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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>Halo: Space Station Evolved Changelog</title>
<link rel="stylesheet" type="text/css" href="changelog.css">
<base target="_blank" />
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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/HaloSpaceStation/HaloSpaceStation13/">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>Join our Discord:</b> <a href="https://discordapp.com/invite/9b635Fy">Instant Invite</a></font>
</td>
</tr>
</table>
<br><b>HaloStation Credit List</b>
<table align='center' class="top">
<tr>
<td valign='top'>
<font size='2'><b>Current Project Maintainers:</b> See Discord<br></font>
<font size='2'><b>Currently Active GitHub contributor list:</b> <a href='https://github.com/HaloSpaceStation/HaloSpaceStation13/graphs/contributors'>-Click Here-</a><br></font>
<font size='2'><b>Code:</b> Bloc97, Bloxgate, Cael_Aislinn, Crazylemon, XO-11, the Baystation 12 team<br></font>
<font size='2'><b>Sprites:</b> Kmc, Krautzy, Baystation 12 spriters<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, or played prior to the server going public<br></font>
<font size='2'><b>Thanks to:</b> /tg/ station, /vg/station, Baystation 12, 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 discord.</font>
<font size='2' color='red'><b><br>Have a bug to report?</b> Visit our <a href="https://github.com/HaloSpaceStation/HaloSpaceStation13/issues?state=open">Issue Tracker</a>.<br></font>
</td>
</tr>
</table>
<!--
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*** DO NOT MODIFY THIS FILE OR YOU WILL CAUSE MERGE CONFLICTS. ***
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<div class="commit sansserif">
<h2 class="date">25 November 2018</h2>
<h3 class="author">erty80s updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Adds cryotubes and cryoxadone beakers to the UNSC Bertels, URFS Thorin and UNSC Aegis.</li>
</ul>
<h2 class="date">24 November 2018</h2>
<h3 class="author">erty80s updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added medical ship member job.</li>
<li class="rscadd">Added medical ship captain job.</li>
</ul>
<h3 class="author">CaelAislinn updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Fixes Heavystation13</li>
</ul>
<h2 class="date">08 November 2018</h2>
<h3 class="author">Ingredients updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Added in a few files to include a few different colors for Orion Armor</li>
<li class="tweak">Changed Normal Orion Armors to incorporate different colors and delted Orion Armor in Gem City.</li>
<li class="tweak">Added in Theta race which is not in use yet for Theta project use at a later date.</li>
<li class="maptweak">Created a Cash Vault full of money for ONI to utilize if possible.</li>
<li class="tweak">More money is now available in the briefcases found inside ONI for commercial use.</li>
<li class="maptweak">Added in a single ATM into Exo research 1 barracks for Researcher and Soldier use if needed.</li>
<li class="tweak">Deleted second set of surgery toold in Autopsy lab, added in a sink in an open spot instead as it is needed for surgery.</li>
</ul>
<h3 class="author">Koenigsegg updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added security room and gear in the CCV Deliverance</li>
<li class="rscdel">Removed a few shutters at the rear of the CCV Deliverance</li>
<li class="rscadd">Added a few medic lockers to the CCV Deliverance</li>
<li class="rscadd">Added the includes to... include the CCV Deliverance to FC. Yay.</li>
<li class="rscadd">Added 2 hand labeler in the Bertels chemistry room. About time.</li>
</ul>
<h3 class="author">Unknown updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Switched over all ships to the new engine system.</li>
<li class="rscadd">Finishes up the UNSC Aegis 2.0 design.</li>
<li class="rscadd">Simplemob tweak.</li>
<li class="rscadd">Icon change in closet.dmi, added extra state.</li>
<li class="rscadd">Adds an ONI ID Badge type.</li>
<li class="rscadd">Adds 4 new whitelisted jobs for ONI crew and ODST troopers for UNSC Aegis.</li>
<li class="rscdel">Removed superfluous backup files.</li>
</ul>
<h3 class="author">XO-11 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the ability for all weapons to parry other melee attacks. Energy weapons will slice through other objects when parrying. Parry chance based on size of item.</li>
</ul>
<h3 class="author">erty80s updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds a different type of payload that detonates outside a detonation area.</li>
<li class="rscadd">Adds different types of explosions for different payloads and also made them deadlier.</li>
<li class="rscadd">Overmap objects now show damaged icons when bombarded enough times.</li>
<li class="rscadd">Adds the kig yar ranger suit.</li>
<li class="tweak">More objects can be carried up umbilicals.</li>
