Jump to content

Recommended Posts

Posted

 

Special thanks to M3hillus for writing this up!

 

 

 

  • Removal of Art storage

    - Port Emergency Storage expanded

    fd2214a1ec.png

     

     

  • ArtVend Mapping

    - Adds the ArtVend to the map, Relocated displaced Art Items, Adds hand labeler to ArtVend

     

  • Plasmamen Added to Karma shop

    - Purchasable for 100 KP. Species is WIP, suggestions and balancing are welcome.

    Plasmamen soft suits are colored per job upon spawn, and match the corresponding departmental hard suit attributes. Plasmaman soft suits have no slowdown at this time.

     

     

  • ERT Armory rework

    - Adds ERT armor/helmets (currently not on the map), as well as ERT backpacks and ERT jumpsuits upon spawn.

     

    - Changes the Central Command access levels so they make more sense for the map we use, and so there's no more references to Creed. Also ensures all Central Command jobs are up-to-date, and adds some procs for syndicate access levels.

     

    - Reworks the ERT shuttle so it has a communication computer on board (in case the shuttle is called or needs to be called and the station's communication computers are broken), or the ERT needs to send a message to the station, and also adds some mounted rechargers.

     

    - Reworks the ERT armories. The medical and engineering armories now contain less filler equipment. The equipment's not too powerful, so that it's much more likely for an admin to open the engineering/medical armories in case of emergency. The security armory is fairly powerful due to the pulse weaponry (also present on the old map), and should mainly be opened for heavy Xeno threats or blobs. Also re-adds the heavy weaponry armory, so admins still have the option of sending in the really big guns without spawning them manually or calling a deathsquad (convenience).

     

    -Also adds two portable turrets to the ERT starting area. Now that they've been updated they should aid the ERT in securing areas, defeating blobs, etc.

     

    -Renames all instances of "plastique" to "c4".

     

     

  • Adds Pool Controller to map

    - Lets you change the temperature of Pool tiles moderately, when emagged achieves temperatures matching wrenched showers.

     

  • Insulated gloves hotfix

     

  • - NT Rep & Blueshield Uniform Change

    - New jumpsuits, No longer CentComm jumpsuits.

    - Nobody has CC ID cards anymore.

    - [spoiler2]**Will update with pictures Soon™**[/spoiler2]

     

  • NT Rep & Blueshield Locker fix

     

  • Crayons and Gloves

    GLOVES

    - colored gloves can now be dyed properly (should fix not being able to make some gloves white).

     

    - adds in fingerless gloves.

     

    - Cargo+miners+robotics have fingerless gloves instead of black gloves.

     

    - Can find more fingerless gloves from the clothing vendor.

     

    - Sec start with black gloves.

     

    - swat gloves removed; all instances of swat gloves replaced with combat gloves.

     

    - Fixes an exploit with the washing machine involving NODROP

     

    - CMO's stamp can now make gloves look like nitrile gloves.

     

    CRAYONS

    - Updates crayon code from TG; you now have control over what type of graffiti, rune, or letters you want to draw instead of it always being random. New feature is ability to draw body outlines.

     

    - Detective starts off with a white crayon

    I guess you could say.....it was a....whitewash. Yyyeahhhhh.

     

     

  • NanoUI pAIs

    - Ports pAI NanoUI interface from Baystation, this will allow pAIs to resize their UI windows and have more than one module window open at a time.

     

  • SUPERHEROES!

    - First person to find a wishgranter gets to pick weither to be Owlman or the Griffin and gets appropriate objective created

    - Wishgranter then teleports randomly on the station

    - Next person to find wishgranted becomes unchosen archetype with an opposite objective having the same target

    - Once both archetypes are created, the wishgranter is automatically removed from the game.

     

  • Fixes

     

    - Fixes the syndicate encryption key to let you listen to all channels, but not speak in them. Still lets you talk on Syndi channel with :T.

     

    - Fixes being able to spam click reinforced walls.

     

    - Fixes illegal borg module having no construction cost OR construction time.

     

    - Fixes several mech fabricator items not having a construction time.

     

    - Fixes cyrotubes starting off fully upgraded

     

    - Cryo code updated : ejects a little warm gas when in operation, the way cyrotubes process reagents is a bit different (prevents insta-death polyacid), and ejection time brought in line with handcuffs.

     

    - Fixes Xenos not being able to harm borgs.

     

     

  • Ninja Gear re-implemented from coderbus.

    - Still removed for play

     

  • Addition of blood color

    - Greys are purple

    - Kidan are orange

    - Vox are blue

    - Diona are green

     

  • Life-Proc changes

    - See https://github.com/ParadiseSS13/Paradise/pull/511 for details.

     

  • Cyborg Rebalance

    - See https://github.com/ParadiseSS13/Paradise/pull/511 for details.

 

 

Link to comment
https://www.paradisestation.org/forum/topic/3746-changelog-9315/
Share on other sites

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use