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changelog2019.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>CM-SS13 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>Welcome to CM-SS13!</b></font></div><br>
<div align='center'><font size='2'><i>CM-SS13 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/viewforum.php?f=82">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>CM-SS13 Development Team</b>
<table align='center' class="top">
<tr>
<td valign='top'>
<font size='2'><b>Host:</b> NGGJamie<br></font>
<<font size='2'><b>Vice-Host:</b> Emerald Blood<br></font>
<font size='2'><b>Head Developer:</b> Neth Iafin<br></font>
<font size='2'><b>Head Manager:</b> Grimcad<br></font>
<font size='2'><b>Repo Head Maintainers:</b> Triiodine, Neth Iafin, TobiNerd, Awan, Cakey, RavingManiac, ThePiachu<br></font>
<font size='2'><b>Repo Maintainers:</b> CM repo is maintained by entire dev team using Valve (r) software development model<br></font>
<font size='2'><b>Coders:</b> Apophis, Rahlzel, Abbysynth, Infernus, MadSnailDisease, forwardslashN, SnipeDragon, Dylanstrategie, BMC777, Hikato, Phil235, Spookydonut, Chowder McArthor, NGGJamie, Deanthelis, Awan, NethIafins, ThePiachu, Alexshreds, MattAtlas, Ranged66, Fourkhan, thedonkified<br></font>
<font size='2'><b>Mappers:</b> Abbysynth, Apophis, Allan, Infernus, Rahlzel, Minijar, BMC777, RavingManiac, Artouris, Snypehunter007, Ribbonflex, Okand37, Cakey, Miraviel, Retrokinesis, Slywater, Vic, TobiNerd<br></font>
<font size='2'><b>Sounds:</b> Rahlzel<br></font>
<font size='2'><b>Sounds:</b> Rahlzel, Triiodine, Neth Iafin<br></font>
<font size='2'><b>Thanks to:</b> Baystation 12, /tg/station 13, and the original SpaceStation developers<br></font>
<font size='2'><b>Thanks to:</b> MrStonedOne for StonedMC 2016 (under GPLv3 license from VG13)<br></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> |
<a href="https://cm-ss13.com/changelog/changelog2018.html">2018</a><br></font></div>
</td>
</tr>
</table>
<h2 class="date">25 November 2019</h2>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed gas clouds such as boiler and praetorian gas not tracking damage statistics correctly. [Naes Listless]</li>
<li class="bugfix">Fixed appearances of things when worn in the belt slot. [Concerned], [Tilly Losch], [NoneYa]</li>
<li class="bugfix">Fixed layering issues with certain human effects appearing above lighting. [RobertoMoreno], [slowest]</li>
<li class="tweak">M37, CMB and combat shotguns have had their shell tube capacities increased from 8 to 9.</li>
</ul>
<h3 class="author">Jeser updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Map vote window will pop up automatically upon map vote start. Don't let the Ice be selected! Do your part!</li>
</ul>
<h3 class="author">Neth updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Point Blank shots no longer affected by wield delay or hip-fire delay [Destrok]</li>
</ul>
<h3 class="author">Phil235 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Xenomorphs can no longer place constructions on tiles with a destroyed fence.</li>
<li class="tweak">Xenomorph clicking an occupied nest on harm intent now unnests the occupant.</li>
<li class="tweak">Xenomorph can no longer handle facehuggers while on fire.</li>
<li class="tweak">Buffed the chance to dodge friendly fire while on walk intent.</li>
<li class="bugfix">Fixed opTable not updating its victim when the power is out. [TobiNerd]</li>
<li class="bugfix">Fixed not being able to screw open a nanomed. [Tilly Losch]</li>
<li class="bugfix">Fixed smartgun using two mag rounds per shot fired. [Pandora]</li>
<li class="bugfix">Fixed survivors not having proper civilian access on their id. [Troika]</li>
</ul>
<h3 class="author">TheDonkified updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Additional projectiles from flechette/buckshot will now hit resting/downed mobs. [Kineem]</li>
<li class="bugfix">Can now see LOOC when in closets, cryo bags, and morgue tables. [Tilly Losch]</li>
<li class="bugfix">Can now throw stuff into disposals bins. [Wintermote]</li>
<li class="bugfix">Fixes visual bug with leader star and pheromone HUD icons not updating when queen dies, deovis, etc. [Vicacrov/Watermelon]</li>
<li class="bugfix">You cannot climb structures through diagonals. [Vicacrov]</li>
<li class="bugfix">When burn damage is patched up, the {B} part should remove now. [Ranged]</li>
<li class="bugfix">When you ghost, mob will properly reflect that you have ghosted.</li>
<li class="bugfix">Blowing up fuel tanks will actually blow them up, so no more testing that shit out in firing range ( I know who you are :) )</li>
<li class="tweak">Aliens no longer see rank when they hear humans talk. [Wintermote]</li>
<li class="rscadd">Unless you are actively hiding (larva or runner), mobs that are alive should always layer over dead ones when lying down. [Pyotr Nachocheese]</li>
</ul>
<h2 class="date">19 November 2019</h2>
<h3 class="author">Fourkhan updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Marine clothing resists cold slightly better.</li>
</ul>
<h3 class="author">Phil235 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes blood overlay bug on humans.</li>
<li class="rscdel">Removes forensic scanner and console.</li>
</ul>
<h3 class="author">TheDonkified updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Gave autolathe sexy new UI and sounds to indicate when it's started printing and finished printing</li>
<li class="rscadd">Autolathe can now queue items (maximum of 5 in the queue)</li>
<li class="bugfix">Messages with no text will no longer be sent</li>
<li class="bugfix">Cannot add assemblies to grenades with assemblies</li>
<li class="tweak">Hive status xeno counts are centered</li>
<li class="tweak">Can now print hand labelers from and put them in the autolathe</li>
<li class="tweak">Ejecting beakers/pill bottles from the chem master/chem dispenser will try to put them in your hands first</li>
<li class="rscadd">Can empty storage items (i.e. bags and backpacks) by using them in your hand. There will be a ~2 second delay before it will empty. Items that previously had this behavior will retain it with no delay. NOTE: boxes (e.g. the spec gear boxes or sentry boxes) do not have this behavior.</li>
<li class="rscadd">Additionally, can empty those items via clicking on an adjacent tile. Toggle this behavior by using the 'Toggle Tile Dumping' verb.</li>
<li class="rscadd">There is an 'Empty' verb that you can macro, but for now it is clunky because it will bring up all of the empty-able storage items in your storage slots.</li>
<li class="bugfix">Prae can no longer tailstab through corners.</li>
<li class="bugfix">Most issues related to chat styles bleeding should be fixed. Report in Gitlab if said issues persist.</li>
<li class="bugfix">You can no longer blow up the fog.</li>
</ul>
<h3 class="author">TobiNerd updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed an issue with the Turing Dispenser not running cycles correctly using only the memory program.</li>
</ul>
<h3 class="author">Triiodine, with the help of Fourkhan updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Added a new map, Sorokyne Strata.</li>
</ul>
<h3 class="author">monkeysfist101 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Fixed a few cassette description typos and incorrectly named songs.</li>
</ul>
<h2 class="date">16 November 2019</h2>
<h3 class="author">Atebite updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed all pipes that weren't properly connected on all maps.</li>
<li class="tweak">The cooldown on Resin Whisperer's build ability is now only applied if the building succeeds.</li>
<li class="tweak">Smartguns are now unacidable and indestructible</li>
</ul>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Reduced the chat timer cooldown.</li>
<li class="rscadd">Beanbag shells will now use a separate sound when firing.</li>
</ul>
<h3 class="author">Fourkhan updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Nerfed Dancer's tail attack damage in preparation for a more comprehensive rework.</li>
</ul>
<h3 class="author">Neth updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">you can now dedicate a discard pile so if someone is right near one, they will discard to it instead of right in front of them</li>
<li class="rscadd">you can now draw more than 1 card from the deck by using separate verb</li>
<li class="rscadd">hands and piles of cards no longer freak out at 20 cards and stop rendering the entire pile. the limit is now 80 cards</li>
<li class="rscadd">you can now sort your hand of cards</li>
</ul>
<h3 class="author">Phil235 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed lighting issues with flashlight grip.</li>
<li class="tweak">Flashlight grip is now as bright as rail flashlight.</li>
<li class="tweak">You can no longer attach two light source attachments on a gun.</li>
</ul>
<h3 class="author">TheDonkified updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Corner pouncing and corner throwing/grenade firing/etc have been added.</li>
<li class="rscadd">When thrown by another mob or propelled by another mob and you hit something dense (NOT A MOB), you will get damage. For example, you're fellow marines blows you up and you are thrown against a wall.</li>