<li class="tweak">More objects can be stuffed in vehicles.</li>
<li class="tweak">MAC rounds make a bigger explosion when hitting a planet.</li>
<li class="bugfix">Fixed the bug where vehicles couldnt be attached to air vehicles.</li>
<li class="bugfix">Mechs can now go upstairs.</li>
<li class="bugfix">MAC rounds no longer hit random z-levels in planets and other overmap objects.</li>
<li class="imageadd">Added bombed icons for exoplanets.</li>
<li class="imageadd">Added kig-yar ranger suit sprites courtesy of Eluxor.</li>
<li class="tweak">The payload in ONI base can now be detonated anywhere.</li>
<li class="rscadd">Added the anti-matter bomb to the corvette which also explodes anywhere.</li>
<li class="rscadd">Added the kig yar ranger suit to the corvette.</li>
</ul>
<h2 class="date">23 September 2018</h2>
<h3 class="author">BDpuffy420 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added new combat flood forms to the spawning list</li>
<li class="tweak">Fixed the small and large biomass sprites</li>
</ul>
<h3 class="author">CaelAislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds Ollanius's new Elite mob and gear sprites.</li>
<li class="soundadd">Adds new Covenant lobby music.</li>
<li class="rscadd">Adds Valmoric's animated Covenant chair.</li>
<li class="bugfix">Prophets and eswords both now die properly.</li>
<li class="tweak">Disables most vanilla SS13 gamemodes.</li>
</ul>
<h3 class="author">Flaksim updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removed the CCV Comet.</li>
<li class="rscadd">Added the URFS Thorn, a captured UNSC patrolboat, now in URF hands.</li>
<li class="rscadd">Added the UNSC Yolotanker, ready to rain hell down on the URF stronghold of New New Antartica.</li>
<li class="rscadd">Added transparancy to ODST Visors, toggled with the VISR verb under the Helmet tab.</li>
<li class="rscadd">Adds 2 URF Pelicans with proper icons.</li>
<li class="tweak">Fixes Colossus and Zeal armor worn states.</li>
<li class="tweak">Fixes a misplaced APC, fixes several airlock acces levels in the URFS Thorn.</li>
<li class="tweak">Fixes misplaced magazines on UNSC Bertels and UNSC Yolotanker.</li>
<li class="tweak">Fixes non buildable SMES units on UNSC Bertels.</li>
<li class="tweak">Fixes standard ODST helmet VISR toggle.</li>
<li class="rscadd">Adds a covenant corvette.</li>
<li class="tweak">Adds a reagent mixer to asteroid base level 2.</li>
<li class="tweak">Fixes a misplaced wire on UNSC Bertels.</li>
<li class="tweak">Fixes a blast door ID error on ExoResearch1</li>
</ul>
<h3 class="author">Ingredients updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Minor item path change to get icon to show properly.</li>
</ul>
<h2 class="date">09 September 2018</h2>
<h3 class="author">CaelAislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds Covenant features: Prophets, Drones, Engineers, multitile airlocks (2, 3 and 4 tile), energy barricades, gravity lifts and much more.</li>
<li class="wip">Adds placeholder Covenant features: Banshee, Shadow APC, antimatter bomb, elite bed, pinch fusion reactor.</li>
<li class="bugfix">NPCs can be interacted with after the first time.</li>
<li class="tweak">Elite energy swords now have a toggleable failsafe. If they are dropped while active, they will self destruct.</li>
<li class="bugfix">Multitile airlocks now block sight properly.</li>
</ul>
<h3 class="author">Flaksim updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Remodel of Corvette, second deck added.</li>
<li class="maptweak">Added functional air sensors to Corvette.</li>
<li class="tweak">Made drop pods have a range of 3 tiles to enable flyby deployments.</li>
<li class="tweak">Added emergency voidsuits to emergency lockers.</li>
<li class="rscadd">Tweaks on the corvette.</li>
<li class="maptweak">Adds a new civilian outpost, Emsville to KS7. Along with a colonist role.</li>
<li class="tweak">Various small mapfixes.</li>
<li class="tweak">Added UNSC Marine role to the Thorin.</li>
<li class="maptweak">Significantly improves Emsville living quarters, cleans up minor map errors.</li>
<li class="maptweak">Added Escape Pods to every human vessel.</li>
<li class="tweak">Edited Weapons Smuggler tradelists.</li>
<li class="tweak">Added a new Corgi, Emelie for Emsville.</li>
<li class="maptweak">Adds 4 yan'me NPC's for defensive purposes.</li>
<li class="maptweak">Adds 2 Huragok, currently for decoration, eventually these will be automated fixers.</li>
<li class="maptweak">Added multitile Airlocks to the ship.</li>
<li class="maptweak">Improved engine protection.</li>
<li class="maptweak">Removed vulnerable phoron crates.</li>
<li class="maptweak">Added Unngoy sleeping nests.</li>
<li class="maptweak">Added Food Nipple.</li>
<li class="maptweak">Adds a crate containing covenant energy barricades (packed up for transport prior to deployment).</li>
<li class="maptweak">Adds Inflatable wall cases to UNSC Thorin storage rooms.</li>
