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39 changes: 39 additions & 0 deletions html/changelog.html
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<h2 class="date">11 April 2020</h2>
<h3 class="author">Jeser updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed missing verbs for Ghost and Chat preferences.</li>
</ul>
<h3 class="author">TobiNerd updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed an issue with clicking signalers on top of each other. Fixed custom C4 not exploding correctly with signalers.</li>
<li class="bugfix">Fixed chembomb fire radius modifier not multiplying by chem volume.</li>
<li class="tweak">Nerfed OT rockets max power from 350 to 300 and OT mortars max power from 430 to 360. Both of these are still higher than the standard equivalent.</li>
<li class="tweak">Overhauled the falloff values of explosive chemicals. This value is now more important to the radius of the explosion than before.</li>
<li class="tweak">Default explosive chemicals can no longer be used with the synthesis simulator. The explosive property must be discovered through new chemicals.</li>
<li class="tweak">Reduced the max container size for OT rockets from 240 to 120.</li>
<li class="tweak">Chemical explosives now calculate falloff levels based on additives to a base falloff, rather than doing an average.</li>
<li class="tweak">Chemical explosives now have you trade between falloff and power, ANFO leaning towards the former and octogen leaning towards the latter. Cyclonite is in between.</li>
<li class="tweak">Bomb casings now use a maximum total volume of containers rather than a maximum individual container volume. The volume cap has been decreased to make it harder to make all-in-one bombs, so you have to choose a balance.</li>
<li class="tweak">The industry freezer will now max polymerize 3 containers at a time. Lowered how much paraformaldehyde is polymerized at a time in each container from 5 to 3.</li>
<li class="tweak">The following chemicals now alter fire color much more dramatically. Carbon, Copper, hydrogen, lithium, methane, oxygen, phoron, phosphorus, potassium-chloride, salt.</li>
<li class="tweak">Nerfed explosion wall bounce damage from a 0.9 to a 0.4 multiplier (Fourkhan).</li>
<li class="bugfix">Fixed the demolitions scanner not scanning the warhead inside assembled rockets and mortars.</li>
<li class="bugfix">Fixed the demolitions simulator no longer being able to create explosions after testing C4.</li>
<li class="bugfix">C4 can no longer be placed on cades or crates, resulting in invisible C4.</li>
<li class="tweak">C4 can no longer be placed humans that share faction.</li>
<li class="tweak">If chem C4 or grenade explodes while being held by a mob or structure (walls are not structures), then it will now transfer full damage onto said mob or structure, and halve the actual explosion power.</li>
<li class="tweak">Bombs with a signaler attached will now have a forced 3 second delay before detonating. A danger overlay will be visible for this duration.</li>
<li class="tweak">You can now click a signaler with another signaler to copy over its code and frequency. #10824 Watermelon914.</li>
<li class="bugfix">Research chem names no longer end on a + or -. Apparently this was the reason some chems would glitch in nanoUI and become unpillable. Thanks to Alardun for helping discover the fix to this.</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Belts now appear empty, half-full or full spritewise.</li>
<li class="tweak">Timed actions are now always visible.</li>
<li class="tweak">Scout can no longer melee cloaked.</li>
<li class="tweak">Survivors are now ignored by defenses built by USCM marines.</li>
<li class="tweak">Increased standard sentry firerate.</li>
<li class="tweak">Reduced sentry range in general.</li>
<li class="tweak">Tesla Coil and Planted Flag now deploy faster and disassemble faster.</li>
</ul>

<h2 class="date">06 April 2020</h2>
<h3 class="author">Atebite updated:</h3>
<ul class="changes bgimages16">
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55 changes: 55 additions & 0 deletions html/changelogs/.all_changelog.yml
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larva by 1. Renamed to pooled larva.
- tweak: Collectors and resource nodes have been removed for now. Building structures
requires normal plasma.
2020-04-11:
Jeser:
- bugfix: Fixed missing verbs for Ghost and Chat preferences.
John Titor:
- bugfix: Fixed an issue with clicking signalers on top of each other. Fixed custom
C4 not exploding correctly with signalers.
TobiNerd:
- bugfix: Fixed chembomb fire radius modifier not multiplying by chem volume.
- tweak: Nerfed OT rockets max power from 350 to 300 and OT mortars max power from
430 to 360. Both of these are still higher than the standard equivalent.
- tweak: Overhauled the falloff values of explosive chemicals. This value is now
more important to the radius of the explosion than before.
- tweak: Default explosive chemicals can no longer be used with the synthesis simulator.
The explosive property must be discovered through new chemicals.
- tweak: Reduced the max container size for OT rockets from 240 to 120.
- tweak: Chemical explosives now calculate falloff levels based on additives to
a base falloff, rather than doing an average.
- tweak: Chemical explosives now have you trade between falloff and power, ANFO
leaning towards the former and octogen leaning towards the latter. Cyclonite
is in between.
- tweak: Bomb casings now use a maximum total volume of containers rather than a
maximum individual container volume. The volume cap has been decreased to make
it harder to make all-in-one bombs, so you have to choose a balance.
- tweak: The industry freezer will now max polymerize 3 containers at a time. Lowered
how much paraformaldehyde is polymerized at a time in each container from 5
to 3.
- tweak: The following chemicals now alter fire color much more dramatically. Carbon,
Copper, hydrogen, lithium, methane, oxygen, phoron, phosphorus, potassium-chloride,
salt.
- tweak: Nerfed explosion wall bounce damage from a 0.9 to a 0.4 multiplier (Fourkhan).
- bugfix: Fixed the demolitions scanner not scanning the warhead inside assembled
rockets and mortars.
- bugfix: Fixed the demolitions simulator no longer being able to create explosions
after testing C4.
- bugfix: C4 can no longer be placed on cades or crates, resulting in invisible
C4.
- tweak: C4 can no longer be placed humans that share faction.
- tweak: If chem C4 or grenade explodes while being held by a mob or structure (walls
are not structures), then it will now transfer full damage onto said mob or
structure, and halve the actual explosion power.
- tweak: Bombs with a signaler attached will now have a forced 3 second delay before
detonating. A danger overlay will be visible for this duration.
- tweak: 'You can now click a signaler with another signaler to copy over its code
and frequency. #10824 Watermelon914.'
- bugfix: Research chem names no longer end on a + or -. Apparently this was the
reason some chems would glitch in nanoUI and become unpillable. Thanks to Alardun
for helping discover the fix to this.
Vampmare:
- tweak: Belts now appear empty, half-full or full spritewise.
- tweak: Timed actions are now always visible.
- tweak: Scout can no longer melee cloaked.
- tweak: Survivors are now ignored by defenses built by USCM marines.
- tweak: Increased standard sentry firerate.
- tweak: Reduced sentry range in general.
- tweak: Tesla Coil and Planted Flag now deploy faster and disassemble faster.
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39 changes: 0 additions & 39 deletions html/changelogs/OT_scannerfix.yml

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36 changes: 0 additions & 36 deletions html/changelogs/fire_radius_fix.yml

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6 changes: 0 additions & 6 deletions html/changelogs/jeser-fix-missing-prefs.yml

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