<li class="rscadd">You can throw items over machines (such as vendors or consoles) as well as mobs. When trying to perform a high toss, there is a ~1 second timer before you perform the throw. It also has a maximum range of 4 tiles. If there are items that you think should not block high toss, feel free to make a suggestion in Gitlab.</li>
<li class="rscadd">To activate high toss, press CTRL+R or CTRL+click the throw HUD button. Note: if to untoggle throw, you need to follow the same procedure you used to toggle a throw type in the first place (e.g. you are in high toss throw mode, you need to press CTRL+R, CTRL+click the throw HUD button, or use your high toss macro to untoggle throwing). You can macro throwing, the commands are Toggle-Normal-Throw and Toggle-High-Toss.</li>
<li class="rscadd">You can walk through plastic flaps, there is a 2 second delay.</li>
<li class="rscadd">Smoke goes through girders now.</li>
<li class="rscadd">Flamethrowers deal damage to barricades (only when hitting them at the front) and resin structures.</li>
<li class="tweak">Fire cannot go through the front of barricades. Acid spray cannot go through barricades at all.</li>
<li class="tweak">Reworked how movement and slashing was handled with barricades and adjacent structures.</li>
<li class="bugfix">Diagonal movement exploits and bugs have been resolved.</li>
<li class="bugfix">You can slash people who are not fully protected by cover (behind an open plasteel barricade, not protected by both sides if you are attack from a corner, etc)</li>
<li class="experiment">Throwing has been changed as well as how throw damage is calculated. Report any issues where something is too weak or too strong.</li>
<li class="bugfix">You can slash portable TComms again.</li>
</ul>
<h3 class="author">TobiNerd updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed a bunch of symmetrical inconsistencies for lights on the Almayer.</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the S-V42 Prototype Smartpack. A backpack with inbuilt flashlight that unlocks special abilities if equipped by a Synthethic. First ability is Protective Form, the Synthetic gains insane protection but is unable to attack for a short duration. Second ability is Immobile Form, the Synthetic becomes unable to move, but also unable to be moved by others. Last ability is Repair Form, which just heals the Synthetic for a good bit damage after standing still for some time. All abilities have a cost, the backpack has a battery with charge and the only way to recharge the battery is by using GRAB intent on APCs, sucking out their power.</li>
<li class="tweak">Added three colours of S-V42 Prototype Smartpack to Synthetic Vendors.</li>
<li class="tweak">Human abilities, like the orders, now properly show when they're on CD and not.</li>
<li class="bugfix">IB now shows up properly on the Health Analyzer.</li>
<li class="tweak">Embedded objects will now show up on the Health Analyzer.</li>
<li class="bugfix">Increased shrapnel text so its noticeable now.</li>
<li class="tweak">Added kelotane, bicaridine and tramadol autoinjectors to WeylandMed Plus vendors, planetside ones.</li>
<li class="tweak">Xenos can no longer drag DEAD and INFECTED bodies that won't have time to burst. So anyone infected just before they die become undraggable.</li>
<li class="bugfix">Dexalin Plus autoinjectors are now actually dexalin plus and not discount version.</li>
<li class="tweak">Bleeding has been tweaked to be more sane.</li>
<li class="tweak">Renamed the L42 to L42A battle rifle and changed its description.</li>
<li class="tweak">Changed the gel fuel description to be more clear about what it does.</li>
<li class="tweak">Increased nade falloff, effective range reduced as a result.</li>
</ul>
<h2 class="date">10 November 2019</h2>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Reduced the marine pop requirement for Tank Crewmen to 100 (previously 120).</li>
<li class="tweak">Round-start role pop restrictions will now also take into account un-readied players.</li>
</ul>
<h3 class="author">Fourkhan updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Added a small amount of armor piercing to buckshot.</li>
<li class="tweak">Slightly increased the accuracy of buckshot in the 2-3 tiles range.</li>
<li class="tweak">Decreased the amount the barrel charger nerfs accuracy and fire delay.</li>
<li class="tweak">Burrowed larva no longer count towards tier 3 slots.</li>
<li class="tweak">Xenos now have 5 minutes of free evolution at roundstart regardless of whether or not the Queen is on her Ovi.</li>
</ul>
<h3 class="author">Jeser updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added assisted reload for RPG. In order to perform an assisted reload, RPG operator should wield rocket launcher, marine with rocket should stand right behind RPG operator and click them with a rocket. Reloading this way takes less time than reloading by RPG operator on their own.</li>
<li class="rscadd">Added crowbar to Combat Technician Support Kit.</li>
<li class="rscadd">Made PFC kits to automatically fold once emptied akin to MREs.</li>
<li class="tweak">Collapsing MB-6 Folding Barricade timer has been halved to 4 seconds. (#7935)</li>
<li class="tweak">AP rocket for M5 RPG rocket launcher now has maximum accuracy within 7 tiles and loses accuracy as it travels beyond that distance. (#7917)</li>
<li class="tweak">Stun time from direct hit with M5 RPG AP rocket was increased by 2 seconds.</li>
<li class="tweak">Construction pouch can hold floor tiles now. (#7873)</li>
<li class="rscadd">Successfully acquiring target's coordinates will prompt a window with said coordinates, instead of showing them in chat. (#7997)</li>
<li class="rscadd">Added fullscreen damage overlays for xenos for faster identification of current health akin to human's pain overlay. No more sudden death because you didn't notice your health status.</li>
<li class="imageadd">Fullscreen damage sprites by Triiodine.</li>
</ul>
<h3 class="author">Slywater updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed burrowers being able to burrow on stairs and generally breaking spacetime.</li>
</ul>
<h3 class="author">TobiNerd updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Buffed filtration caves on Big Red.</li>
<li class="rscadd">Added the Turing Dispenser to Almayer Research. This semi-automated chem dispenser can be programmed using vials to repeat simple or advanced chem recipes.</li>
<li class="tweak">Added a chemist pouch for holding beakers and bottles, and a vial pouch that can hold up to 6 vials. Click the vial pouch with a vial box to move all the vials into the pouch or vice versa.</li>
<li class="tweak">Tweaked the Researcher's starting loadout. Their pouches are replaced with the vial and chemist pouch respectively, in addition to a syringe in their labcoat.</li>
<li class="tweak">You can now empty blood packs with the centrifuge.</li>
<li class="tweak">Planetside research notes will no longer be about clearance level 1 chems.</li>
<li class="tweak">You can now change the transfer amount of syringes and also use them on blood bags. (#8015)</li>
<li class="spellcheck">Corrected some chem description errors.</li>
<li class="bugfix">Fixed smartgunner and morgue access being the same thing.</li>
<li class="bugfix">Fixed the ID computer missing chemistry and morgue access buttons.</li>
</ul>
<h3 class="author">Triiodine updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Rejoice! The USCM has slackened facial grooming standards. New hair styles are now available.</li>
<li class="spellcheck">Renamed the incorrectly titled Van Dyke moustache to Horseshoe moustache. Character saves are unaffected.</li>
<li class="spellcheck">The multitool has been renamed to 'Security Access Tuner'</li>
<li class="imageadd">Metal, plasteel, sandbags, helmets, flametanks, magazines, speedloaders, motion detectors, data detectors, entrenching tools, flashbangs, HEDP, HEFA, incen, smoke, phos, training grenades, (standard) loading rigs, G-41 backpacks, machete holsters, marinepacks, access tuners, crowbars, wrenches, cutters, rebreathers, and blowtorches have new unique in-hand sprites.</li>
<li class="imageadd">Flashbang grenades, rebreathers, L42 Magazines, M41 Magazines, M39 Magazines, & Medibot have been resprited.</li>
<li class="soundadd">The U7 Underbarrel Shotgun blast, HPR fire SFX, burst toggles, smartgun reloads, underbarrel attachment handling and rail-lights have new or adjusted sounds.</li>
<li class="imageadd">Shotgun shells, boxes, and magazines now have in-hand icons that should dynamically update if they're empty or full.</li>
<li class="imageadd">Rack parts have new inhand sprites.</li>
<li class="bugfix">The MOU-53 now spawns empty, like all other guns.</li>
<li class="rscadd">Reflex sights can now be purchased with points from all squad role specific vendors.</li>
<li class="tweak">The M39 Submachine Gun can now attach the underbarrel flashlight grip.</li>
<li class="maptweak">Added some extra window panels to squad prep to keep things consistent.</li>
<li class="maptweak">Added spare hand labelers to squad requisitions.</li>
<li class="experiment">The Almayer map has been cleaned of all excessive non-instanced variables. Please keep an eye out for bugs.</li>
<li class="tweak">Sorted the squad prep automated weapon racks.</li>
<li class="tweak">Extra MREs, Underslung Grenade Launchers, underbarrel flashlight grips, and spare M39 & L42A stocks have been added to the automated weapon racks.</li>
</ul>
<h3 class="author">monkeysfist101 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added four new cassettes.</li>