<li class="rscadd">Adds an inflatable wall briefcase to Emergency Lockers.</li>
<li class="maptweak">Adds Proper equipment lockers to Elmsville Marshall's locker room.</li>
<li class="maptweak">Fixes geminus PD.</li>
<li class="maptweak">Updates some frigate areas.</li>
<li class="rscadd">Adds a hostage training scenario for ODST's.</li>
<li class="rscadd">Adds a brand new marine vessel, the UNSC Bertels.</li>
<li class="maptweak">Adds Various areas to UNSC Bertels based on player feedback.</li>
<li class="maptweak">Adds self contained spawnpoints for UNSC Bertels.</li>
<li class="rscadd">Adds documentation to UNSC Bertels map folder on how to implement the vessel in different scenarios.</li>
<li class="rscadd">Adds self contained job datums and outfit lists for UNSC Bertel.</li>
<li class="maptweak">UNSC Bertels: Adds a Morgue</li>
<li class="maptweak">UNSC Bertels: Fixes chembay airlocks.</li>
<li class="maptweak">UNSC Bertels: Switches central spinal rooms around on deck 2, meaning storage is closer to engineering and chemistry to medical.</li>
<li class="maptweak">UNSC Bertels: Adds administrative offices with medical instruction books, folder, pens, paperbins and filing cabinets for REPORTZZ.</li>
<li class="maptweak">UNSC Bertels: Adds medical records computers to the medbays.</li>
<li class="maptweak">UNSC Bertels: Fixes a missing staircase.</li>
<li class="maptweak">UNSC Bertels: Adds Intercomms throughout the ship.</li>
<li class="maptweak">UNSC Bertels: Adds a comms room on deck 3, the ship now has its own eband and general comm relays.</li>
<li class="maptweak">UNSC Bertels: Fixes broken Marine Spawns.</li>
<li class="maptweak">UNSC Bertels: Adds a holotable (navigation consoles) to Officer Mess Hall for ARREPEEEE.</li>
<li class="maptweak">UNSC Bertels: Fixes Medical Records Computers.</li>
<li class="maptweak">UNSC Bertels: Fixes UNSC HIGCOM fax line.</li>
<li class="maptweak">KIG-YAR Pirate Vessel: Adds Anesthetics to medbay.</li>
</ul>
<h3 class="author">Ingredients updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changed wrong version of Orion Project gun spawning in Orion Closets.</li>
</ul>
<h3 class="author">XO-11 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds the BumbleBee escape pod.</li>
<li class="rscadd">Adds a boarding-varient of the BumbleBee.</li>
<li class="tweak">Tweaks the parameters for valid-drop-turf selection.</li>
<li class="rscadd">Adds an overmap-weapon: Boarding Beacon Launcher. Fires short-lived beacons that allow pod landing in their areas.</li>
</ul>
<h2 class="date">12 August 2018</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Places various NPCs around Geminus Colony, the Mining Station and the Innie Base to make them feel lived in. Scattered around are NPC traders who will buy ore or crops for cash, as well as some disguised colonists who are actually black market weapons smugglers.</li>
</ul>
<h3 class="author">Flaksim updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the HRUNTINGYGGDRASIL Mark I ADS Mech</li>
<li class="maptweak">Added an upper level to Exoresearch. Improved facility defenses.</li>
<li class="maptweak">Added a mech lab and testing site to Exoresearch.</li>
<li class="maptweak">Repurposed Listening Post with a URF facility</li>
<li class="maptweak">Removed Outer Colony from map rotation.</li>
<li class="bugfix">Fixes minor mapping errors on various maps.</li>
<li class="bugfix">Fixes Fuel Depot Elevator.</li>
<li class="rscadd">Added ODST Donator Variants.</li>
<li class="maptweak">Fixed gravity and power issues on Geminus (Someone forgot areas when mapping new things in...)</li>
<li class="rscdel">Cleaned up map folders to get rid of outdated and horribly broken maps.</li>
<li class="bugfix">Implemented XO-11's movement fix.</li>
<li class="tweak">Rounded out items here and there, nothing major, this update is mostly fixing little things and step 1 in src reorganization.</li>
</ul>
<h3 class="author">Ingredients updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changed Colossus and Zeal armor Stats to prevent speed boost while not wearing armor. Gave Zeal armor half normal armor thickness so it can it will be more useful when under bullet fire.</li>
<li class="tweak">Fixed a few typos I saw in descriptions.</li>
<li class="tweak">Added in Chem and Tracking Implant and Implanter into freezer. Added in pinpointers to use with tracker Implant.</li>
<li class="tweak">Updated Project Orion Envelope with details for new map. Added in Orion Code envelope to the corvette as well just in case it is used in game.</li>
<li class="tweak">Updated Orion Armor Descriptions as they mentioned the Theta Project in them.</li>
<li class="tweak">Added in an Autopsy scanner to the Morgue of Exo3.</li>
<li class="tweak">Removed Deconstructer and Circuit printer from Exo3. No point in having duplicates. Replaced with Some extra ammo boxes and more tables. Added in monkey cubes for live fire test subjects.</li>
