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changelog2015.html
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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>Colonial Marines 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);
tag.innerHTML = newText;
var linkTag = document.getElementById(linkTagID);
linkTag.removeAttribute("href");
linkTag.removeAttribute("onclick");
}
</script>
<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>Welcome to Colonial Marines!</b></font></div><br>
<div align='center'><font size='2'><i>Colonial Marines is a medium-roleplay Space Station 13 server inspired by the Aliens film and built from a heavily modified Baystation 12.</i></font></div>
<br>
<div align='center'><font size='3'><a href="https://cm-ss13.com/wiki/Rules">Rules</a> | <a href="https://cm-ss13.com/">Forum</a> | <a href="https://cm-ss13.com/wiki">Wiki</a><br></font></div>
</td>
</tr>
</table>
<br><b>Colonial Marines Development Team</b>
<table align='center' class="top">
<tr>
<td valign='top'>
<font size='2'><b>Hosts:</b> Apophis (founder), Rahlzel<br></font>
<font size='2'><b>Head Developer:</b> BMC777<br></font>
<font size='2'><b>Gameplay Design:</b> Apophis, Rahlzel, BMC777, Feweh, forwardslashN<br></font>
<font size='2'><b>Repo Maintainer:</b> Phil235<br></font>
<font size='2'><b>Coders:</b> Apophis, Rahlzel, Abbysynth, Infernus, MadSnailDisease, forwardslashN, SnipeDragon, Dylanstrategie, BMC777, Hikato, Phil235, Spookydonut<br></font>
<font size='2'><b>Mappers:</b> Abbysynth, Apophis, Allan, Infernus, Rahlzel, Minijar, BMC777, RavingManiac, Artouris, Snypehunter007<br></font>
<font size='2'><b>Spriters:</b> Secretstamos (Joshuu), Arefridgerator, Monkeysfist, Infernus, Artouris, Gorg, NicBoone<br></font>
<font size='2'><b>Sounds:</b> Rahlzel<br></font>
<font size='2'><b>Thanks to:</b> Baystation 12, /tg/station 13, and the original SpaceStation developers</font>
</td>
</tr>
</table>
<table align='center' class="top">
<tr>
<td valign='top'>
<div align='center'><font size='2'><br> Changelogs:
<a href="https://cm-ss13.com/changelog/changelog2015.html">2015</a> |
<a href="https://cm-ss13.com/changelog/changelog2016.html">2016</a> |
<a href="https://cm-ss13.com/changelog/changelog2017.html">2017</a><br></font></div>
</td>
</tr>
</table>
<!--
Changelog Section
-->
<!-- NOTE TO UPDATERS!! Please only list things which are important to players.
Stuff which is in development and not yet visible to players or just code related
(ie. code improvements for expandability, etc.) should not be listed here. They
should be listed in the changelog upon commit though. Thanks. -->
<!-- You can simply add changelogs using AddToChangelog.exe -->
<!-- Blank template for devs:
<div class='commit sansserif'>
<h2 class='date'>XX MONTH 2016</h2>
<h3 class='author'>YOURNAME updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>green bug</li>
<li class='wip'>hard hat</li>
<li class='tweak'>screwdriver & wrench</li>
<li class='soundadd'>note plus</li>
<li class='sounddel'>note minus</li>
<li class='rscdel'>red circle with white X</li>
<li class='rscadd'>green circle with white v</li>
<li class='imageadd'>image plus</li>
<li class='imagedel'>image minus</li>
<li class='spellcheck'>abc v</li>
<li class='experiment'>nuclear symbol</li>
</ul>
</div>
-->
<!-- DO NOT REMOVE, MOVE, OR COPY THIS COMMENT! THIS MUST BE THE LAST NON-EMPTY LINE BEFORE THE LOGS #ADDTOCHANGELOGMARKER# -->
<div class='commit sansserif'>
<h2 class='date'>31 December 2015</h2>
<h3 class='author'>Apophis updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Xmas Mode DIS-ENGAGE.</li>
<li class='rscadd'>Caution signs added to janitor closet</li>
<li class='rscadd'>Engineers and Medics now have encryption keys available in their vendors. Each headset can hold 3 max keyst (Standard, Squad, Specialty)</li>
<li class='rscadd'>Squad Engineers can get webbing from their vendor</li>
<li class='rscadd'>Shoulder Holsters for MPs and Squad Leaders</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>21 December 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Xmas Mode ENGAGE - Lasts until December 31st. Special Armors, special helmets, and PRESENTS EVERYWHERE</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>17 December 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Apophis Anti-grief 1.0: Rockets only function on the planet, anti-spam system enabled.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>6 December 2015</h2>
<h3 class='author'>SecretStamos (Joshuu) updated:</h3>
<ul class='changes bgimages16'>
<li class='imageadd'>Added hold sprites to the MAR-40 and the Sawed Off weapons</li>
<li class='rscadd'>Added Duch's Dozen, a elite mercenary team capible of responding to Sulaco Distress calls, kitted for jungle combat.</li>
<li class='rscdel'>Removed Weyland-Yutani Commandos (Apesuits) from the PMC distress calls</li>
<li class='rscadd'>Added the Weyland-Yutani Commandos as a separate (admin requested) extermination squad</li>
<li class='rscadd'>Added PMC Sniper Mercs to the PMC teams</li>
<li class='rscadd'>Added the VP70 sidearm to certain distress teams</li>
<li class='rscadd'>Modified the loadouts of several distress teams to be more balanced</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>5 December 2015</h2>
<h3 class='author'>SecretStamos/(Joshuu) updated:</h3>
<ul class='changes bgimages16'>
<li class='soundadd'>New Reload and Unload sounds</li>
<li class='tweak'>Jumpsuits renamed</li>
</ul>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Hosts now ALWAYS Burst. They will give an SSD Larva that is ready for someone to click "join as larva" to get into.</li>
<li class='rscadd'>New Belt Sprite</li>
<li class='rscadd'>There are now lights on ALL the armor (the sprites will work "soon").</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>3 December 2015</h2>
<h3 class='author'>Apophis updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Vents no longer turn off when there's a breach (yes, this will pump air into space, but it also will re-pressurize fixed breaches). This is part 1 of a fix I'm working on for this.</li>