<li class="tweak">Tweaked helmet goggles and installed framework for different sprites on helmet and cap for when hat garb is fixed.</li>
</ul>
<h3 class="author">phil235 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added Beer packs.</li>
<li class="tweak">Removed the M46C pulse rifle's full auto mode.</li>
</ul>
<h2 class="date">24 October 2019</h2>
<h3 class="author">Jeser updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Reworked fire teams code. To manage fire teams you still need to be Squad Leader or acting Squad Leader. After assigning marine to a fire team, you can assign him to be a Team Leader.</li>
<li class="rscadd">Marine's fire team is shown in squad comms.</li>
<li class="rscadd">Team Leader has additional HUD icon and has his position shown in squad comms.</li>
<li class="rscadd">If fire team has a Team Leader assigned, all fire team members' locators will be showing direction to their Team Leader.</li>
<li class="rscadd">Squad Leaders and acting Squad Leaders can't be assigned to fire teams. Instead, they have options to unassign Team Leaders remotely.</li>
<li class="imageadd">Changed sprites for SL/TL Locator.</li>
</ul>
<h2 class="date">20 October 2019</h2>
<h3 class="author">Atebite updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed all pipes that weren't properly connected on all maps.</li>
<li class="tweak">The cooldown on Resin Whisperer's build ability is now only applied if the building succeeds.</li>
<li class="tweak">Smartguns are now unacidable and indestructible</li>
</ul>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The in game year has been tweaked to progess along with real-time. Welcome to 2189, folks.</li>
</ul>
<h3 class="author">Jeser updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed nuke not being properly deactivated. Now both marines and aliens should get proper announcements.</li>
</ul>
<h3 class="author">Neth updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">you can now dedicate a discard pile so if someone is right near one, they will discard to it instead of right in front of them</li>
<li class="rscadd">you can now draw more than 1 card from the deck by using separate verb</li>
<li class="rscadd">hands and piles of cards no longer freak out at 20 cards and stop rendering the entire pile. the limit is now 80 cards</li>
<li class="rscadd">you can now sort your hand of cards</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">IB now shows up properly on the Health Analyzer.</li>
<li class="tweak">Embedded objects will now show up on the Health Analyzer.</li>
<li class="bugfix">Increased shrapnel text so its noticeable now.</li>
<li class="tweak">Added kelotane, bicaridine and tramadol autoinjectors to WeylandMed Plus vendors, planetside ones.</li>
<li class="tweak">Xenos can no longer drag DEAD and INFECTED bodies that won't have time to burst. So anyone infected just before they die become undraggable.</li>
<li class="bugfix">Dexalin Plus autoinjectors are now actually dexalin plus and not discount version.</li>
<li class="tweak">Bleeding has been tweaked to be more sane.</li>
<li class="tweak">Renamed the L42 to L42A battle rifle and changed its description.</li>
<li class="tweak">Changed the gel fuel description to be more clear about what it does.</li>
</ul>
<h2 class="date">13 October 2019</h2>
<h3 class="author">Fourkhan updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The Predator HPC now only stuns targets in an area instead of damaging them. Xenos are slightly more affected than marines.</li>
<li class="tweak">Increased the damage of all Predator melee weapons against Xenomorphs only by 10%.</li>
<li class="tweak">Chain damage increased by ~10%.</li>
<li class="tweak">Increased the damage of the combistick by ~10%.</li>
<li class="tweak">Predators are now immune to neurotoxin.</li>
<li class="tweak">Bone healing chems no longer require splints, but fail if the limb re-breaks during their acting time.</li>
<li class="tweak">Predator limbs now heal in half the time.</li>
<li class="tweak">Thwei now heals internal bleeding.</li>
</ul>
<h3 class="author">TheDonkified updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Can't slash blastdoors/poddoors any more</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Funds has been allocated to the Sniper Spec. They will now receive a Ghillie suit and helmet in their kit.</li>
<li class="tweak">The PFC sniper kit, mini-engineer kit and veteran kit has had their cost reduced to 30 points.</li>
<li class="bugfix">MOOC is now shown to synthetics.</li>
<li class="bugfix">You can no longer strip off the base attachments of the SVD.</li>
<li class="bugfix">Xenos no longer have access to View-Objective-Clues.</li>
<li class="bugfix">Synth Survivors now spawn with a boot knife. They also get slightly more access.</li>
<li class="bugfix">Acid effects now show up on Yautja and Synthetics.</li>
</ul>
<h2 class="date">12 October 2019</h2>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Surviving player playtimes will now ACTUALLY be fixed and tracking.</li>
</ul>
<h3 class="author">Fourkhan updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Alt+Shift-Clicking on a Xenomorph now transfers your overwatch to them.</li>
<li class="tweak">Decreased the number of Xeno slots that burrowed larva count for.</li>
<li class="experimental">Removed click delay from Xeno abilities.</li>
<li class="experimental">Xeno abilities are no longer subject to click delay.</li>
<li class="tweak">Nerfed Ravager armor.</li>
<li class="tweak">Nerfed the damage of Lurker slightly so its total damage across a pounce is the same.</li>
<li class="tweak">Decreased Defender's armor.</li>
<li class="tweak">Nerfed the hitpoints of thick resin walls.</li>
<li class="tweak">Slightly decreased Runner's hitpoint total.</li>
<li class="tweak">Increased the armor and hitpoint total of Warrior.</li>
<li class="tweak">Dancer Praetorian's tail stab now deals much less organ damage and distributes its damage across the target's body.</li>
<li class="tweak">It is still possible for this to break bones/deal organ damage if your brute is high enough.</li>
<li class="tweak">Decreased the activation time on Dancer Prae's abduct ability.</li>
<li class="tweak">Abduct now goes further if the abduct is empowered by dance.</li>
<li class="tweak">Increased the cooldown of Royal Guard Prae's tail sweep by 3 seconds.</li>
<li class="tweak">Increased the cooldown of Praetorian acid spray by 3 seconds.</li>
<li class="tweak">Decreased the health and armor of Royal Guard Prae.</li>
<li class="tweak">Acid spray now has a small windup.</li>
<li class="tweak">Decreased the stun duration on Royal Guard acid spray.</li>
<li class="tweak">Praetorian acid spray cooldown now decreases by 1 second for every age level gained.</li>
<li class="tweak">Decreased the plasma cost and cooldown of Resin Whisperer Hivelord's remote building ability.</li>
</ul>
<h3 class="author">Jeser updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removed rookie trap choices from Smartgunner vendor.</li>
<li class="rscadd">Added Fuel Tank Strap Pouch to Squad Leader vendor.</li>
<li class="tweak">Flare belt in JTAC kit starts full with 16 flares now.</li>
</ul>
<h3 class="author">Slywater updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Made stairs unbreakable.</li>
<li class="bugfix">Made sentry holders unbreakable - prevents turrets being destroyed pre-drop.</li>
<li class="tweak">Made checkpoint podlocks acidable.</li>
<li class="tweak">Increased the accuracy and burst-rate of static sentries slightly.</li>
</ul>
<h2 class="date">10 October 2019</h2>
<h3 class="author">Atebite updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">The explosions of the future are here! Yet another explosion system has been created, and this one is virtually lag-free</li>
<li class="experiment">A neat side-effect of the new system is that the blast wave now travels out from the epicenter in real time. This also means it is technically possible to outrun explosions. Don't look at it while you're running away, cool guy</li>
<li class="tweak">Claymore explosions are now directed. The explosion will only occur in a cone in front of the claymore</li>
<li class="bugfix">Window frames, chairs, racks, flora and more are now destroyed by explosions</li>
<li class="imageadd">New lobby art has been added. The development team would like to thank all the artists for these amazing drawings, and for allowing us to use them.</li>
<li class="imageadd">A beautiful portrayal of a slow and uneventful day at the FOB. Made by LightCrabPress</li>
<li class="imageadd">CLF soldiers trudging through the deep winter snow. Made by Redsting</li>
<li class="imageadd">A painting of PFC Checkers that somehow didn't make it in before now. Made by NicBoone</li>
<li class="rscadd">The author of the lobby art on display will now be credited in chat when you join</li>
<li class="tweak">The resolution of all lobby art has been increased from 480x480 to 1056x1056</li>
</ul>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">The Gym has returned to the Almayer.</li>
<li class="maptweak">The Chapel has been moved to the upper deck.</li>
<li class="rscadd">Added the classic Weyland-Yutani playing card game, UNO, to the Marine arsenal.</li>
<li class="tweak">Renamed the Walkman vendor to the Rec-Vend. It now additionally vends playing cards.</li>
</ul>
