="bugfix">The dedication plaques on the bridge are no longer invisible.</li>
<li class="bugfix">The Pathfinder's hardsuit no longer has an invisible chest piece when sealed.</li>
</ul>
<h3 class="author">WhiteHusky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Supply consoles now show a notice when there are pending orders when properly authenticated.</li>
<li class="spellcheck">Fixed misspellings in the Supply Console.</li>
</ul>
<h2 class="date">12 December 2018</h2>
<h3 class="author">Carlen White updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The supply terminal listing of supplies shade every so listing to help item selection.</li>
</ul>
<h2 class="date">11 December 2018</h2>
<h3 class="author">Persona E updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removed the TCC ushanka from the loadout.</li>
</ul>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">You can now order additional BSA charges from supply.</li>
<li class="tweak">Mass driver ammo is now cheaper.</li>
</ul>
<h2 class="date">10 December 2018</h2>
<h3 class="author">Blue Bit updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Liquids can now be collected from exoplanet puddles.</li>
<li class="rscadd">Added tar. It's a bit toxic, but it can be heated and broken down.</li>
</ul>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Some exoplanet plants now produce exotic chemicals, with effects that are randomly generated each round.</li>
<li class="rscadd">Inspecting these chemicals in the mass spec with high chemistry and/or science skill will reveal additional information about them.</li>
<li class="rscadd">By heating them to almost, but not quite, their boiling points, the effects of these chemicals strengthen (if with phoron catalysis, then weaken). By also adding certain additional ingredients (depending on the effect), the effect will instead be left unchanged.</li>
<li class="rscadd">Cooling works similarly, but now the default behavior is that the effect is left unchanged: you need to add certain additional ingredients to make the effect strengthen (or weaken, with phoron).</li>
<li class="rscadd">These chemicals may have powerful combinations of medical (or poisonous) effects that can be used, or (if purified sufficiently) can be sold for large profits.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Giant spider nurses will no longer infinitely attempt to cocoon deceased giant spiders.</li>
</ul>
<h2 class="date">09 December 2018</h2>
<h3 class="author">Eckles updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changed Terran to Gilgamesh/Independent. Faction rename.</li>
<li class="tweak">Enforced Martian and Martian Surfacer as default human culture/system instead of generic 'humankind'.</li>
</ul>
<h3 class="author">Persona E updated:</h3>
<ul class="changes bgimages16">
<li class="balance">Unathi and Dionaea can no longer regenerate without nutrition.</li>
</ul>
<h3 class="author">Roland410 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Construction skill is required for basically any recipes now, and material difficulty (what skill you need to be able to craft from it) has been upped for most of them.</li>
<li class="tweak">Engineering contractors receive trained construction now to be able to handle plasteel.</li>
</ul>
<h3 class="author">Sabira updated:</h3>
<ul class="changes bgimages16">
<li class="balance">Handheld and mounted/portable flashers now work on all simple animals.</li>
<li class="balance">All hostile mobs can now be stunned.</li>
<li class="balance">Spiderlings now pull from a weighted list of castes when determining which caste to grow up into. Hunter spiders are rare, all other castes are even.</li>
<li class="balance">Every caste of spider except hunters can now be captured with nets.</li>
<li class="balance">Various spider numbers tweaks. Reduced hunter maximum damage. Reduced lifesteal for all castes. Reduced nurse venom-ness.</li>
<li class="balance">Nurse spiders now have a maximum amount of eggs they can lay. They can ready more eggs by feeding from mobs trapped in cocoons.</li>
<li class="rscadd">The base variant of giant spider is now an unremarkable generic worker meant to fill the ranks. They don't have any special gimmicks. They're green.</li>
<li class="rscadd">Added a proper guard caste to spiders. Guard spiders (brown) will now be paired with a nearby nurse (beige), and will closely follow them til' death do they part. Killing a nurse might throw their guard into a rage.</li>
<li class="rscadd">Added a spitting spider (purple) caste - once they're out of venom, they'll have to generate more before they can spit again. They'll resort to melee combat if they're out of spitting venom.</li>
<li class="rscadd">Hunter spiders can now initiate combat by leaping at their prey.</li>
<li class="tweak">Hostile mobs will now only attempt to destroy their environment if the obstacle is between them and their target.</li>
<li class="tweak">Hostile mobs now have a chance to miss their attacks. Flashing them increases the chance.</li>
<li class="tweak">Hostile mobs can now have individual delays for prying open doors. Spiders and carp are currently the only ones set.</li>
</ul>
<h2 class="date">08 December 2018</h2>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">The ship's Christmas tree has been installed in the galley.</li>