<li class='bugfix'>Moved air alarm from being under shutter (thus causing a permanent alarm)</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>1 December 2015</h2>
<h3 class='author'>Apophis updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Air tanks replaced with Nitrogen tanks on Prison</li>
<li class='tweak'>Increased Max Survivors for Prison (still dependent on ready players)</li>
<li class='bugfix'>APCs now update properly when mended/cut</li>
<li class='bugfix'>Minor spelling fixes</li>
<li class='bugfix'>Can not longer C4 the special blocker tiles</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>28 November 2015</h2>
<h3 class='author'>Apophis updated:</h3>
<ul class='changes bgimages16'>
<li class='imageadd'>Donor sprites updated - CHECK YOUR FORUM TOPIC</li>
<li class='rscdel'>PAI's removed. Mostly to make way for the new Anroids/synthetics...</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>27 November 2015</h2>
<h3 class='author'>Apophis updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Belts no longer fit in backpacks.</li>
<li class='bugfix'>Rods/Metal Stacks now give the proper errors and use the proper amount of materials</li>
<li class='bugfix'>Medbay bug fixed</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>26 November 2015</h2>
<h3 class='author'>Apophis updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Happy thanksgiving. Special Thanksgiving sulaco!</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>24 November 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Weeds should be clearable with 1 knife-swing. Notes should take 2.</li>
<li class='tweak'>All USCM issued clothing have suit sensors locked to Maximum.</li>
<li class='bugfix'>No More Webbingception (webbing inside of Webbing)</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>22 November 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Chemical Adjustment: Dylovene overdoses at 30. Causes damage to eyes.</li>
<li class='tweak'>Chemical Adjustment: Tricord overdoses at 30. Causes Brain damage.</li>
<li class='tweak'>Chemical Adjustment: Russian Red overdose at 20 (causes TREMENDOUS brain damage), regular dose 50% chance per tick to cause internal organ damage, heals radiation at a SILLY level of fast</li>
<li class='tweak'>Building Adjustment: Doubled Girder Metal cost and Build Time</li>
<li class='tweak'>Building Adjustment: Doubled Grill Rod cost and Build Time</li>
<li class='tweak'>Building Adjustment: Metal Barricade slightly increased build time.</li>
<li class='rscadd'>New response to ahelps: "Non-priority". This will be used by staff if a situation is understood or is already being handled so that players understand their message was received, but might not receive a direct response.</li>
<li class='rscadd'>Admin Feature: "M.O.T.H.E.R. report". This is an IC message from the ships on-board "AI" system. Basically, a way for admins/mods to message the crew without using a centcom update.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>17 November 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Adjusted Prison Map atmos system, should be easy to figure our and repair</li>
<li class='tweak'>Some exterior windows are electrified, more will be coming.</li>
<li class='imageadd'>Donor Items procesed - CHECK YOUR DONOR POSTS</li>
<li class='rscadd'>Building in hangers re-enabled. DO NOT BUILD DEFENSES BEFORE THE ALARM</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>16 November 2015</h2>
<h3 class='author'>Minijar updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Prison Exterior windows now have a health of 800K. You'll breach em any how.</li>
<li class='tweak'>East wing now styled to look like a physciatric ward to account for comatose prisoners.</li>
<li class='bugfix'>All exterior walls are unmeltable in the prison map, interior walls still meltable</li>
<li class='bugfix'>Fixed spelling error with some area names</li>
<li class='bugfix'>Moved survivor spawns outside of locked areas on the prison map</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>14 November 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Adjustments to Prison Map. Final round of testing before it goes live.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>8 November 2015</h2>
<h3 class='author'>Minijar updated:</h3>
<ul class='changes bgimages16'>
<li class='wip'>Added a new map for testing. Clear with Apophis before you run it.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>7 November 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>T-comms finally fixed (hopefully)</li>
<li class='tweak'>Marine weapons fire slightly faster</li>
<li class='tweak'>Marine weapon damage increase</li>
<li class='tweak'>Xenos evolve MUCH faster</li>
<li class='tweak'>Larvas burst MUCH faster</li>
<li class='tweak'>Damage from a larva that doesn't burst (because no available ghosts) increased 5x. If you don't burst after about 4 minutes in stage 5, you'll be dead without medical help.</li>
<li class='tweak'>Staff can now Change between the Standard and Halloween map (on request)</li>
<li class='bugfix'>"Non-bursting" fixed</li>
<li class='bugfix'>Changelog Timestamp fixed</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>6 November 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='wip'>Backend map changes, should prevent breaches on LV-624, but might break T-comms...</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>3 November 2015</h2>
<h3 class='author'>Minijar updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Changes the emergency shuttle announcement to fit the escape pods.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>2 November 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Back to Standard! - The other map is available for events.</li>
<li class='tweak'>Emitters removed from cargo ordering</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>27 October 2015</h2>
<h3 class='author'>Infernus44 updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Fixed defibs. No more broken marines.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>24 October 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Colonial Marines HALLOWEEN mode.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>23 October 2015</h2>