<h3 class="author">Fourkhan updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Oppressor Prae's grenade no longer goes on permenant cooldown if the Prae moves during cast.</li>
<li class="bugfix">Oppressor Prae's grenade no longer goes on cooldown - at all - if it's cancelled during cast.</li>
</ul>
<h3 class="author">Jeser updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed Nuke being spawned anchored to ground.</li>
<li class="bugfix">Fixed Nuke being vulnerable to area depowering bug.</li>
<li class="bugfix">Fixed Nuke 8 minute timer taking 22 real minutes.</li>
<li class="tweak">M42A Scoped Rifle, M42C Anti-Tank Sniper Rifle and M4RA Battle Rifle now show amount of rounds left upon examining.</li>
<li class="tweak">M5 RPG now shows the type of rocket loaded into it.</li>
<li class="bugfix">M92 Grenade Launcher now starts full instead of missing one HEDP grenade.</li>
</ul>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Explosion damage to resin walls and resin doors increased dramatically</li>
<li class="tweak">Resin structures made easier to destroy with melee weapons</li>
<li class="tweak">Explosions ignore resistance on the centre tile. This prevents stuff like OBs on cavern walls being completely neutralized</li>
<li class="tweak">Open airlocks take half as much damage from explosions, up from taking no damage</li>
<li class="bugfix">Fixed some structures like chairs being indestructible to explosions</li>
</ul>
<h3 class="author">Retrokinesis updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Shooting targets are now structures instead of items to avoid overlay-related crashes.</li>
</ul>
<h3 class="author">Slywater updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Reworked Trijent Dam to remedy some major combat issues.</li>
<li class="tweak">Rebalanced LZ2's flanks and chokepoints.</li>
<li class="tweak">Made TComms more tank-friendly.</li>
<li class="tweak">Tightened up LZ1 chokepoints, and made LZ1 slightly more defensible.</li>
<li class="rscdel">Made Trijent 12% smaller, culled North labs and the Northern river course.</li>
<li class="tweak">Slightly decreased human water damage, greatly increased xeno water damage.</li>
<li class="tweak">Made all cave areas weedable.</li>
<li class="rscadd">Added static sentries to all checkpoints. The turrets will activate when power is restored, and can be manually retracted after activation by clicking the holder.</li>
<li class="tweak">Made northern crossing locations more marine-friendly.</li>
<li class="rscadd">Added transit shuttles. Shuttles can only be used after being linked. To link a shuttle, find its destination terminal and activate it. The terminal requires power to be activated.</li>
<li class="rscadd">Added a shuttle which travels from LZ1 hangar to Wilderness valley.</li>
<li class="rscadd">Added a shuttle which travels from LZ2 warehouse to Eastern medical wing.</li>
</ul>
<h3 class="author">TheDonkified updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Can't slash blastdoors/poddoors any more</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Funds has been allocated to the Sniper Spec. They will now receive a Ghillie suit and helmet in their kit.</li>
<li class="tweak">The PFC sniper kit, mini-engineer kit and veteran kit has had their cost reduced to 30 points.</li>
<li class="bugfix">MOOC is now shown to synthetics.</li>
<li class="bugfix">You can no longer strip off the base attachments of the SVD.</li>
<li class="bugfix">Xenos no longer have access to View-Objective-Clues. /:cl:</li>
<li class="experiment">Backend of bleeding and internal bleeding has been completely refactored. Report any bugs or other weird things as fast as possible on the gitlab.</li>
<li class="tweak">This is nothing new, but Cryocells still slowly heal IB and in the worst cases after two minutes completely heal it.</li>
<li class="tweak">Autoinjectors have been changed. They now have 3 uses each and will inject exactly half the amount of the overdose limit. They have gotten a new sprite to reflect this new mechanic. Injectors that didnt fit into the new system has been removed.</li>
<li class="tweak">The skill required to open/use pill bottles have been upped a level. So only Squad Medics and up can do it now.</li>
<li class="tweak">Pill bottles have become slightly more expensive in the Squad Medic vendor to compete with autoinjectors.</li>
<li class="tweak">First Responder medical kit has been changed. It will now contain autoinjectors and less medical supplies. A special injector is supplied to mini-medics, but be careful when using it, its very easy to overdose. They gain a special MedHUD called Sensor HUD. This should move it more to self-reliance than replacing Squad Medics.</li>
<li class="imageadd">M56 Goggles now have their own sprite to differ them from UPP goggles.</li>
<li class="imageadd">Injector pouch has a new sprite and now has room for 7 injectors.</li>
<li class="imageadd">Some pouches may have gotten edgier, this is to create more consistency between pouches.</li>
<li class="tweak">Old neuro is now applied on INFECTED humans. So if you're infected, you'll get short knockdowns every time you're hit by neuro.</li>
<li class="tweak">You can now RESIST out of acid.</li>
<li class="tweak">The duration of acid has been doubled. The damage over the entire duration is unchanged.</li>
<li class="tweak">Tank Crewman pop scaling is now set to 120 marines required.</li>
<li class="tweak">Synthetics now unlock an extra slot above 140 marines.</li>
</ul>
<h2 class="date">29 September 2019</h2>
<h3 class="author">Aceluke updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Added dirt spots around LV's jungle so xenos have a place to rest at that isnt dirt road required.</li>
<li class="maptweak">Made the west fog gap 1 tile wider.</li>
</ul>
<h3 class="author">Atebite updated:</h3>
<ul class="changes bgimages16">
<li class="experimental">Large parts of the human backend has been refactored or removed. Hopefully this should help a little bit with the lag</li>
<li class="rscdel">Infections have been removed</li>
<li class="rscdel">Since infections are no longer a thing, spaceacilin has been removed from medical vendors and belts</li>
<li class="tweak">The amount of storage slots in medical belts has been reduced to 13 due to the aforementioned removal of spaceacilin pill bottles</li>
<li class="rscdel">Radiation has been removed</li>
<li class="rscdel">Since radiation is no longer a thing, arithrazine and hyronalin has been removed from the game entirely</li>
</ul>
<h3 class="author">Foolosopher updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added Toggle Underbarrel and Toggle Auto-eject verbs. Load-from-attachment is now called use-attachment</li>
</ul>
<h3 class="author">Fourkhan updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Green headbands now fit in helmets.</li>
<li class="tweak">Renamed Thermite back to Thermite for clarity in death logs.</li>
<li class="bugfix">Fixed an exploit where it was possible to duplicate tank ammo.</li>
<li class="bugfix">Fixed an issue where predators could self-destruct multiple times.</li>
<li class="bugfix">Oppressor Praetorian can no longer spam multiple grenades if the button is clicked fast enough</li>
<li class="rscadd">Switched the tank primary and secondary flamers.</li>
<li class="rscadd">The old secondary flamer is the new primary flamer. Its accuracy has been slightly buffed and it now uses blue flame.</li>
<li class="rscadd">The new primary flamer's flames are very hot, but burn out relatively quickly.</li>
<li class="rscadd">The old primary flamer is the new secondary flamer. It now fires regular flame.</li>
<li class="tweak">Nerfed the damage of the tank minigun.</li>
<li class="rscadd">Instead of running Xenos over and stunning them, the tank now deals direct damage.</li>
<li class="rscadd">This effect is magnified SIGNIFICANTLY when crushing Xenos against walls or other solid objects.</li>
<li class="rscadd">When a caste successfully blocks the tank from moving, it takes no damage from the ram.</li>
<li class="rscadd">Tank ram damage is also slightly buffed by the overdrive enhancer.</li>
</ul>
<h3 class="author">Frans_Feiffer updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The B8 Smart-scope now fits on the COs M46c Pulse Rifle.</li>
</ul>
<h3 class="author">Jeser updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Removed aliens in-depth understanding of tank engineering that allowed them to see exact modules' integrity values. Thank god it was fixed before they reverse engineered their own tank.</li>
</ul>
<h3 class="author">TheDonkified updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added verb for toggling stock attachments called 'Toggle Stock Attachment'.</li>
<li class="rscadd">Can repair automated closets, attachment vendor, and other similar vendors that were previously unrepairable.</li>
<li class="rscadd">Vendors in general will be more resistant to explosions. They still have a chance to break and require repairs from weaker explosions, however they are less likely to completely get deleted unless an explosion is powerful.</li>
<li class="rscadd">Creating items via metal, wood, etc will try to put it in your inactive hand. If there is something already in your inactive hand but it is stackable, it will try to fill that stack if the created item is of the same type.</li>