<li class="tweak">Added in some vials for use with the Isolation machine.</li>
<li class="imageadd">New floorsigns for medical.</li>
<li class="tweak">Changed Theta project names to Project Orion for guns and armor.Removed Code to deflect bullets from armor and helmet as it wasn't working. Added in code for all Theta Armor to species restrict armor.</li>
<li class="tweak">Armor thickness is now only on helmet and armor pieces. Undersuit no longer provides armor values.</li>
<li class="tweak">Added in Orion Project Race called Orion which Admins will have to manually set once proper RP is done ICly to create project Orion. Added in armor race restrictions so it can only be worn once race is set by an admin.</li>
<li class="imageadd">Added a modded Icon, MA9 gun into Weapon sprites.dm, changed the Orion Project Icon gun to use the MA9. Changed weight class from huge to large.</li>
<li class="maptweak">Added in Chemistry station to Exo3.</li>
<li class="maptweak">Removed random project theta Labratory hidden in rocks of Exo-research 2. Removed old project theta lab in Gem City RnD</li>
<li class="tweak">Fixed Orion Species Path so they can now wear their armor properly.</li>
<li class="tweak">Deleted three spare undersuits in orion closets as they were redundant.</li>
<li class="tweak">Changed the name of the Colossus Case to help it blend in better while holding it. Changed wrong code to make it so it can only hold colossus armor inside.</li>
<li class="tweak">Removed custom attack code for Orions.</li>
<li class="tweak">Added in Orion Datum so admins can easily change the race in game</li>
<li class="tweak">Slightly improved Orion unarmed damage and block factor</li>
<li class="tweak">Orion race buffs give 20 additional hp, slight pain tolerance, and temperature tolerance.</li>
<li class="tweak">Replaced dufflebags with normal ODST backpacks for the time being as the previous ones were not usable.</li>
<li class="tweak">Added in a few medical storage belts in chem storage in exoresearch3.</li>
<li class="tweak">Replaced pinpointers with GPS for tracking implants.</li>
<li class="tweak">Added in three cash briefcases for Oni to use to procure additional materials for labs.</li>
<li class="tweak">Added in random clothes sets on Innie ship. Some random materials as well.</li>
<li class="tweak">Random weapon and ammo spawns were added in as well to the innie ship.</li>
<li class="tweak">A few static goodies were spread around the ship as well.</li>
<li class="tweak">Added in two new types of armors, the Colossus Armor and the Zeal Scout Suit. Made a case which can carry the colossus armor.</li>
<li class="maptweak">Added in a new room to house the two new armor types.</li>
<li class="tweak">Added in random clothes sets in Innibase3 Laundry room and Eastern Storage.</li>
<li class="tweak">Added in a small assortment of old guns with a bit of ammo into the ammo crates Inniebase3 north storage. Added in a few sets of armor vests.</li>
<li class="tweak">Added in randomised misc items to Eastern and Northern Storage in Inniebase2. Should help with blending in with civies if they want to go incognito. Added in a emergency rations freezer as well.</li>
<li class="tweak">Added in a few old style guns to the weapons crates in Northern Storage Inniebase2.</li>
<li class="tweak">Added in some merc armor and helmets into northern Storage Inniebase2.</li>
<li class="tweak">Added in a secure briefcase with money inside of it in the hidden office in eastern maint in Inniebase2. Also added in a case of cigars.</li>
<li class="tweak">Added barricades over the grills on Inniebase1 to make it more difficult to enter through vents.</li>
</ul>
<h3 class="author">bloxgate updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">The Kig-Yar Ship has a shield generator in Engineering</li>
<li class="experiment">The Kig-Yar ship is now powered by a Subspace-Fractal reactor. Its power output is limited to a max of 1MW</li>
<li class="bugfix">Incoming fire now spawns outside the Kig-Yar ship</li>
</ul>
<h2 class="date">20 June 2018</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Random ore veins should now spawn correctly.</li>
<li class="maptweak">Changed mineral spawn % distribution north of Geminus City, changed the sand deposits to dirt</li>
<li class="experiment">Mappers can now more easily see the mineral spawn % distribution in the map editor.</li>
<li class="wip">Adds NPCs with basic speech interaction system.</li>
<li class="wip">Adds NPC traders for ore, hydroponics produce and black market weapons.</li>
<li class="imageadd">Adds Mark V Mjolnir Armour and several variants.</li>
<li class="tweak">Removes turfs global list to speed up server startup.</li>
</ul>
<h3 class="author">Desolane updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">reduced damage threshold of ODST general attire making them not invincible</li>
<li class="tweak">reduced damage threshold of Marine general attire and gave marine armor a holster</li>