<h3 class='author'>Infernus44 updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Fixed defibs. Also had to tweak how it works to avoid this bug, it now heals damage (8 by successful attempt (Magic, don't ask)), and revives when below -100HP (By successful attempt). So, the more damage he has, the longer it will take to get him below -100 HP.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>20 October 2015</h2>
<h3 class='author'>Infernus44 updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Defibs can now actually revive people .-.</li>
<li class='bugfix'>Defibs can now be recharged</li>
<li class='bugfix'>Overwatch consoles are no longer invisible when broken or unpowered</li>
<li class='tweak'>Advanced body scanner report now have the subject's name in the name</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>19 October 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Latest map bugs fixed.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>18 October 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Security Re-mapped - More cells, Isolation Cell, More room</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>17 October 2015</h2>
<h3 class='author'>Infernus44 updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Smashing bottles over alien's head no longer stuns them</li>
<li class='bugfix'>Dense jungle wall is no longer meltable</li>
<li class='bugfix'>Larvas can no longer slash at floodlights</li>
<li class='bugfix'>Removed Nanotrasen reference from security armor</li>
<li class='bugfix'>You can no longer stack girders</li>
<li class='bugfix'>Right foot is now splintable</li>
<li class='bugfix'>Examining humans now shows if they have splints on their feet and hands</li>
<li class='bugfix'>Removing splints now correctly works for splinted hands and feet</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>16 October 2015</h2>
<h3 class='author'>Infernus44 updated:</h3>
<ul class='changes bgimages16'>
<li class='imageadd'>New icons for marine uniforms</li>
<li class='tweak'>Floor tiles nerfed</li>
<li class='bugfix'>C-4 can no longer blow up shuttle consoles</li>
<li class='bugfix'>Marine backpack is now visible in hands</li>
<li class='bugfix'>Some map issues fixed</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>13 October 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>No more helmets in backpacks.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>10 October 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Oxycodone removed from MarineMed. Still available in Nanomeds</li>
<li class='tweak'>Aliens can no longer spam the shuttle alarm</li>
<li class='tweak'>Humans are no longre resistant to breachs and will fly all over the place, just like aliens.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>9 October 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>NEW RULE: Since the marines aren't weapon dispensers anymore, there's no reason to kill marines who are infected unless they are activly fighting you. There is a new Xeno rule, please read it, as it is in effect immediatly.</li>
<li class='tweak'>Boxes adjusted individually. MRE boxes no longer hold anything other than food</li>
<li class='tweak'>Some boxes no longer fit in backpacks</li>
<li class='tweak'>Shells in shotgun box increased from 7 to 14.</li>
<li class='tweak'>Boxes now only hold what they should hold (Syringes only in syringes, etc)</li>
<li class='rscadd'>When the alien queen uses the console on the planet, it gives a red-alert. At this point, marines can start building sulaco defenses.</li>
</ul>
<div class='commit sansserif'>
<h2 class='date'>8 October 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Shotgun boxes ONLY hold shotgun shells</li>
<li class='bugfix'>Shotgun Boxes result in crumpled paper when "folded"</li>
<li class='experiment'>Only the revolver/pistol can fit into the backpack now. Expect some additional adjustments over the next few days/weeks. </li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>7 October 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscdel'>Napalm disabled because shenanigans.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>6 October 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Emitters only fire about 5 tiles away from them (enough to hit the supermatter from it's starting point)</li>
<li class='tweak'>APCs now for the ladder hallway on the main deck, and for emergency medbay on the hanger deck</li>
<li class='bugfix'>CMO access button fixed</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>2 October 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Hopefully a final fix to distress calls!</li>
<li class='bugfix'>Job prefs fixed in chargen options -- Options are GET RANDOM JOB, BE MARINE, and GO BACK TO LOGIN SCREEN. They should all work as intended during job initialization.</li>
<li class='rscadd'>Queen gets a new verb - Set Hive Orders. This allows them to add a blurb into the status pane of all xenos.</li>
<li class='bugfix'>Eggs should no longer grow after being destroyed.</li>
<li class='bugfix'>Xenos can no longer pry open welded firedoors.</li>
<li class='bugfix'>Chestburst icons should work properly now.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>29 September 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='imageadd'>DONOR ITEMS PROCESSED - Check the forums to see if any were yours, or your current status.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>25 September 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='soundadd'>Music added to rotation: Good Day to Die, Fortunate Son, Buffalo Springfield</li>
<li class='rscadd'>Medbay CMO button fixed</li>
<li class='rscadd'>CMO no longer has to stay in darkness</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>24 September 2015</h2>
<h3 class='author'>Absynth updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Rocket launchers and grenade launchers are both now twohanded. However, the grenade launcher now starts fully loaded and rocket damage has been improved slightly.</li>
<li class='bugfix'>Pheromone auras now require the xeno to actually be alive.</li>