<li class="rscadd">If there are still leftovers (the new item is not the same type as the item in your inactive hand, there was too much of the new item, or either item was not stackable), then they will try to fill your active hand.</li>
<li class="bugfix">Trying to repair a vendor a functional vendor with power issues will give a proper message reflecting that.</li>
<li class="bugfix">Cupola has working IFF again.</li>
<li class="bugfix">Empty HEFA box has a sprite again.</li>
<li class="bugfix">Fully repaired doors will no longer show as 'slightly damaged'.</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Captains now have their own armour in the secure locker in the Armoury.</li>
<li class="rscdel">Disabled directional lightning temporarily.</li>
<li class="tweak">Scatterspit strain is now even slower.</li>
</ul>
<h2 class="date">20 September 2019</h2>
<h3 class="author">Atebite updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">If you have the skill to issue orders, you will now get action buttons for the different orders in your top-left action bar.</li>
<li class="tweak">Orders now last for 20 seconds on a 60 second cooldown</li>
<li class="rscadd">A new Sentinel strain has been added: Scatterspitter. This strain makes you give up your usual spits, corrosive acid and a bit of speed in exchange for a small amount of armor and a potent, neurotoxic, shotgun-like spit</li>
</ul>
<h3 class="author">Foolosopher updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Replaced the verb "Check Pulse" with "Check Status"</li>
<li class="rscadd">Using Check Status on a player will give out general health info about them, including if they're revivable</li>
<li class="rscadd">Additionally, using Check Status on yourself will also list broken limbs (except head, chest and groin)</li>
<li class="rscadd">Doctors can get accurate fracture readings from HF2 scanners</li>
</ul>
<h3 class="author">Jeser updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed sentry stopping to work in specific cases.</li>
</ul>
<h3 class="author">Slywater updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Pulling now breaks properly when things aren't adjacent.</li>
</ul>
<h3 class="author">TheDonkified updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The Climb On verb for operating tables that caused you to rest when you climbed them has been changed to "Mount Operating Table". The Climb On verb is still there but you just climb it like you climb a table.</li>
</ul>
<h3 class="author">TobiNerd updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Refactored how random research chemicals are balanced. Expect them to be generally more useful now.</li>
<li class="tweak">The XRF will now tell you which clearance level you need for a chemical.</li>
<li class="tweak">Researchers will now always spawn with a synthesis note.</li>
<li class="tweak">Lowered how many players it takes to unlock a researcher slot.</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The transit time on a hijacked Dropship has been halved. This the time it takes the Queen to go from planet to Alamyer.</li>
<li class="rscdel">LE ammo for various guns have been removed. You won't be able to aquire it anymore.</li>
<li class="tweak">Reduced wielded SMG slowdown a bit.</li>
<li class="tweak">Spitters' acid spit has been changed. It will now apply a burn DoT to mobs hit or barricades hit. It stacks. This DoT can be REMOVED by using an extinguisher on the mob or barricade. Very much like extinguishing fire.</li>
<li class="tweak">Neuro has been changed to follow superslow->dazed->knockdown. So 3 shots are now required to knockdown a marine instead of 4.</li>
</ul>
<h2 class="date">14 September 2019</h2>
<h3 class="author">Fourkhan updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Burrowed larva now count for tier 2 and tier 3 slots, but less than other Xenos.</li>
<li class="tweak">The more burrowed larva there are, the less each additional burrowed larva counts.</li>
<li class="tweak">Increased lurker hitpoint total.</li>
<li class="tweak">Reverted some of the Xeno structures HP buff.</li>
<li class="tweak">Resin doors are now DRAMATICALLY weaker than resin walls. (Walls are 3x tougher than doors)</li>
<li class="bugfix">Tank Crewman scaling now works correctly as noted in prior changelogs.</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Reduced HPR damage slightly. Reduced burst fire delay, this is a buff</li>
<li class="tweak">Reduced M39 damage slightly. Increased M39 scatter slightly</li>
<li class="tweak">Reduced M41A damage slightly. Reduced smartgun damage slightly</li>
<li class="tweak">Increased movement speed slowdown for wielded HPR, general rifles and scoped in. SMG will also feel this when lighter armour is worn.</li>
<li class="tweak">Heavily reduced acid splash damage</li>
<li class="tweak">Upped L42MK1 magazine size to 25 rounds. Increased L42MK1 damage</li>
<li class="rscadd">Added two new OOC verbs. Reload Goonchat will try to fix any goonchat issues. Old Chat will switch you back to the old chat.</li>
<li class="imageadd">Slightly changed the M44 Revolver sprite.</li>
<li class="imageadd">New sprites for Telebaton and switchblade.</li>
</ul>
<h2 class="date">12 September 2019</h2>
<h3 class="author">Aceluke / Foolosopher / Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="wip">Reworked the southern side of LV almost in its entirely, information on what was done is down below. It is highly suggested to take a machete or knife down to the colony now as you have a lot more natural flora to deal with on the colony in exchange for the new FoB changes which were made. To summarize, both LZ1 and LZ2 are highly defensible now but outside their safety is a highly untamed jungle which can be cut or burned down. More updates will come for LV, but for now the main change has been added.</li>
<li class="maptweak">Walled off both LZs on LV, allowing for more secure FoBs and a more set defense for marines with one major entry way and 2 side entrances.</li>
<li class="rscadd">Added doorways and walls to the side entrances of the LZs so marines have some starting defences against xenos upon deployment.</li>
<li class="rscadd">New mechanics for cutting down flora has been added. There are two types of blades which can be used. Small bladed weapons and large bladed weapons. Small bladed weapons, like the combat knife, can cut down small vegetation with one hit, while taking multiple hits to take down large vegetation in multiple hits. Large bladed weapons, like the machete, can still cut down all flora in one hit.</li>
<li class="rscadd">Added bushes and grass-like flora all across LV, these can be cut down with a combat knife or higher bladed weapon in one hit.</li>
<li class="rscadd">Added tallgrass all across LV, this can be cut down just like vines with a machete level bladed weapon in one hit, while taking 3 hits with a smaller bladed weapon.</li>
<li class="tweak">Changed Vines to be able to be cut down by small bladed weapons.</li>
<li class="rscadd">Fire can now burn down all types of flora. Bushes, vines, and tallgrass. Fire still spreads on tallgrass as it used to do.</li>
<li class="tweak">Fire does not spread on tallgrass anymore, this was changed so vines could be burned down and not spread which would have resulted in a forest fire.</li>
<li class="tweak">Changed predator/Yautja wristblades to be considered small blades, enabling them to cut down all types of flora added. Tallgrass, vines, and bushes.</li>
<li class="tweak">Changed the pathing for several flora objects, allowing them to be able cut down if desired by staff.</li>
<li class="maptweak">Cargo north of LZ1 has been moved and its outsides redesigned.</li>
<li class="maptweak">Remodeled the engineering dome on LV, allowing for more open space for an easier time setting up power and more space to move around in.</li>
<li class="tweak">Reduced the power requirement for colony floodlights. Expect them to last a lot longer if power is setup on both LV and Ice colony.</li>
<li class="tweak">Very slightly increased the amount of damage a floodlight can take, it isn't much, but they should be able to take one more slash before breaking.</li>
<li class="maptweak">More floodlights have been added to LV, allowing for almost all colony pathways to be lit up if turned on.</li>
<li class="maptweak">Remapped a few of the nightmare creations to fit with the reworked map, expect some new variations for LV's nightmare modes soon.</li>
<li class="maptweak">Removed the cargo containers entirely from LV's LZ1.</li>
<li class="bugfix">The Lazarus Landing signs now at both LZs can be walked/shot through now.</li>
</ul>
<h3 class="author">Atebite updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Squad prep closet vendors now vend boots with knives already in them</li>
<li class="rscadd">A new Hivelord strain has been added - Resin Whisperer. This strain makes you give up the ability to make thick resin and decreases your plasma pool by 20%, but gives you a long range sight and the ability to place normal resin structures up to 13 tiles away</li>
<li class="rscadd">A visual effect has been added to weeds when resin structures are being built on them</li>
<li class="bugfix">The smartgun's motion detector should now work properly</li>
</ul>
<h3 class="author">Fourkhan updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Increased the explosive armor of the Oppressor Praetorian.</li>
<li class="tweak">Decreased the windup and activation time of the Oppressor Praetorian grenade.</li>