<li class="spellcheck">fixed a plethora of typos across multiple items</li>
<li class="tweak">marine armor vendors now carry gloves</li>
<li class="tweak">CH252 Helmet alternate variant is now the CH252-V Helmet and marine uniforms now spawn with dogtags</li>
</ul>
<h3 class="author">Desolane900 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">added the modified Insurrectionist DMR</li>
<li class="rscadd">adjusted fire rate of the M392 DMR</li>
</ul>
<h3 class="author">Flaksim updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Adds working comms to UNSC Frigate.</li>
<li class="maptweak">Interior remodel of the CCV Slow But Steady.</li>
<li class="maptweak">Added drop pod markers where they were missing.</li>
<li class="maptweak">Expands Geminus to 3 Z levels.</li>
<li class="maptweak">Adds an aditional level to exoresearch, for Orion Project research.</li>
<li class="maptweak">Adds comms equipment to innie base, geminus city.</li>
<li class="bugfix">Links Listening post Z levels correctly once more.</li>
<li class="bugfix">Minor fixes to UNSC Prowler and UNSC Frigate.</li>
<li class="maptweak">Remodeled frigate deck 4 to facilitate readding ODST's.</li>
<li class="rscdel">Removed ODST spawns on prowler.</li>
<li class="rscadd">Added ODST spawns to frigate.</li>
<li class="rscadd">Added all First Contact jobs and spawns to colony gamemode.</li>
<li class="rscadd">Changed ONI Bridge Officer to ODST Officer.</li>
<li class="bugfix">Fixes ODST Officer acces level for colony gamemode.</li>
<li class="bugfix">Temporary fix for the way spawns and jobs are handled in colony mode, pending full rework.</li>
<li class="maptweak">Remodel of the kig-yar vessel interior.</li>
<li class="maptweak">Added a medical bay to the kig-yar vessel.</li>
<li class="maptweak">Added 6 deck guns and 2 archer pods to the frigate.</li>
<li class="bugfix">Temporarily removed methane den atmosphere pending solid fix for atmos issues.</li>
<li class="maptweak">Reworked Kig-Yar engines (369 max thrust baby!)</li>
<li class="maptweak">Fixed a small piping error on the UNSC Corvette engines.</li>
<li class="maptweak">Made the ID required for the covenant fax easier to find.</li>
<li class="maptweak">Replaced the frigate fuel pumps with pumps that are activated on round start (like all other ships have already), removes the bothersome startup procedure and acces problems.</li>
<li class="tweak">Updated kig-yar ship icon to reflect recent interior remaps on overmap icon.</li>
<li class="tweak">Fixed sloppyness in the spawnpoint override coding for ODST roles.</li>
<li class="maptweak">Added an elevator between deck 2 and MAC controls on the frigate.</li>
<li class="maptweak">Added a "supraluminal communications array" (fax) to the Kig-Yar bridge.</li>
<li class="bugfix">Fixed deck gun and archer gun controls on the frigate.</li>
<li class="bugfix">Fixed Kig-Yar vessel engines and connector port for refueling.</li>
<li class="experiment">Changed Sangheili language colour to "vox" entry.</li>
</ul>
<h3 class="author">Ingredients updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changed Theta Project Armor to a cooler looking armor set.</li>
<li class="tweak">Theta armor should be capable of holding most weapons in its suit slot.</li>
<li class="tweak">Gave the theta project closet a bullpup rifle and three mags to equip their creation, or be killed by it.</li>
<li class="tweak">The armor gives a slight boost to walk speed.</li>
<li class="tweak">Theta Undersuit was replaced and now will actually work.</li>
<li class="tweak">Slightly Changed Theta Project equipment names so they arn't so long.</li>
<li class="tweak">Decreased armor in Theta Arm Guards. Decreased armor from Theta Boots to be more in line with the Arm Guards.</li>
<li class="tweak">Made armor thicker on Theta armor to facilitate longer usage time and to offset no shields.</li>
<li class="tweak">Added slight armor thickness to Gloves, Boots and undersuit</li>
<li class="tweak">Minimum breath pressure halved for augmented lungs. Slightly increased lung max damage because it was formally at the native damage levels</li>
<li class="tweak">Added descriptions to all the augmented organs.</li>
<li class="experiment">Theta Armor and Theta Helmet given a chance to deflect bullets for no damage.</li>
<li class="experiment">Added in the All Purpose Carbine for use with the Theta Project.</li>
</ul>
<h2 class="date">04 June 2018</h2>
<h3 class="author">BDpuffy420 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">More Ship names to the NPC list</li>
<li class="rscadd">Expanded the overmap to 60 like in First Contact</li>
<li class="rscadd">Ported many overmap places to Colony</li>
<li class="tweak">Changed the mining colony colonist role to Outer Colonist</li>
<li class="rscadd">Placed two more overmap ship icon down</li>
</ul>
<h3 class="author">Desolane900 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">added the MA3 assault rifle</li>