<li class='bugfix'>Hopefully fixed the "understaffed distress calls" bug, but will probably need more looking at</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>22 September 2015</h2>
<h3 class='author'>Apophis updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Splints now work on hands/feet</li>
<li class='tweak'>Bones re-adjusted.</li>
<li class='bugfix'>Medbay APCs fixed</li>
<li class='bugfix'>Combat Lifesaver Pack Fixed</li>
<li class='bugfix'>Welding helmets no longer "reset' their anti-hug protection when pushed up and back down.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>21 September 2015</h2>
<h3 class='author'>Apophis updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Medbay Redesigned!</li>
<li class='rscadd'>Added Chemlab</li>
<li class='rscadd'>Chemistry Lockdown</li>
<li class='rscadd'>Medbay Lockdown (button in CMO office)</li>
<li class='rscadd'>2 more Cryo Pods</li>
<li class='rscadd'>2 More sleepers</li>
<li class='rscadd'>New "Combat Lifesaver" belt for Medics (contains lots of good stuff to help with wounded)</li>
<li class='rscadd'>New pill: "Russian Red" - Used for treating radiation/mutations but has some... side effects...</li>
<li class='rscadd'>New Auto-injectors: Dylovene, Bicardine, Kelotine, Oxycodone</li>
<li class='tweak'>Less Sleep Toxin from Cloning (hopefully)</li>
<li class='tweak'>Increased available drugs from vendors</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>19 September 2015</h2>
<h3 class='author'>Absynth updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Distress calls should not be repeatedly callable.</li>
<li class='bugfix'>Can no longer C4 ladders or floors of any kind.</li>
<li class='bugfix'>Facehuggers should no longer damage faces if they are not alive.</li>
<li class='tweak'>Follow button added for ghosts to hivemind.</li>
<li class='bugfix'>Distress candidate chooser is fixed, it should now pick from anyone who enlists instead of just the first people.</li>
<li class='tweak'>Tweaked the random items most response teams get.</li>
<li class='bugfix'>Hitting a facehugger with another facehugger should no longer kill it.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>15 September 2015</h2>
<h3 class='author'>apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Round of DONOR ITEMS! - Check your topic to see if it was any of yours!</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>12 September 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Many optimization tweaks but there's still more to do. If you see any weirdness in lighting in particular please make a bug report (such as light sources showing when an item is gone).</li>
<li class='bugfix'>Can no longer use flashes on xenos</li>
<li class='bugfix'>Grenades no longer have huge range when thrown off screen</li>
<li class='bugfix'>Coat hanger fixed</li>
<li class='bugfix'>Can no longer build girders into walls if they're being melted</li>
<li class='bugfix'>Fixed a bunch of bugs related to picking up stools</li>
<li class='bugfix'>Boilers have to stay in place when firing bombardments</li>
<li class='tweak'>Crusher tackle buffed slightly</li>
<li class='tweak'>Ravagers a little slower</li>
<li class='tweak'>Runners a bit slower, melee claw damage nerfed significantly</li>
<li class='tweak'>Facehuggers now decay after about 2 minutes, eggs and hugger adjacent victims should check better</li>
<li class='tweak'>Smartgun damage upped very slightly</li>
<li class='tweak'>Rocket launcher tweaked slightly -- higher damage on the tile the rocket hits, both AP and HE</li>
<li class='tweak'>Turrets will no longer target people with an ID in their ACTIVE hand.</li>
<li class='tweak'>Shotguns now use Alt-click instead of Shift-click to pump from inventory</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>7 September 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Combat Boots should no longer slip on soal or bananas</li>
<li class='rscadd'>Aliens can no longer buckle to anything that isn't a nest.</li>
<li class='rscadd'>Aliens must now Tackle someone before nesting.</li>
<li class='bugfix'>Adjustments to "Select Equipment Verb"</li>
<li class='tweak'>T-comms Observation doors start closed.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>5 September 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Donor Items (Check your donation topic if your items aren't in)</li>
<li class='tweak'>Adjustments to the "Select Equipment" verb for admins.</li>
<li class='rscadd'>Engineers now have Deployable Barriers</li>
<li class='tweak'>Tasers are now SUPER useful against marines and 100% useless against aliens. Stunbatons as well, though you beat an alien with it for a small amount of damage (but no stun)</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>2 September 2015</h2>
<h3 class='author'>Rahlzel updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Nerfed the Cargo Tug Train in a few ways. Xenos can click on it to unbuckle humans, and there's a 50% chance the human will fall flat on their face (even just getting off of it normally. Heh.). Decreased battery efficiency. Starts with a less powerful battery. Removed infinite capacity power cell.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>1 September 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Distress calls are now available via the comms console, using a CO-level ID. It becomes available for use after at least an hour has passed, with a certain ratio of xenos to humans. Admins can also call it whenever. Distress calls aren't always helpful! Ghosts who are around when it is called can use Join Response Team to join it, but you have to be ghosted for a certain amount of time. It's probably very buggy as it's fairly complex code so please post on the forums if it breaks horribly (which it undoubtedly will).</li>
</ul>
<h3 class='author'>Rahlzel updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>New item: "Lazarus Landing Map". It opens a small window showing the satellite view of LV-426. The same map can be seen on the front page of our wiki. The map item looks like a set of green blueprints. There is one in each Squad Leader room, a few on the bridge, and a few more strewn around the station.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>31 August 2015</h2>