<li class="tweak">Oppressor Praetorian smoke grenades now extinguish fire on living creatures and the ground in their radius.</li>
<li class="tweak">Oppressor Praetorian smoke grenades now deal more damage and stun more consistently.</li>
<li class="tweak">Decreased the damage of sniper specialist flak ammunition.</li>
<li class="tweak">Sniper flak ammunition no longer deals explosive damage.</li>
<li class="tweak">Reduced the fire rate of the sniper specialist with bipod deployed.</li>
<li class="bugfix">The incendiary OB now works again (isn't just a 3x3 square of blue fire).</li>
<li class="tweak">Buffed the duration of the incendiary OB.</li>
<li class="tweak">Increased the damage of the incendiary OB.</li>
<li class="tweak">Dramatically increased the power of the HE OB.</li>
<li class="tweak">Increased the duration of the cluster OB.</li>
<li class="tweak">Increased the power of the individual explosions in the cluster OB.</li>
<li class="tweak">Removing shrapnel with your bootknife now removes ALL shrapnel in your body in one go.</li>
<li class="tweak">Decreased the explosive armor of Ravagers.</li>
<li class="tweak">Reduced the stun associated with shocked doors.</li>
<li class="tweak">Nerfed Praetorain pheromones slightly.</li>
<li class="tweak">Nerfed Ravager hitpoint total slightly.</li>
<li class="tweak">Nerfed the pheromone increase from Royal Guard Praetorian .</li>
<li class="tweak">Nerfed Praetorian speed slightly.</li>
<li class="tweak">Buffed the fire delay, accuracy, and ammo of the M41AMK2.</li>
<li class="tweak">Dramatically buffed the burst performance of the M41AMK2.</li>
</ul>
<h3 class="author">Frans_Feiffer updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Major Ike strikes again. Mateba has been completely resprited.</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">M4RA and Type 71 now have firing sounds again</li>
</ul>
<h2 class="date">10 September 2019</h2>
<h3 class="author">Aceluke updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed a badly located dropship location.</li>
</ul>
<h3 class="author">Atebite updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Specialist weapons will no longer get destroyed by explosions</li>
<li class="bugfix">HSDP (smoke) grenades now detonate properly again</li>
<li class="bugfix">You will no longer see heal messages when unconscious or dead</li>
<li class="bugfix">Gun sprites should now appear correctly on your back/suit, even when empty</li>
<li class="bugfix">... and some other stuff</li>
<li class="tweak">The hive status panel has been updated to use NanoUI</li>
<li class="tweak">The hive status panel now shows the strain of each xeno</li>
<li class="tweak">The hive status panel now shows the health of each xenos</li>
<li class="rscadd">Added Comic Sans as a chat font</li>
<li class="tweak">Weeds will now die when there is no node nearby that can sustain the weeds</li>
<li class="tweak">To compensate for the fact that weed removal is now easier, the health regenerating effect of weeds have been slightly increased</li>
</ul>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed gun firerates resetting when attaching attachies.</li>
<li class="bugfix">Fixed gun wield slowdowns not being set properly.</li>
<li class="bugfix">Fixed stock attachments from showing when they should not.</li>
<li class="tweak">The Mod88 pistol has been changed to default to LE armor-shredding rounds, to better fit its purpose as an armor-focus sidearm.</li>
<li class="tweak">Increased the M41A's effective range before damage falloff is applied.</li>
<li class="tweak">The M41A can now use quick-fire adapters once again.</li>
<li class="tweak">Added LE variants to L42 and M41 ammunition in vendors.</li>
<li class="tweak">Added LE variants to L42 and M41 ammunition boxes in vendors.</li>
<li class="bugfix">Fixed several statistics issues, such as xeno kill saving/loading, tracking, top caste statistics, null value displaying, and runtime fixes.</li>
<li class="rscadd">Added the niche stats system, built to allow us to add new single-number statistics for individual roles and values in order to add additional tracking to the game. Along with this, the following stats have been added as niche stats; Executions Made, Times Shocked, Grenades Thrown, Flights Piloted, Handcuffs Applied, Pills Fed, Accidental Discharges, Fultons Deployed, Disks Decrypted, Data Uploaded, Chemicals Discovered, Supplies Airdropped, Bombardments Fired, Barricades Built, Barricades Repaired, Generators Repaired, APCs Repaired, Bones Mended, Internal Bleedings Stopped, Necrosis Stopped, Brains Mended, Eyes Mended, Larvae Removed, Shrapnel Removed, Limbs Amputated, Organs Repaired, Organs Implanted, Organs Harvested.</li>
<li class="experimental">If you have any other niche statistics to suggest, please contact Cakey on discord. He'd love to hear them.</li>
<li class="tweak">Specialist and Smartgunner slots will now scale at 1 slot per 20 marines in the round, with a minimum of 2.</li>
<li class="tweak">Tank crewmen will no longer be playable under 80 marines in the round.</li>
<li class="imageadd">Uniforms have been standardized throughout the marines. Commissioned officers will now wear variants of uniform, coat, and accessories to match.</li>
<li class="rscadd">Added the personal uniform vendor, mapped throughout the ship, which can be used to dispense personal utility, service, and dress uniforms. The CO must authorise their use via a button within their quarters.</li>
</ul>
<h3 class="author">Foolosopher & monkeysfist101 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added walkman players. They can be found in the conference rooms of the Almayer</li>
</ul>
<h3 class="author">Frans_Feiffer updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Adjusted the belt side and suit storage sprites for the G8 pouch.</li>
</ul>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Resin walls and membranes are now stronger. Resin doors are also buffed, but still weaker than walls. Build times and plasma costs for resin increased across the board. Overall, the hive's resin structure will present more of an obstacle to the marines.</li>
<li class="tweak">Walls and airlocks now take more damage from bullets before collapsing.</li>
</ul>
<h3 class="author">TheDonkified updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Xenos are given burrowed larva instead of empty larva to compensate for roundstart population gap between xenos and marines.</li>
</ul>
<h3 class="author">TobiNerd updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed incorrectly placed pipe and door in the Officer Cafeteria.</li>
<li class="bugfix">Fixed paper dispensers in research using uscm papers instead of company ones.</li>
<li class="rscdel">Removed the analyze function from the Chemmaster 3000.</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Base Ravager has gained a new ability Empower. Empower gives you temporary health based on the amount of enemies in a 2 tile range around you. The temporary health is permanent, but it resets and starts from 0 upon next use. So, use it with 5 enemies around, get 5 stacked health. Re-use it with only 3 enemies around, temporary health gets reset down to 3 stacked health.</li>
<li class="tweak">Survivors should now spawn with boot knives or boots with boot knives in them.</li>
<li class="tweak">Scout Cloak and Pyrotechnician Fuel Toggle now both use the verb specialist-activation to activate.</li>
<li class="tweak">Auto-equip now works with the Pyrotechnician fuelpack and the special flamer.</li>
<li class="tweak">Fuel type B has been modified. It is now a quick burn, low damage and large AOE type of fuel. It will functions as a better version of Gel for the Pyrotechnician</li>
<li class="tweak">Recoloured Gel fuel to be green.</li>
<li class="spellcheck">Renamed the Veteran Enlist Kit to Veteran Enlisted Kit.</li>
<li class="rscadd">Ported goonchat over to CM. Credits to whoever made it in the first place in goon.</li>
</ul>
<h2 class="date">04 September 2019</h2>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Unacidable objects within things will now drop to the ground when their holder is destroyed.</li>
<li class="tweak">Player statistic saves have been wiped due to several big bugfixes.</li>
<li class="bugfix">Vehicles will now properly track roadkills to their driver.</li>
<li class="bugfix">Chestbursts will no longer count as kills for larva.</li>
<li class="bugfix">Playtimes will now correctly save and load for statistics.</li>
<li class="bugfix">Fixed dead chat kill-feed jump buttons.</li>
<li class="tweak">Reduced the clutter of un-noteworthy statistics.</li>
<li class="tweak">Cryogenics will now save statistics correctly.</li>
</ul>
<h3 class="author">Frans_Feiffer updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Added on mob and map variant skins for the G8 pouch.</li>
</ul>
<h3 class="author">Retrokinesis updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Power can now be successfully restored on prison station.</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Knives and other embedded big objects can now be properly yanked out.</li>
<li class="bugfix">SL tracker now updates properly when the SL spawns in.</li>
<li class="bugfix">You will now suffer in silence when moving with embedded shrapnel. Screaming has a brute treshold now.</li>
</ul>
<h2 class="date">02 September 2019</h2>
