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changelog.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>Baystation 12 Changelog</title>
<link rel="stylesheet" type="text/css" href="changelog.css">
<base target="_blank" />
<script type='text/javascript'>
function changeText(tagID, newText, linkTagID){
var tag = document.getElementById(tagID);
tag.innerHTML = newText;
var linkTag = document.getElementById(linkTagID);
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<table align='center' width='650'><tr><td>
<table align='center' class="top">
<tr>
<td valign='top'>
<div align='center'><font size='3'><b>Space Station 13</b></font></div>
<p><div align='center'><font size='3'><a href="http://wiki.baystation12.net/">Wiki</a> | <a href="https://github.com/Baystation12/Baystation12/">Source code</a></font></div></p>
<font size='2'>Code licensed under <a href="http://www.gnu.org/licenses/agpl.html">AGPLv3</a>. Content licensed under <a href="http://creativecommons.org/licenses/by-sa/3.0/">CC BY-SA 3.0</a>.<br><br>
<font size='2'><b>Visit our IRC channel:</b> #bs12 on irc.sorcery.net</font>
</td>
</tr>
</table>
<br><b>Baystation 12 Credit List</b>
<table align='center' class="top">
<tr>
<td valign='top'>
<font size='2'><b>Current Project Maintainers:</b> <a href='https://github.com/Baystation12?tab=members'>-Click Here-</a><br></font>
<font size='2'><b>Currently Active GitHub contributor list:</b> <a href='https://github.com/Baystation12/Baystation12/graphs/contributors'>-Click Here-</a><br></font>
<font size='2'><b>Code:</b> Abi79, Aryn, Cael_Aislinn, Ccomp5950, Chinsky, cib, CompactNinja, DopeGhoti, Erthilo, Hawk_v3, Head, Ispil, JoeyJo0, Lexusjjss, Melonstorm, Miniature, Mloc, NerdyBoy1104, PsiOmegaDelta, SkyMarshal, Snapshot, Spectre, Strumpetplaya, Sunfall, Tastyfish, Uristqwerty<br></font>
<font size='2'><b>Sprites:</b> Apple_Master, Arcalane, Chinsky, CompactNinja, Deus Dactyl, Erthilo, Flashkirby, JoeyJo0, Miniature, Searif, Xenone, faux<br></font>
<font size='2'><b>Sounds:</b> Aryn<br></font>
<font size='2'><b>Main Testers:</b> Anyone who has submitted a bug to the issue tracker<br></font>
<font size='2'><b>Thanks to:</b> /tg/ station, /vg/station, GoonStation devs, the original SpaceStation developers and Invisty for the title image.<br> Also a thanks to anybody who has contributed who is not listed here :( Ask to be added here on irc.</font>
<font size='2' color='red'><b><br>Have a bug to report?</b> Visit our <a href="https://github.com/Baystation12/Baystation12/issues?labels=Bug&state=open">Issue Tracker</a>.<br></font>
</td>
</tr>
</table>
<!--
TO ADD AN ENTRY, ADD AND MAINTAIN YOUR OWN changelog/USERNAME.yml FILE.
*** DO NOT MODIFY THIS FILE OR YOU WILL CAUSE MERGE CONFLICTS. ***
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<div class="commit sansserif">
<h2 class="date">07 February 2018</h2>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes windows not visually connecting.</li>
</ul>
<h3 class="author">Sbotkin updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Adds the medical channel to the roboticist's headset</li>
</ul>
<h2 class="date">06 February 2018</h2>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removes Captain's spare ID card.</li>
</ul>
<h3 class="author">Sbotkin updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Supermatter hallucination does not affect people without eyes or with synthetics eyes.</li>
</ul>
<h2 class="date">05 February 2018</h2>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Camera alarms get cleared upon repair.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Labels that have been attached using a hand labeler will now be remain even if the name changes.</li>
<li class="rscadd">Attached labels can now be removed using the "Remove Label" verb in the "Object" category.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Corrected chemist slot loadout issues.</li>
<li class="bugfix">NanoTrasen security staff can now use their provided holobadges.</li>
</ul>
<h2 class="date">04 February 2018</h2>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes alert monitors being red for away mission alerts.</li>
<li class="bugfix">Fixes nonmodular atmos/alert consoles showing away mission alerts.</li>
</ul>
<h3 class="author">Sbotkin updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Polarized windows are now buildable. Click a reinforced one with a cable coil.</li>
<li class="rscadd">Their IDs are changeable as well, use a multitool on windows and buttons.</li>
</ul>
<h3 class="author">Techhead updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Antag preferences default to Low again instead of Never. Relatedly, your preferences will now longer display Never when they haven't actually been set as such, fixing a bug causing unwilling players to be drafted for antag status.</li>
</ul>
<h3 class="author">TheTrollDoctor updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Gives Engineering Contractor, Medical Contractor and Research Assistant access to the hangar.</li>
</ul>
<h2 class="date">03 February 2018</h2>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes plating being dark when prying off floor tiles.</li>
</ul>
<h3 class="author">Sbotkin updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Added kitchen access to bartender and bar access for chef.</li>
<li class="rscadd">Added a bar locker.</li>
<li class="maptweak">Added actual bar stools to the bar.</li>
<li class="maptweak">Removed wall-mounted safe from the bar.</li>
</ul>
<h3 class="author">author: FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Makes struggle grab state shorter and causes confusion to make resisting grabs more difficult</li>
</ul>
<h3 class="author">chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">You can now crawl through vents without worrying about carrying reality (The skybox) in your body! Squeek!</li>
</ul>
<h2 class="date">02 February 2018</h2>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">"Nabbers now have hue shifted sprites available"</li>
</ul>
<h2 class="date">01 February 2018</h2>
<h3 class="author">Dukica updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds new hairstyles and beards.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">"Upgrading to aggressive or initiating normal grab now enters struggle if victim isn't on help intent."</li>
</ul>