<h3 class='author'>Infernus44 updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Fixed embryo removal surgery breaking bones and giving internal bleeding to patients</li>
<li class='bugfix'>Fixed embryo removal not updating wounds correctly</li>
<li class='bugfix'>Alien embryo is now scanable by adv scanner</li>
<li class='bugfix'>Fixed patients sometimes waking up even with anesthetics on</li>
<li class='bugfix'>Cryo tube and stasis bags should now slow down embryo development</li>
<li class='bugfix'>Small defibrillator fix</li>
<li class='tweak'>Added more air alarms and emergency shutters to Sulaco</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>30 August 2015</h2>
<h3 class='author'>Rahzlel updated:</h3>
<ul class='changes bgimages16'>
<li class='rscdel'>Flaregun disabled.</li>
<li class='tweak'>Humans move slower on weeds.</li>
<li class='bugfix'>Boiler's Bombard fixed (thanks Abby).</li>
<li class='soundadd'>New glass hit sound.</li>
<li class='soundadd'>New wood hit sound.</li>
<li class='soundadd'>New metal hit sound.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>29 August 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Boilers! Yay! These are a new Tier 3 spitter caste. See forum for details.</li>
<li class='tweak'>Flashlights (not weapon lights) are slightly brighter.</li>
<li class='tweak'>Crushers are no longer immune to severe-damage explosions (ones that would gib a normal xeno). It instead does a shitload of damage, probably enough to kill them anyway.</li>
<li class='bugfix'>Guard pheromones now work properly. They were busted. Frenzy and recovery work as normal.</li>
<li class='bugfix'>Can no longer use acid spit on the tile you're standing on.</li>
<li class='bugfix'>Powerless weapons vendors should no longer be invisible.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>28 August 2015</h2>
<h3 class='author'>Rahlzel updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Players will no longer be forced into a chestbursting Xeno larva. If you have your preference to be a Xeno turned off, the only time you might be a Xeno is if the gamemode forces you to be one at round-start because it didn't find enough Xeno players. In order to become a Xeno after the round starts, you must have your Xeno candidacy enabled. This can be done at round-start by setting "Be Xeno" to "Yes", or by using Preferences > Toggle SpecialRole Candidacy > Xenomorph to "ON".</li>
<li class='rscadd'>...However, infected hosts who have their Xeno candidacy turned OFF and there are no observer candidates to take control of the chestbursting larva (thus causing the host to stall chestbursting) will have a new challenge to contend with while the fully-grown larva sits in their chest cavity.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>27 August 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>One Maint Tech will spawn in the "janitor" room near the janitorial supplies</li>
<li class='rscadd'>Requisitions/cargo now have closable shutters</li>
<li class='tweak'>MPs now spawn with MP belts. These belts can ONLY hold security items (and the basic pistol), and MPs spawn with a basic set.</li>
</ul>
</div>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Stun batons should now actually stun.</li>
<li class='bugfix'>Xenos dying should remove all stomach contents</li>
<li class='tweak'>Xenos no longer have X-ray vision. Sorry xenos. You knew it was coming. They do however have the ability to see mobs through walls.</li>
<li class='tweak'>Pheromones! Drones, carriers, hivelords, praetorians, and Queens now have the ability to emit specific types of pheromones -- frenzy, guard, and recovery. Any xeno in range is affected by the pheromones automatically; it drains plasma to use but doesn't negate plasma regen entirely. Frenzy increases speed, claw damage, and tackle chance, guard increases explosion resistance and reduces damage by a %, and recovery increases healing and plasma regen. The effects generally do not stack. You can see if you're being affected by it in the Stat panel.</li>
<li class='tweak'>Overwatch strikes have a slightly higher radius on the 2nd and 3rd strikes.</li>
<li class='tweak'>Crushers now have a much higher chance of knocking over turrets if they ram them.</li>
<li class='tweak'>Runners now lose plasma regen when hiding behind stuff.</li>
<li class='bugfix'>Strong-level corrosive melty acid now should work correctly, it was using the default speed values. It will now melt stuff roughly 5 times faster. But nobody gets it yet. </li>
<li class='tweak'>Praetorians now have medium-speed acid, same as the Queen.</li>
<li class='rscadd'>New xeno caste in IN. But not available to play yet, as we test them. Soon! (tm)</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>26 August 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Some odd bugs with dropped items are fixed. This MIGHT have broken even more things, so please be on alert for weirdness with dropped or equipped items, particularly flashlights and self-deleting objects like grabs or twohanded items.</li>
<li class='bugfix'>Items should now however drop and calculate properly when you're tackled, pounced, throw an item, or it's dropped from damaged hands (smartgun in particular).</li>
<li class='tweak'>Removed xeno hud for oxygen, plasma gas, and fire. They weren't actually being used anyway (except fire, which was buggy).</li>
<li class='bugfix'>Flamethrowers no longer amplify their sound when fired (it was playing it overtop of itself for each person in sight)</li>
<li class='tweak'>Flamethrowers now have a maximum range of 6 tiles.</li>
<li class='tweak'>Crusher stomp knockdown normalized a bit, you shouldn't see people get up instantly.</li>
<li class='bugfix'>Shouldn't be possible to survive a chestburst with massive amounts of antitoxin anymore.</li>
<li class='bugfix'>Facehuggers now die from explosions.</li>
<li class='tweak'>Praetorians can for the moment not dissolve reinforced walls. Expect something else nice for them very shortly.</li>