<h3 class="author">Aceluke updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Remapped Almayer Requisitions, giving the RO a bedroom and fixing some floor tiles.</li>
<li class="rscadd">Finally gave Requisitions weapons in their armory.</li>
<li class="maptweak">Replaced the barricades in all requisitions lines with railings alongside added some to the elevated briefing.</li>
<li class="maptweak">Added more Dropship Crash locations.</li>
<li class="maptweak">Remapped Almayer upper and lower Engineering.</li>
<li class="maptweak">Fixed some floor tiles on the Almayer and removed a misplaced table in charlie prep.</li>
<li class="maptweak">Remapped Briefing to give it elevation above marines, meant to resemble a stage.</li>
<li class="maptweak">Removed the pipes between the upper and lower z-levels on ice</li>
<li class="bugfix">Fixed a camera in lower southern security on the almayer</li>
</ul>
<h3 class="author">Atebite updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Airlock, APC and vendor Wires are no longer randomized</li>
<li class="tweak">Wire panels have been updated to use NanoUI</li>
<li class="rscdel">Signalers can no longer be used with airlocks</li>
<li class="rscadd">Xenomorphs can now self-deevolve once per life. Self-deevolving xenomorphs can deevolve into larvas</li>
<li class="rscadd">The tank can now open doors by driving into them, given that the door is wide enough for the tank to fit through and that the driver/gunner has access</li>
<li class="rscadd">Specially, the tank can open the southern dropship doors</li>
</ul>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed held items appearing while cloaked.</li>
<li class="rscdel">Emergency cryo troops has been removed as a DEFCON reward.</li>
<li class="rscdel">Lowered the cryo troops DEFCON reward by 1.</li>
<li class="rscdel">Spec kits will no longer spawn via ASRS.</li>
<li class="tweak">ASRS Ammunition values have been tweaked slightly.</li>
<li class="rscdel">The specialist grenade launcher will now fire slower when using a mini-scope, as well as require standing still to activate.</li>
<li class="rscadd">Player statistics are here! Players can now view tracked statistics within the round related to personal and global entities. You can view these statistics via the statistics panel, found in the lobby menu (after round start), or by using Show-Statistics in the Ghost tab (you can't view stats while alive). Statistics include, but are not limited to, Job stats, Caste stats, Weapon stats, Kills, Deaths, Screams, Steps Walked, Lives Saved, and much more.</li>
<li class="rscadd">Added the kill feed panel, where you can view the kill feed update in real time as an observer by using Show-Kill-Feed in the Ghost tab.</li>
<li class="rscadd">Kills, Deaths and Player damage will now track their source, which includes but is not limited to, gunshots, slashes, grenades, OBs, CAS fire, mortars, chemicals, chemical overdoses, fire, gibs, suicides, russian roulette shots, melee weapon hits, fisticuffs, and decapitation.</li>
<li class="rscadd">Ghosts will now be able to see deaths via the dead-chat kill-feed, which will display who died, where, and how.</li>
<li class="rscadd">All projectiles will now track their source, including explosion shrapnel, OBs, Mortars, CAS weapons, and Tank weapons.</li>
<li class="rscadd">All chemicals will now track their source, and kills via overdose will be tracked back to the injector.</li>
<li class="rscadd">Explosions will now track their source, and generate logs appropriately.</li>
<li class="rscadd">Added round-end random facts, which will give random tidbits regarding the round statistics.</li>
<li class="rscadd">Re-added Flanders Fields to the end-round messages.</li>
<li class="rscadd">Each round will now aut-generate a random operation name. This will be used on round-start and in the statistics panel.</li>
<li class="tweak">Synthetics can no longer prime harmful grenades.</li>
</ul>
<h3 class="author">Foolosopher updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Xeno corpses will now show up in pictures</li>
</ul>
<h3 class="author">Fourkhan updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed some cases where clipping through an unclimbable object would be possible with the help of a barricade.</li>
</ul>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Explosions should transmit across levels through stairs and ladders. Magic.</li>
<li class="tweak">Spall from explosions is now called 'spall' instead of 'light shrapnel'.</li>
</ul>
<h3 class="author">Retrokinesis updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">You can no longer destroy the portable comms terminal with a wrench.</li>
</ul>
<h3 class="author">Slywater updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Implemented a new Z-level transition system to better suit combat and movement across levels.</li>
<li class="rscadd">Added stairs to both sides of medbay.</li>
<li class="rscadd">Added stairs above Alpha prep, and below Delta prep.</li>
<li class="tweak">Ghosts can travel up stairs by moving onto the lighter side, and travel down stairs by moving onto the darker side.</li>
</ul>
<h3 class="author">TheDonkified updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixing a ruptured/damaged lung will now actually stop you from suffocating in addition to allowing anesthetics to work during surgery. You DO NOT have to take off and put on anesthetic tanks after repairing a ruptured lung, your patient will take in the fumes on their own.</li>
<li class="bugfix">You can actually cancel out of evolution again using the 'Resist' verb. Other actions that would not properly cancel with resist will properly cancel again.</li>
<li class="bugfix">Being dragged through sticky resin will no longer stack movement delay to the point of making you a vegetable cripple.</li>
</ul>
<h3 class="author">TobiNerd updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Plant analyzers now read reagent names instead of code id.</li>
<li class="bugfix">Fixed the fluxing property.</li>
<li class="tweak">Generic Toxin is no longer a possible component in generated chemicals.</li>
<li class="tweak">The following properties has been renamed... caustic to corrosive, anti-caustic to anti-corrosive, enjoyable to euphoric, neurosedative to relaxing, irritating to allergenic, gastrotoxic to emetic, biopeutic to neogenetic.</li>
<li class="tweak">Tweaked the normal and overdosis effects of several chemical properties.</li>
<li class="tweak">You can now put clipboards into filing cabinets and vialboxes into smartfridges.</li>
<li class="maptweak">Remapped the entirety of the Almayer Research department. Tweaked the Morgue, telecomms and computer lab to make space.</li>
<li class="rscadd">Added a Chemical Centrifuge to Almayer Research. This research machine splits chemicals from an input beaker into separate vials. More details can be found on the wiki.</li>
<li class="rscadd">The Corporate Liaison has been given a new negotiation power over research. The ability to change the XRF clearance level with a swipe of their ID card. For now, this is limited by the current DEFCON progress.</li>
<li class="rscadd">Added more chemical properties to the pool for randomly chemicals.</li>
<li class="rscadd">Added some admin-only chemical properties.</li>
<li class="rscadd">Doc the senior researcher has been added to Almayer Research.</li>
<li class="tweak">The Dinnerware vendor now vends saltshakers, peppermills and universal enzyme.</li>
<li class="tweak">You can now attach IV drips to xenomorphs.</li>
<li class="tweak">Made the vial easier to click.</li>
<li class="bugfix">You no longer get scammed with souto classic inside every can of souto. #7378</li>
<li class="bugfix">Fixed anti-neurotoxin.</li>
<li class="bugfix">Fixed the autodoc eject function checking the research skill instead of surgery skill. #7380</li>
<li class="bugfix">Fixed the fluffing property not working as intended.</li>
<li class="bugfix">Stabbing someone in the eyes with a screwdriver now causes eye damage again.</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Roundstart Queen will now be selected from the people with queen pref on. It used to be selected from people with queen AND xeno pref on.</li>
<li class="tweak">Observers and xenos can now examine xenos and their chosen strain will show up.</li>
<li class="tweak">Medics and Doctors or anyone with that medical skill can now stab others with their boot knives on HELP INTENT to remove their shrapnel.</li>
<li class="experiment">Ravager Rework plus two strains.</li>
<li class="rscadd">New Ravager has increased health, armour, but less speed and damage. This moves it more towards the intended front-line warrior akin to a Crusher.</li>
<li class="rscadd">The Ravager now has a chance to embed shrapnel on hitting humans, the chance scales according to armour.</li>
<li class="rscadd">Ravager gains a guaranteed tail stab every 7 seconds. A tail stab is a normal attack that has a bit of armour penetration.</li>
<li class="rscdel">Tail stab armour penetration has been nerfed slightly.</li>
<li class="rscdel">Base Ravager no longer has a chance to delimb on hit.</li>
<li class="rscdel">Base Ravager can no longer charge.</li>
<li class="rscdel">Removed the strain Spin Slash</li>
<li class="rscadd">Ravager Strain: Veteran. This is the old Ravager, sacrifices the new abilities, regains delimb and charge. Same stat wise.</li>