<li class="rscadd">changed canister health to double of what it was</li>
<li class="rscadd">changed a few weapon and magazine descriptions</li>
<li class="rscadd">added 5.56mm and 9mm to ammo fabricators</li>
<li class="rscadd">returned the Battle Rifle to it's glory days</li>
<li class="rscadd">increased the fire rate of the LMG</li>
</ul>
<h3 class="author">DoctorOctopus updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">To the new players reading this, our development is extremely active just really bad at doing changelogs. Check our github for real-time updates.</li>
<li class="rscadd">Adds a hat, and eyeglass section to the loadout.</li>
<li class="rscadd">Codes, Sprites, and Implements an ONI Badge, badge will be given to all ONI Staff.</li>
<li class="rscadd">(most of) Nanotrasen has been phased out, replaced with http://halo.wikia.com/wiki/Misriah_Armory , an armaments manufacturer.</li>
<li class="tweak">Changes all sprites to be MA Themed, renames all NT Objects</li>
</ul>
<h3 class="author">XO-11 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Brings nanolaminate-strength in line with material's lore-superiority over normal steel/reinforced plas-steel.</li>
</ul>
<h3 class="author">bloxgate updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Adds lots of firelocks to the UNSC Corvette</li>
</ul>
<h2 class="date">28 May 2018</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Resolved various bugs with lighting and other things on Stranded.</li>
</ul>
<h3 class="author">DoctorOctopus updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Makes R&D more halo-lore friendly.</li>
<li class="rscadd">Removes the items that got it mapped out in the first place, no more laser guns.</li>
<li class="maptweak">Mine cordoned off for safety reasons.</li>
<li class="maptweak">Geminus City has had its nuclear weapons removed after concerns brought up by ONI.</li>
<li class="maptweak">Slums given fronts in which illegal business can be conducted as though it is legal.</li>
<li class="maptweak">Dead ends in slums increased.</li>
<li class="maptweak">Project Theta instituted with Lore Master The Pillow's Approval.</li>
<li class="experiment">Research and Development has been restored to GC's Science Bay.</li>
<li class="maptweak">GCPD Armory remodeled, made more secure, organized.</li>
<li class="maptweak">GCPD Storage Room emptied and refilled with various storage-related items.</li>
<li class="maptweak">Redesigns the Detective's Office.</li>
<li class="maptweak">Redesigns the Forensic Scientist's Lab, adds a morgue, full lab, ect.</li>
<li class="rscadd">Adds a new GCPD Officer Alt-Title, GCPD Forensic Scientist.</li>
<li class="bugfix">Fixed a few bugs for Desolane.</li>
</ul>
<h3 class="author">Nalar updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Announcements generated via admins or the communications console can now be heard by characters in-game.</li>
<li class="bugfix">New arrivals for UNSC and the colony are now announced.</li>
<li class="rscadd">The more commonly used radio channels now have different colours!</li>
<li class="rscadd">New arrivals for ODST now announced.</li>
<li class="tweak">The CO now has access to TACCOM for coordination between the marines and ODST.</li>
<li class="tweak">The CO, Bridge Officer, ONI Bridge Officer and XO now all have access to FLEETCOM to allow for greater coordination.</li>
<li class="tweak">The overmap now shows the UNSC Heavens Above rather than UNSC Frigate.</li>
<li class="tweak">The arrivals message now refers to the Heavens Above by name, instead of UNSC Frigate.</li>
<li class="bugfix">The covenant battlenet is now coloured, and is the same colour as TACCOM.</li>
<li class="bugfix">Communications consoles and faxes now have the correct option to message United Nations Space Command/UNSC HIGHCOM (admins)</li>
<li class="bugfix">Fax machines in the COs quarters and command areas are now correctly named.</li>
<li class="bugfix">Announced arrivals now correctly state which place new arrivals arrive at.</li>
<li class="rscadd">Adds a private ODST channel called TACCOM so ODSTs and ONI can coordinate better.</li>
<li class="bugfix">Bullets now do significantly less damage to walls.</li>
</ul>
<h3 class="author">Nalar & XO-11 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes department comms keys. Rejoice! No longer will :h be the one true saviour of private communication!</li>
</ul>
<h2 class="date">28 March 2018</h2>
<h3 class="author">DoctorOctopus updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Added firelocks to the USNC Frigate. Tell me if a firelock borked.</li>
<li class="maptweak">Added air alarms to the USNC Frigate. Tell me if I missed a room.</li>
<li class="maptweak">Created a Casino in the slums for all your gambling needs.</li>
<li class="maptweak">Created a Crime Scene in the slums because its a scary place.</li>