<li class='tweak'>Xenos now have proper gib animations, instead of defaulting to gibbed monkeys.</li>
<li class='tweak'>Bullets now have names, so you know who's shooting at whom.</li>
<li class='bugfix'>Turrets can be repaired beyond 50% health</li>
<li class='tweak'>Shuttles no longer do weirdness with shoving people around on arrival, and don't teleport you to the planet. They just gib you and destroy everything on the landing pad.</li>
<li class='rscadd'>New xeno caste coming soon! Woo!</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>24 August 2015</h2>
<h3 class='author'>Rahlzel updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Security HUD icons fixed. Placeholder icons installed for all jobs except marine squad-specific colors. </li>
<li class='tweak'>Military Police now start with HUD Sunglasses (flash protection + HUD icons). Additional HUD sunglasses available in the SecTech vendor. Normal sunglasses still available in lockers and lying around.</li>
<li class='tweak'>Dragging a dead body no longer complains that their "wounds are worsening terribly from being dragged". Also, dead bodies no longer spread blood. In other words, if you're pulling a body and you see blood and warning messages, you now know more easily that they're still alive and that you're making things worse.</li>
<li class='bugfix'>Facehuggers now keep the victim blinded while worn.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>23 August 2015</h2>
<h3 class='author'>Rahlzel updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Fixed minor typos and references to Nanotrasen.</li>
<li class='rscadd'>pAIs now have a "Toggle Lights" verb that does not require software memory points. Only works when "Unfold Chassis" is used to walk around.</li>
<li class='tweak'>Security Records computer interface no longer glows with the green of a thousand hulks (it's easier to read).</li>
<li class='tweak'>Military Police now start with sunglasses instead of SecHUD. Note: Security HUD icons may or may not be fixed. We're discussing lag caused by icon updates.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>22 August 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>A bug was making all projectiles check accuracy due to distance at 50% more than their actual range. Fixed! Guns should miss a lot less often in general now.</li>
<li class='tweak'>Sentry guns are now moveable with a screwdriver (actually in last update)</li>
<li class='tweak'>Four sentry guns now spawn on the front of the shuttle. These are special immobile ones, they cannot be screwdrivered nor controlled, but come with good power cells and 900 rounds of ammo. They can be recharged and refilled like other sentries.</li>
<li class='tweak'>RESTRICTED queen toggle no longer reduces damage by half, instead it does not allow slashing if: the xeno is over 2/3rds max health, or if the target is a host.</li>
<li class='tweak'>Human body parts in general are tougher, it takes more damage to get them to a critical state, and having broken hands does not always drop your items all the time (it's instead a random chance).</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>21 August 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Slight change to how projectiles work. They should no longer hit adjacent things at all. Specifically this will make sentry guns work better, but you should also see improvements with regular firearms and xeno spits.</li>
<li class='bugfix'>Bunch of bugs related to sentries have been hopefully fixed.</li>
<li class='tweak'>Sentry guns now come equipped with IFF transponders that will fire through friendlies, like a smartgun. Woo!</li>
</ul>
<h3 class='author'>Rahlzel updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>New Ghost/Observer verb (in the Ghost tab): "Join as Larva". Allows you (as an Observer) to take over the body of an existing, alive Larva that has been disconnected for 10 minutes, only if you haven't ghosted/suicided/died within 10 minutes yourself.</li>
<li class='rscadd'>Admins: New variable for all mobs that might come in handy: "away_timer". Increments approximately once per second when a mob's client is null. Resets to 0 when the mob's client is not null. E.g., away_timer = 127 means the client has been null for 127 seconds. Note: The original client might still be in-game as a ghost or cloned into a different body - just THAT mob has not had a client controlling it for [away_timer] seconds.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>20 August 2015</h2>
<h3 class='author'>Apophis775 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>DONOR ITEMS ADDED - If yours don't work, PM apophis on the forum.</li>
<li class='rscadd'>Marines now spawn with backpacks (no backpacks in lockers, but still in vendors)</li>
<li class='rscadd'>Command now spawns with Satchels</li>
</ul>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Xeno explosion damage tweaked slightly higher again.</li>
<li class='tweak'>Projectiles of all kinds now pass through grilles.</li>
<li class='rscadd'>SENTRY GUNS! Now available in Engineering vending machines, and very expensively purchased in Requisitions (along with spare ammo). Watch for a guide on the forums on how to use them.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>19 August 2015</h2>
<h3 class='author'>Rahlzel updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Planet LZs are more strongly fortified with fences and barricades.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>18 August 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Sniper rifle bullets do less damage to compensate for the new incendiary fire.</li>
<li class='rscadd'>Four new weapon attachments, available in the crates and vendors: extended barrel (increases accuracy, reduces damage), barrel charger (greatly increases damage and reduces accuracy, increases recoil), quickfire adapter (increases firing rate, reduces accuracy) and recoil compensator (reduces recoil, reduces damage, increases accuracy). The first two can be used on a wide variety of guns, quickfire can go on M41, M39, M4A3, and 44 magnum, compensator can go on M37 and M42C. Note the barrel charger can go on the M56 Smartgun and is the only attachable that can do so.</li>