</ul>
<h2 class="date">07 December 2018</h2>
<h3 class="author">Aticius updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">A new paint job has been added to suit cyclers in the Engineering department. Stomp around in style in a Hazardous Operation suit!</li>
</ul>
<h3 class="author">RyanSmake updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Stopped AIs and ghosts from activating artifacts.</li>
</ul>
<h2 class="date">06 December 2018</h2>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Fleet uniforms sprites have been re-done.</li>
<li class="rscadd">Added Fleet officer's alt utility uniform, mainly used by bridge crew.</li>
<li class="rscadd">Added Fleet service jackets, with alternating trimmings based on rank (enlisted, officer, senior officer, flag officer)</li>
<li class="rscadd">Added new Fleet dress jackets, with alternating trimmings based on rank (enlisted, officer, senior officer, flag officer)</li>
</ul>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">The GUP is now overmap capable, though with poor sensor quality.</li>
<li class="maptweak">The GUP is no longer fully pressurized. Use the unlocked air alarm to properly modify the atmosphere as needed.</li>
</ul>
<h2 class="date">04 December 2018</h2>
<h3 class="author">Aticius updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Bunch of minor fixes and tweaks to the Colony map. The walls no longer eat mining computers. Oops.</li>
</ul>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added Terran Navy uniforms.</li>
<li class="rscadd">Added Terran Navy ranks and structure.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="balance">Giant spider nurses will now only inject eggs into organs that have space for them.</li>
<li class="balance">Reduced the number of spiders hatched per egg injected.</li>
<li class="balance">Injected spider eggs now mature more slowly.</li>
<li class="tweak">Slightly reduced maximum possible health for all castes of giant spider.</li>
<li class="tweak">Reduced occurrence weight and severity of spider infestation event.</li>
<li class="tweak">Spiders bursting out of organs is more damaging.</li>
<li class="tweak">Hostile simple animals can now destroy railings.</li>
<li class="tweak">Simple animals should now die faster after taking fatal damage.</li>
</ul>
<h3 class="author">zaredman updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds a MEDIC and OCIE AGENT tag for plate carriers.</li>
</ul>
<h2 class="date">03 December 2018</h2>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added katsu curry, made with a slab of chicken, 10 units of rice, 10 units of water, 5 units of flour, an apple, a carrot, and a potato.</li>
</ul>
<h3 class="author">Toriate updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">The LAEP90's sprites have been replaced with new ones!</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Wall frames now use materials like walls do, and can be painted and unpainted with the paint gun.</li>
</ul>
<h2 class="date">02 December 2018</h2>
<h3 class="author">Aticius updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds a joinable Colony map that can spawn on exoplanets. Rimworld mode is here.</li>
</ul>
<h3 class="author">Broseph Stylin updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">A new Scientist rank is now available for the SolGov Employee branch.</li>
<li class="tweak">The Scientist and Research Assistant jobs are now open for the SolGov Employee rank of Scientist.</li>
</ul>
<h2 class="date">01 December 2018</h2>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">After the sudden drop in SCG funding, the newly released MRE line has been reduced in content.</li>
</ul>
<h3 class="author">SierraKomodo updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">General Notes (Public) field has been added to crew records. These are records visible to anyone who can open crew records, and are intended for 'common' information between security, medical, /and/ employment records.</li>
</ul>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">A new admin tool, Toggle Circuits, has been added to the Secrets panel.</li>
</ul>
<h2 class="date">30 November 2018</h2>
<h3 class="author">Heph-hasto updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removes ability for ship AI to be traitors</li>
</ul>
<h2 class="date">28 November 2018</h2>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Surgically repairing decaying organs is once again viable.</li>
</ul>
<h2 class="date">26 November 2018</h2>
<h3 class="author">Funce updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">You can no longer get infinite amounts of cable coil from constructing and deconstructing certain telecomms equipment</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Drawing guns based on intent is now a preference option.</li>
</ul>
<h3 class="author">SierraKomodo updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Autopilot default speed lowered from 2 (Exceeds max speed hardcap of 0.1) to 0.0025 (40 seconds ETA per tile)</li>
<li class="bugfix">Autopilot no longer burns fuel needlessly bouncing above/below the speedlimit, and will now never go above the speedlimit.</li>
<li class="tweak">Autopilot now handles changing direction/destination and diagonal movement much more efficiently fuel wise</li>