<li class="rscadd">Ravager Strain: Hedgehog. Loses the shrapnel embed and guaranteed tail stab. Gains two new abilities, first is Spin Slash, same as the old one. Second is Spike Spray, it flings out shrapnel towards the aimed direction and it does very little damage, but anyone hit is embedded with shrapnel and slowed for a short while.</li>
<li class="tweak">Shrapnel has been changed. If humans move while embedded, they will recieve brute damage to a body part. It is suggested they get rid of shrapnel fast.</li>
<li class="rscadd">Marines can now use their boot knife to remove shrapnel. Press Z in hotkey mode to use it and the equivalent in normal mode.</li>
</ul>
<h3 class="author">Vampmare & Triiodine updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Handrails, railings, etc now exist. They can be vaulted, reinforced, and melted. They cannot be wired or repaired, even when reinforced. Handrails provide minimal projectile cover.</li>
<li class="rscadd">Handrails can be constructed for two metal. They can be reinforced to provide cover and block hostile movement for one metal sheet. Use a welder to secure the reinforcing plate. Use a crowbar to remove it.</li>
<li class="rscadd">Handrails can be unsecured and moved with a wrench. Use a screwdriver to deconstruct an unsecured handrail into metal sheets.</li>
<li class="rscadd">You can replace the reinforcing metal plate to replenish a handrail's bonus health. Do this by following regular construction methods and cycling the damaged piece out.</li>
<li class="rscadd">Tall grass has been adjusted so it is no longer code-unique to Trijent Dam. Expect this gameplay element on other maps in the near future.</li>
<li class="imageadd">Added some map variant decals for later use.</li>
</ul>
<h2 class="date">14 August 2019</h2>
<h3 class="author">Aceluke updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added additional items to the pred ship.</li>
</ul>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Tail sweep and spin slash macros have been turned into toggle macros.</li>
<li class="rscadd">Added the TC-4T portable telecommunications kit to the Almayer, found in the hangar south of the Alamo. Engineers can set this up colony-side in order to enable communications between the ground team and the Almayer. Requires a TC-4T circuit board, 2 cable coils, 2 power cells, 2 manipulators and 2 filters to set up. Can be damaged by xenomorphs and humans alike, and must be repaired using a welder.</li>
<li class="maptweak">Removed all functioning telecommunications from ground-side maps. Time to set up some dynamic FOB spots, marines!</li>
</ul>
<h3 class="author">Frans_Feiffer updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Revised an old Cabinet sprite, and added wooden variants for Mappers to use later.</li>
</ul>
<h3 class="author">TobiNerd updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Cigarettes now actually contain nicotine. This was definitely a bug.</li>
<li class="tweak">Cigarettes can now be added to the All-In-One Grinder.</li>
</ul>
<h3 class="author">Vampmare updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed bug where you sometimes couldn't perform CPR on reviveable people.</li>
<li class="spellcheck">Gloves in the medic vendor was renamed to just gloves.</li>
<li class="tweak">Nerfed ERP slightly. Hug has been changed.</li>
<li class="tweak">Pistol Pouch and Smartgunner belt can now hold the M44 revolver.</li>
<li class="rscadd">The USCM Pyrotechnician kit now spawns with a Broiler-T back harness. The M240-T cannot be used without it. However, it stores all three fuel types at the same time. The Broiler-T can be refueled by placing incinerator unit tanks into it. The current tank will be swapped out for the fresh one. The active fuel tank/type is visible as a HUD button in upper left. Pressing it will cycle M240-T munition type. The M240-T can also be stored inside the Broiler-T back harness, but it won't work with the auto-equip.</li>
<li class="tweak">The M240 and M240-T now display the loaded tank's percentage of remaining fuel after firing.</li>
</ul>
<h3 class="author">Vicacrov updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed a floating fire alarm and the north-south hangar shutters not being symmetrical.</li>
<li class="tweak">The View Objectives Clues verb was updated. Now it shows way more information on the current DEFCON objectives. It also shows the current DEFCON percentage.</li>
<li class="tweak">The roundend list of queens, predators, and medals now display in a more rapid succession.</li>
<li class="rscdel">The roundend In Flanders Fields section was removed, the DEFCON list was moved to View Objectives Clues (in a simplified version).</li>
</ul>
<h2 class="date">09 August 2019</h2>
<h3 class="author">Awan updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">You can now toggle between smartgun ammo types with unique-action.</li>
<li class="bugfix">Fixed smartguns sometimes disabling motion detectors.</li>
<li class="bugfix">Fixed the smartgun ammo pack holding more than 500 ammo.</li>
<li class="bugfix">Fixed the smartgun drum getting stuck on the belt slot.</li>
<li class="rscdel">Removed the old reload mode from the smartgun.</li>
</ul>
<h3 class="author">Cakey updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the mateba customization kit to the commanding officer's closet. This can be used to change the mateba between three types of barrels depending on the commanding officer's preference.</li>
<li class="rscadd">Monkeys will now randomly try to equip items they pick up.</li>
</ul>
<h3 class="author">Jeser updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changed how Motion Detectors check for friendly contacts. Marines won't trigger pings if they change or lose their headsets now.</li>
<li class="tweak">Big Ammo Boxes were renamed to Ammunition boxes and their description now contains information which magazines can be refilled with them.</li>
<li class="tweak">You won't be able to deploy more than one magazine box per tile.</li>
<li class="rscadd">Added new magazine and ammunition boxes.</li>
<li class="imageadd">Magazine and ammunition boxes sprites by Triiodine and Jeser.</li>
<li class="tweak">Squad Req and Req vendors will allow you to browse their content now, instead of completely blocking their UI if you don't have access to them.</li>
<li class="tweak">Rescaled goods in Ammunition and Attachments vendors.</li>
<li class="tweak">Requisition's ASRS console changes:</li>
<li class="tweak">Renamed Hardpoints Modules category into Vehicle Modules and Ammo to be less confusing.</li>
<li class="tweak">Cupola ammo crate now contains 3 magazines instead of 2. Secondary flamer ammo crate contains 2 fuel tanks instead of 5.</li>
<li class="rscadd">Added magazine boxes crates for pistols.</li>
<li class="rscadd">Added M44 Marksman and Heavy speedloaders crates.</li>
<li class="rscadd">Added SMG LE ammunition and magazines boxes.</li>
<li class="rscdel">Removed most of obsolete magazines crates to reduce clutter.</li>
<li class="tweak">Changed designated specialists ammo crates to be more equally available. (#7278, #6071)</li>
<li class="rscdel">Removed XM42B AT magazines crate.</li>
<li class="tweak">ASRS free crates will contain more ammunition boxes and less magazine boxes.</li>
<li class="tweak">Added M4A3 and 88 Mod 4 magazine boxes as well as M44 speedloader crate to possible free ASRS crates.</li>
<li class="tweak">Added more magazine boxes to cardboard build list.</li>
</ul>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Large explosions are now processed over multiple ticks. You will see the explosion effect rapidly spread from the center. Perhaps, you might outrun it. Perhaps.</li>
<li class="rscadd">Hotkey mode: ALT-WASD fixes mob direction.</li>
<li class="maptweak">Crashed ship on Fiorina Orbital Penitentiary made slightly more defensible.</li>
<li class="rscdel">Explosions now cause spalling just from walls, not from floors.</li>
</ul>
<h3 class="author">TobiNerd updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed reagent containers showing reagent id instead of name on examine.</li>
<li class="bugfix">Fixed some runtimes regarding catalysts.</li>
<li class="bugfix">Fixed oxycodone being no stronger than tramadol. Damn those budget cuts...</li>
<li class="bugfix">CL Can no longer use the chem dispenser.</li>
<li class="tweak">Increased researcher slots from 1 to 2 during lowpop and 2 to 3 during highpop.</li>
<li class="tweak">The surgery skill has been divided into 4 levels instead of 2. Surgery speed of everyone is unaffected by this except for:</li>
<li class="tweak">Researchers are now slightly slower at surgery than doctors to emphasize the role getting more purpose.</li>
<li class="tweak">1st generation synths are now slightly faster at surgery than doctors. Other synth generations remain at CMO speed.</li>
<li class="tweak">Researchers, the CMO, synthetics and colony scientists now have a research skill. This skill will allow the use of research machinery.</li>
<li class="tweak">You can now dump the contents from plant bags directly into chemistry grinders. (#7008)</li>
<li class="tweak">Added a bog of empty spray bottles to research. (#7238)</li>
<li class="imageadd">Changed vialbox icons into the sprites left behind by NicBoone.</li>
<li class="maptweak">Added two more monkey cube boxes to Almayer research. One in the lab and one in the closet.</li>