<li class='tweak'>Xeno explosive damage increased very slightly.</li>
<li class='tweak'>Plasteel now available in cargo bay</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>17 August 2015</h2>
<h3 class='author'>Rahlzel updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Added space suit storage units to several areas throughout the Sulaco - mostly in maintenance tunnels or Engineering storage areas.</li>
<li class='rscadd'>Marine Law manuals added and dispersed.</li>
<li class='tweak'>Marking a Fax Machine message no longer notifies the player with the Admin's name.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>16 August 2015</h2>
<h3 class='author'>Infernus44 updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Medbay is now slightly larger</li>
<li class='tweak'>Atmos gas chambers are now unmeltable</li>
<li class='tweak'>Many other minor tweaks and fixes on the map</li>
</ul>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Some crusher tweaks, momentum should work a bit better.</li>
<li class='tweak'>Sniper rifle now fires incendiary rounds, and snipers get a fancy new goggles in their crate. Yes, it looks like the smartgun headset. Deal with it. Fire immune xenos will not be affected by the incendiary, and any xeno can use Resist to put the fire out.</li>
<li class='tweak'>Predators slightly tweaked in various mysterious ways</li>
<li class='tweak'>Hands are slightly tougher to break and sever.</li>
<li class='tweak'>Blowing up Sulaco Hull walls should no longer make space tiles. Destroying outer walls will still breach though, so careful.</li>
<li class='bugfix'>Praetorians no longer have the ventcrawl verb. WHOOPS. (how did they squeeze in there anyway??)</li>
<li class='bugfix'>All xeno stuff should no longer be acidable (nests, walls etc)</li>
</ul>
<h3 class='author'>Rahlzel updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Cleaned up Character Setup and job selection. Removed unused preferences.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>15 August 2015</h2>
<h3 class='author'>Infernus44 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Added holosign to surgery rooms</li>
<li class='tweak'>Used Morrinn's morgue layout. Thank you~</li>
<li class='tweak'>Moved Liason's fax machine to his private room</li>
<li class='tweak'>Moved bio/prosthetics fab to the second OP room</li>
<li class='tweak'>Many other minor map tweaks</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>14 August 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Crushers are now in! They are a Hunter tier 3 evolution. See forum for details about them. There are likely to be many bugs as they have some very complex code, so please please please post on the forums if you find any.</li>
<li class='tweak'>Marines can now build metal barricades using 10 plasteel. They function similar to flipped tables, but cannot be moved or dismantled. They can be repaired with a welding tool or plasteel depending on the damage. They can be destroyed by xenos but they are VERY tough.</li>
<li class='tweak'>Xenos now take a few seconds to evolve and have to stand still while doing so.</li>
<li class='tweak'>Rocket launchers now take a few seconds to reload. HE rocket spread nerfed.</li>
<li class='tweak'>Xenos dragging stuff slowed down a bit more.</li>
<li class='bugfix'>Xenos can slash APCs again.</li>
<li class='tweak'>Supermatter explosion should inform admins if it's about to blow. Still not sure why the built-in radio stopped working..</li>
<li class='tweak'>A few map tweaks. Shuttle consoles now show the name of the shuttle.</li>
<li class='bugfix'>Nuke is unacidable. Whoops</li>
<li class='bugfix'>Xenos can no longer use consoles by hitting it with a hugger. What, did the hugger press the buttons for them??</li>
<li class='tweak'>Xenos now take a few seconds to evolve and have to stand still while doing so.</li>
<li class='tweak'>Smartgun when dropped now snaps to your armor suit slot if it is empty. To force yourself to drop it you'll need to put something there.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>14 August 2015</h2>
<h3 class='author'>Infernus44 updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Removed debug message while doing surgery</li>
<li class='bugfix'>Removed one sleeper that was behind the cryo pod</li>
<li class='bugfix'>Fixed piping in canteen</li>
<li class='rscadd'>Added disposal unit to medbay</li>
<li class='rscadd'>Added exit button to medbay</li>
<li class='rscadd'>Added hand labeler to chemistry</li>
<li class='tweak'>Soporific will now show on health scanner</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>12 August 2015</h2>
<h3 class='author'>Infernus44 updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'><b>Surgery update:</b></li>
<li class=>Doing surgery without anesthetic/patient being unconsious is now very lethal</li>
<li class=>Stronger painkillers, sleep toxin and high shock stage will increase the chance of successful surgery if the patient is awake(And only if awake)</li>
<li class=>Roller beds and tables will reduce the chance of successful surgery</li>
<li class=>Either way, doing proper surgery (OP table, anesthetics, proper tools) won't impact your surgery speed</li>
<li class='tweak'>Reduced blood loss with lost limbs and open surgery wounds so they don't die instanty</li>
<li class='tweak'>Reduced inaprovaline injection in cloners to 5 from 30 since it is not required</li>
<li class='rscadd'>Added cryo pods to sleeper room to free up late game jobs. (Despawn rate 15min)</li>
<li class='rscadd'>Added scrubber and air alarm in engineering</li>
<li class='rscadd'>Health scanner will now show if you overdosed/killed your patient</li>
<li class='bugfix'>CMO's closet now spawns with full hypo</li>
<li class='bugfix'>Fixed failed surgery steps not updating health correctly</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>12 August 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Hugger face sprites fixed</li>
<li class='bugfix'>Nanotrasen changed to Weyland Yutani in a lot of places</li>