<li class="maptweak">Completed the Science biohazard lockdown system.</li>
<li class="maptweak">Made the MAC Cannon more secure, remodeled MAC Checkpoint.</li>
<li class="maptweak">Remodeled the Hospital Chemistry Lab.</li>
<li class="rscadd">Added another Mongoose to City Hall.</li>
<li class="maptweak">Tiny remodel to the Slums Armory - Made it so you can put things in the display windows.</li>
<li class="rscadd">Added some cleaning supplies in the hospital.</li>
<li class="maptweak">Added a button inside the Police Armory so people stop locking themselves in.</li>
<li class="rscadd">Each UNSC role has been given a rank which will equip automatically (thanks to xo's god coding) as soon as they spawn.</li>
<li class="maptweak">Small remodel of the UNSC Bridge, added lockdown system and fax machine, added new items to CO's Office, revamped gun room.</li>
<li class="maptweak">Made it so Frigate Power lasts way longer and doesn't die out in like ten minutes.</li>
<li class="maptweak">Renovated all deck two gun rooms.</li>
<li class="maptweak">Added a medvend, box of body bags, defib, and a morgue to the UNSC Medbay.</li>
<li class="experiment">Added Protocol 098831A-1 Room</li>
<li class="rscadd">Ported Bay's Nuclear Authentication System and Folders</li>
<li class="tweak">All helmets and vests now say UEG, United Earth Government, or UNSC and no longer say Sol Central, SOL, SOL CENTRAL GOVERNMENT.</li>
<li class="rscadd">Based on a lore request Marine Commanding Officer has been renamed to Marine Company Officer</li>
<li class="rscadd">Based on a lore request Marine Executive Officer has been renamed to Marine Gunnery Sergeant</li>
<li class="rscadd">Based on a lore request Naval Security Officer and Masters-At-Arms have switched places, NSO is now the Head, MAA is now the Officer</li>
</ul>
<h3 class="author">Terror4000rus updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Insurrection Base's engineering section was upgraded. Explosion of generators will not cause decompression and power failure.</li>
</ul>
<h2 class="date">25 March 2018</h2>
<h3 class="author">DoctorOctopus updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Revamped ODST Locker Room</li>
<li class="rscadd">Added ODST Vendors</li>
<li class="rscadd">Added SecTech vendors to the UNSC Frigate's Brig</li>
<li class="rscadd">Added more loadout options when creating a character.</li>
<li class="tweak">Changed auto-CT vote to call at two hours instead of three.</li>
<li class="experiment">Removed secret from the gamemode vote.</li>
<li class="rscadd">Replaces the NT Vest in Naval Security Officers lockers with a NSO Vest.</li>
</ul>
<h3 class="author">bloxgate updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Enhanced liver for Spartans. Handles radiation and some toxins better.</li>
<li class="rscadd">Enhanced eyes for Spartans. Better protection from some blinding effects.</li>
<li class="tweak">Spartan's hearts can take more damage than normal humans.</li>
<li class="tweak">Spartans have a greater temperature tolerance.</li>
<li class="experiment">Spartans are more insulated than regular humans.</li>
<li class="bugfix">Spartans now have their player ages restricted to a lore-friendly range.</li>
</ul>
<h2 class="date">24 March 2018</h2>
<h3 class="author">DoctorOctopus updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Added firelocks to the USNC Frigate. Tell me if a firelock borked.</li>
<li class="maptweak">Added air alarms to the USNC Frigate. Tell me if I missed a room.</li>
<li class="maptweak">Created a Casino in the slums for all your gambling needs.</li>
<li class="maptweak">Created a Crime Scene in the slums because its a scary place.</li>
<li class="maptweak">Completed the Science biohazard lockdown system.</li>
<li class="maptweak">Made the MAC Cannon more secure, remodeled MAC Checkpoint.</li>
<li class="maptweak">Remodeled the Hospital Chemistry Lab.</li>
<li class="rscadd">Added another Mongoose to City Hall.</li>
<li class="maptweak">Tiny remodel to the Slums Armory - Made it so you can put things in the display windows.</li>
<li class="rscadd">Added some cleaning supplies in the hospital.</li>
<li class="maptweak">Added a button inside the Police Armory so people stop locking themselves in.</li>
</ul>
<h3 class="author">Terror4000rus updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Insurrection Base's engineering section was upgraded. Explosion of generators will not cause decompression and power failure.</li>
</ul>
<h3 class="author">XO-11 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds an umbilical system to allow for transfer between overmap objects without the use of vehicles.</li>
<li class="rscadd">Adds two umbilicals to the frigate, replacing the previous airlocks on deck 2 midship. Airlocks moved to Eastmost section of Hangar Bays.</li>
<li class="rscadd">Adds a "space elevator" umbilical to Geminus Colony to allow for non-pelican transport between the frigate and colony.</li>