<li class="bugfix">It is once again possible to decelerate to a speed of 0.</li>
</ul>
<h2 class="date">25 November 2018</h2>
<h3 class="author">RyanSmake updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">The BSA actually works now.</li>
</ul>
<h2 class="date">24 November 2018</h2>
<h3 class="author">Blue Bit updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">There are now two additional exoplanet types: shrouded and chlorine.</li>
<li class="rscadd">Added a few alien creature color variants.</li>
<li class="maptweak">Added six new randomly spawning exoplanet sites.</li>
<li class="bugfix">Fixed a portion of the "Lodge" away site that was designated as space.</li>
</ul>
<h3 class="author">RyanSmake updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds a Bluespace Artillery to Deck 2 missile bay. Select an adjacent overmap tile, and get rid of the event on it, or shoot at the away sector a charge of your choosing (emp, remote mining, explosive, fire, or droppod).</li>
</ul>
<h3 class="author">Toriate updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Photocopier now uses new photocopier icon state in bureaucracy.dmi instead of the scanner iconstate.</li>
<li class="imageadd">New photocopier sprites added! Made by yours truly.</li>
</ul>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The mecha skill (Exosuit Operation) is now a subskill of EVA. You need to have at least Trained in EVA to select it, and then choose it from skill selection.</li>
<li class="rscadd">Driving mecha without the mecha skill may result in unpredictable movement.</li>
<li class="rscadd">Exiting a mecha without proper skill may occasionally force-eject you.</li>
<li class="tweak">The mecha skill no longer has anything to do with mecha fabrication in the description.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Nurse spiders should infest their enemies with eggs less often than before.</li>
<li class="rscadd">Added giant spider legs, harvested from giant spiders. Can be used in sushi or boiled in the microwave.</li>
</ul>
<h2 class="date">22 November 2018</h2>
<h3 class="author">Alex6511 updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Added a large insulated beaker to chemistry.</li>
</ul>
<h3 class="author">EcklesFire updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Makes Skrell medical voidsuit helmets work.</li>
</ul>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Clonex now won't denature below 50 C (i.e. unless you heat it).</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="balance">Space carp now have generally more health and more powerful attack values, and move faster. Pikes and sharks now have more health and do more damage.</li>
<li class="balance">All castes of giant spiders are now tougher, faster, and more deadly all around. Hunters in particular are very dangerous.</li>
<li class="rscadd">Hunters and guards now use a new venom.</li>
<li class="rscadd">Added colour variants for space carp.</li>
<li class="rscadd">Added randomly coloured eyes for giant spiders, and made them glow.</li>
<li class="rscadd">Hostile mobs will now attempt to pry open doors between them and their target, though they can be interrupted.</li>
<li class="rscadd">Hostile mobs can now destroy window-doors and tables.</li>
<li class="bugfix">Fixed hostile mobs not destroying windows, grilles, wall frames, etc.</li>
<li class="rscadd">Added more colours for space carp.</li>
</ul>
<h2 class="date">21 November 2018</h2>
<h3 class="author">Aticius updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Crashed pod should no longer have random space tiles causing constant air flow/air loss.</li>
</ul>
<h3 class="author">SierraKomodo updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Charon and Aquila APCs now include helm access flags, meaning anyone who can access the shuttle's helm can also unlock the shuttle's APCs. Engineers still have APC access as well.</li>
</ul>
<h3 class="author">afterthought2 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Clonex should work properly with cryo tubes now (recall that you have to make it at -100 to -75 C, best done with the cooler). It will adjust its temperature to that of the cryo tube, which should prevent it from denaturing under normal circumstances.</li>
</ul>
</div>
<b>GoonStation 13 Development Team</b>
<div class = "top">
<b>Coders:</b> Stuntwaffle, Showtime, Pantaloons, Nannek, Keelin, Exadv1, hobnob, Justicefries, 0staf, sniperchance, AngriestIBM, BrianOBlivion<br>
<b>Spriters:</b> Supernorn, Haruhi, Stuntwaffle, Pantaloons, Rho, SynthOrange, I Said No<br>
</div>
<br>
<p class="lic"><a name="license" href="http://creativecommons.org/licenses/by-nc-sa/3.0/"><img src="88x31.png" alt="Creative Commons License" /></a><br><i>Except where otherwise noted, Goon Station 13 is licensed under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/">Creative Commons Attribution-Noncommercial-Share Alike 3.0 License</a>.<br>Rights are currently extended to <a href="http://forums.somethingawful.com/">SomethingAwful Goons</a> only.</i></p>
<p class="lic">Some icons by <a href="http://p.yusukekamiyamane.com/">Yusuke Kamiyamane</a>. All rights reserved. Licensed under a <a href="http://creativecommons.org/licenses/by/3.0/">Creative Commons Attribution 3.0 License</a>.</p>
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