<li class='tweak'>Queens, Ravagers, and Crushers can no longer be pushed around. Fatties.</li>
<li class='bugfix'>Nesting bug fixes, resisting while unconscious no longer resets the time, renest timer fixed</li>
<li class='bugfix'>Mobile pAIs can no longer drag stuff</li>
</ul>
<div class='commit sansserif'>
<h2 class='date'>11 August 2015</h2>
<h3 class='author'>Rahlzel updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Building certain defenses (tables, walls, racks, etc) is now disabled in the Sulaco Hangar area to deter metagaming (along with <a href='http://colonial-marines.com/viewtopic.php?f=57&t=1363#p30460'>a rule update</a> that may get you banned for it).</li>
<li class='tweak'>Dropship cameras removed.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>9 August 2015</h2>
<h3 class='author'>Infernus44 updated:</h3>
<ul class='changes bgimages16'>
<li class='wip'>New map in the work!</li>
<li class='tweak'>Cloners no longer injects a lot of sopoforic and inaprovaline while someone is being cloned.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>8 August 2015</h2>
<h3 class='author'>Rahlzel updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Communications Console update (the computer that calls the shuttle):</li>
<li>"Call Emergency Shuttle" is only available when USCM is offline (no Admins are present), 1 hour has passed, and there are more Xenos than 80% of humans (to account for some non-combat jobs such as Maintenance Tech).</li>
<li>If Admins are present, only "Request Emergency Shuttle" is available (assuming the above checks are true).</li>
<li>Both Mods and Admins can see shuttle requests and USCM messages from players and Mark/Respond to them, and other Admins/Mods can see that Admin's response.</li>
<li>Xenos are mass-notified when the shuttle is called to facilitate the already-existing (but acceptable) potential for metagaming due to this pivotal point in the round that will cause them to win or lose.</li>
<li class='soundadd'>Morse Code sound added to help notify Admins of the above requests and messages.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>7 August 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Gas masks no longer protect against huggers.</li>
<li class='tweak'>Stomach acid damage lowered considerably</li>
<li class='tweak'>Mines moved to Engineer vendor, SL gets smokebombs instead</li>
<li class='bugfix'>Grenade bandolier fixed</li>
<li class='tweak'>There are now 3 BO positions available! Yay!</li>
<li class='tweak'>Floodlights can no longer be dissolved unless they are turned on</li>
<li class='bugfix'>Telecomms equipment can't be acided</li>
<li class='bugfix'>Xenos no longer affected by flashbangs</li>
<li class='tweak'>Reinforced walls are no longer buildable. Regular walls take longer to build.</li>
<li class='tweak'>Many xenos get proper tackle chances/stun times. They were pretty much all using the default.</li>
<li class='tweak'>Queen moves very slightly faster</li>
<li class='tweak'>Energy weapons are not affected by xeno armor deflection</li>
<li class='tweak'>Xeno embryo timer tweaked slightly, should take a bit longer</li>
<li class='tweak'>Tunnels -- examining now shows you the area the end-part is in</li>
<li class='tweak'>Tunnels -- clicking one with a facehugger now enters it</li>
<li class='tweak'>Incendiary grenades look different</li>
<li class='tweak'>Backpacks again no longer come with boxes.</li>
<li class='tweak'>Marine belts now store more items! Use them for all your ammo needs.</li>
<li class='tweak'>MRE boxes now contain up to 5 MRE packs</li>
<li class='tweak'>Marine armor protects a bit more against energy attacks (including spit damage)</li>
<li class='tweak'>Engineers at B-Series Armor Productions have invented a set of heavily armored gauntlets with the shittiest of sprites. B18 Gauntlets give your hands all the protection you could ever need.</li>
<li class='tweak'>Predator armor is more protective against bullets</li>
<li class='tweak'>Severed limbs now bleed more</li>
<li class='tweak'>Lots of R&D stuff removed, chameleon suits in particular</li>
<li class='tweak'>Shuttle timer fixed, it is now a 1 minute delay in between calling it (it was starting the timer when the ship took off, making it worthless)</li>
<li class='tweak'>Tunnels -- examining now shows you the area the end-part is in</li>
<li class='wip'>You may have seen a few Crushers running about. You will probably continue to see more as we tweak them, but they are not currently available for play. YET!</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>6 August 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Ravager/hunter/runner pounce fixed. It was running you into flying bullets and stopping the pounce. WOOPS.</li>
<li class='bugfix'>pAIs can now suicide without causing runtimes.</li>
<li class='bugfix'>PDA crew manifest fixed.</li>
<li class='bugfix'>Preds (and Xenos) no longer get bridge announcements.</li>
<li class='bugfix'>Beacon crate now available in Cargo</li>
<li class='tweak'>Grenade launcher now comes with a bandolier worn on belt, contains 8 grenades.</li>
<li class='tweak'>Incendiary grenades now work similar to the flamethrower, dropping fire in a 3x3 around the target site. Hopefully. Hasn't been tested much yet.</li>
<li class='bugfix'>Overwatch console should swap out leaders properly</li>
<li class='tweak'>Grenades now take 4 seconds to prime instead of 3.</li>
<li class='tweak'>Some predator gear is now unacidable.</li>
<li class='tweak'>Mobs in xeno stomachs now get acid damage depending on how long they've been in there. After about 2 minutes, they'll dissolve completely.</li>
<li class='bugfix'>pAI universal translator software should now work correctly.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>5 August 2015</h2>
<h3 class='author'>Abbysynth updated:</h3>
<ul class='changes bgimages16'>
<li class='tweak'>Some asteroids spawn in space to stop supermatter core from flying around randomly</li>
<li class='tweak'>Spitters movement speed increased, Praetorians decreased</li>
<li class='tweak'>T3 xenos HP reduced slightly</li>
<li class='tweak'>Marines move slower on weeds, sticky resin slowdown increased</li>