</ul>
<h2 class="date">12 March 2018</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="wip">Adds Stranded gamemode. Your UNSC ship has crashed landed on an abandoned alien world and now must fend off waves of Flood until your evacuation Pelican arrives!</li>
<li class="wip">Scavenge resources from your environment and build a base to hold them off.</li>
<li class="maptweak">Stranded desert outpost map</li>
<li class="rscadd">Adds new buildable structures: tank trap, barbed wire, sandbags</li>
<li class="tweak">Adds an atom despawner (testing)</li>
<li class="wip">Adds an experiement ambient lighting system (testing)</li>
<li class="soundadd">Adds flyby and crash SFX for Stranded gamemode.</li>
<li class="wip">Adds UNSC landmines to Stranded mode.</li>
<li class="experiment">Reworks material recipes. They should be more restricted now (no more cloth blades!).</li>
<li class="bugfix">Spent bullet casings should now be scattered around the turf randomly again.</li>
<li class="bugfix">Should fix the annoying dark spots on Stranded gamemode.</li>
<li class="tweak">Stranded now scales up the Flood spawn rate with the player count, it should be significantly harder.</li>
<li class="maptweak">Adds several flavours of unsimulated turfs for mappers to play with.</li>
<li class="tweak">Re-enables crafting of various structures and items for Geminus Colony and Insurrection gamemodes.</li>
<li class="wip">Adds periodic resupply drops to Stranded. Weapons, medical supplies, resources and ship debris can all come crashing down from orbit around the map.</li>
<li class="wip">Adds back in the day night cycle to Stranded. When it gets dark, you better have a source of light...</li>
<li class="wip">Adds deployable landmines to the UNSC arsenal. Watch that friendly fire!</li>
<li class="bugfix">Fixes some sprite issues with marine gear.</li>
<li class="imageadd">Placeholder sprites are in place for landmines and some flood stuff.</li>
</ul>
<h3 class="author">XO-11 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The UNSC has detected an insurrection-hijacked craft touching down near the colony of Far Isle...</li>
<li class="rscadd">The UNSC forces have recieved new supplies in the form of fragmentation grenades and nuclear payload locators.</li>
</ul>
<h2 class="date">28 November 2017</h2>
<h3 class="author">Nightspark43 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Made base SS13 gamemodes except for Secret and Extended unvotable.</li>
<li class="bugfix">Made base SS13 languages, as well as the Sangheili language Restricted, making humans unable to select them.</li>
</ul>
<h2 class="date">24 November 2017</h2>
<h3 class="author">XO-11 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds manually controllable turrets.</li>
<li class="tweak">Insurrectionists have raided a transport ship containing new munitions...</li>
<li class="rscadd">Insurrectionists have finally decided who is leading them.(Insurrectionist Leader Job)</li>
<li class="tweak">Scopes should be funtional now, alongside some inhands.</li>
</ul>
<h2 class="date">19 October 2017</h2>
<h3 class="author">XO-11 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">A new insurrection gamemode, featuring insurrectionist defenders and ODST assault troops.</li>
<li class="rscadd">Adds biofoam syringes</li>
<li class="tweak">Fixes the sprite of UNSC medikits and changes their contents to include biofoam syringes</li>
<li class="tweak">Changes the sprite for spartan armor to a new version.</li>
</ul>
<h2 class="date">06 September 2017</h2>
<h3 class="author">Cael_Aislinn and XO-11 updated:</h3>
<ul class="changes bgimages16">
<li class="wip">Brings over XO-11's Slayer and Team Slayer gamemodes, with some rewrites.</li>
<li class="imageadd">Adds Halo lobby screens.</li>
<li class="soundadd">Adds Halo lobby music.</li>
<li class="imageadd">Fixes some (but not all) nonworking Halo gear.</li>
<li class="maptweak">Brings over the Insurrection slayer map as 'Death Asteroid'.</li>
</ul>
<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">XO-11 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Slayer spartan suits now have shields and a simple system to monitor the charge level.</li>
<li class="rscadd">Slayer auto-kills people after a certain threshold. No more waiting to bleed out.</li>
<li class="rscadd">Slayer also now auto-allows respawn for ghosts each 30 seconds.</li>
<li class="tweak">Tweaks guns so reload and fire sounds are now played.</li>
<li class="tweak">Needlers now have a higher chance to embed, even through shields. Damage has been lowered to compensate.</li>
<li class="tweak">Slayer spartan suits now have a way to dispense medical syringes.</li>
</ul>
<h3 class="author">bloxgate updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Update changelog templates for Halostation</li>
<li class="bugfix">Fix servername in world.dm</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>