<h3 class="author">ZeroBits updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">"Heat Exchange Pipes can now be properly constructed."</li>
<li class="tweak">"Heat Exchange Junctions will now exchange heat."</li>
</ul>
<h2 class="date">31 January 2018</h2>
<h3 class="author">CountAlex updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">"Adds away mission map XCV Ahab's Harpoon."</li>
</ul>
<h3 class="author">Memescope updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added new hairstyles, some ported from Eris.</li>
<li class="tweak">Low Bun back sprite tweaked.</li>
<li class="tweak">Half-Shaved Emo renamed to Long Side Emo.</li>
</ul>
<h3 class="author">chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The T-Ray scanner now can be toggled via an action button.</li>
<li class="bugfix">Lasers now exist long enough that the game is likely to actually render them most of the time. I blame our tickrate.</li>
</ul>
<h3 class="author">comma updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">"Added Fleet patches for their respective Fleets of origin to loadaout. Check https://wiki.baystation12.net/Defence_Forces#The_Fleet for more deets"</li>
</ul>
<h2 class="date">30 January 2018</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Shuffled around EC uniforms. SERVICE uniform is now a thing of its own, NOT a mix of utility+service. DRESS uniform is now service uniform + dress jacket + gloves.</li>
<li class="tweak">R&D lab refluffing. No longer 'Research', it is now called 'Fabrication' Lab. You are not 'discovering' things anymore. You are using high-tech fabricator that uses self-learning matrix to direct nanobots. Problem is, IT KEEPS GETTING MEMORY CORRUPTION. You are re-training bots by letting them practice on less complicated things before they can tackle more challenging blueprints.</li>
</ul>
<h3 class="author">Devildabeast updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Gives the NanoTrasen badge to the NanoTrasen Liaison in their backpack; removes it from the NT formal outfit.</li>
</ul>
<h3 class="author">chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Trash bags are no longer denied from holding the nuke disk. Try and figure that one out.</li>
</ul>
<h2 class="date">28 January 2018</h2>
<h3 class="author">Casper3667 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">There are new bandanas in the loadout that can be worn on the head and over the mouth. Old bandanas are still available in the loadout.</li>
</ul>
<h3 class="author">Devildabeast updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds the decorated harness, an Unathi-exclusive accessory complete with two dueling knives, to the loadout.</li>
<li class="tweak">Changed the dueling knife to a piss-weak variation of the kitchen knife.</li>
<li class="tweak">Changes scarves to be allowed for semi- and formal roles in the loadout.</li>
</ul>
<h3 class="author">Sbotkin updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Several loadout access tweaks. More things for civilians and pilot's pin for the CO, XO, and Pathfinder.</li>
</ul>
<h2 class="date">27 January 2018</h2>
<h3 class="author">Casper3667 updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Taj curly, housewife, victory curls and finger curls hairstyles have been removed.</li>
</ul>
<h3 class="author">CountAlex updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">"Lowered the temperature at which a mob receives lung damage from -13C to -30C."</li>
</ul>
<h3 class="author">Orelbon updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">New glass door sprite.</li>
</ul>
<h3 class="author">chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a parallaxing background space that changes colors every round.</li>
</ul>
<h2 class="date">26 January 2018</h2>
<h3 class="author">Casper3667 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Torso tattoos now works!</li>
</ul>
<h3 class="author">CrimsonShrike updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">You can now move down onto turfs containing climbable atoms (tables, machinery).</li>
</ul>
<h3 class="author">chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Removed paint drips from door sprites and doubles their framerates.</li>
</ul>
<h2 class="date">25 January 2018</h2>
<h3 class="author">chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Attacks will no longer phase through dead or otherwise incapacitated slimes.</li>
<li class="tweak">Slime surgery is generally faster and now supports researched scalpels and incision managers.</li>
</ul>
<h2 class="date">24 January 2018</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Expeditionary Corps paygrades were adjusted - Explorers are now E3, Senior Explorers are now E5. Brings Explorers more in line with 'default' rank of other branch(es), Crewman/PFC.</li>
<li class="tweak">Senior Explorers: can no longer be Janitors, Masters at Arms. Can be Brig Officers, Deck Officers, Senior Engineers.</li>
<li class="tweak">Explorers: Can be Corpsmen, Forensic Techs.</li>
<li class="rscadd">Can now use IV bags to give IV to people - drag it onto them to start. Only works when bag is held in hand by someone.</li>
<li class="rscadd">Can now use syringes to change contents of IV bags.</li>
<li class="tweak">IV bags now hold 120u instead of 200u. Their size is dynamic - tiny item when empty, turning into normal sized (doesn't fit in pockets etc) when over 60u inside.</li>
<li class="rscadd">Can now set transfer rate of IV drips with a verb.</li>
<li class="tweak">Blood bags in medical and orderable crates were replaced with NANOBLOOD. The normal blood was just not as efficient with size/transfer rate changes. Using NANOBLOOD nets you more or less same re-blooding speed.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Bioprinter will now print species-specific internal organs if they are available</li>
</ul>
<h3 class="author">Novacat updated:</h3>
<ul class="changes bgimages16">
<li class="spellcheck">Fixed capitalization issue with Radiant Aura</li>
<li class="rscadd">Added telepath (mRemoteSay) contract to all spellbooks</li>
<li class="tweak">Added 1 point to all spellbooks</li>
<li class="rscadd">Added Teleport, Cure Light Wounds, and Noclothes to all spellbooks that lacked them</li>
<li class="rscdel">Removed Mage Armor from Standard spellbook, and Cure Light Wounds from Cleric spellbook</li>
<li class="tweak">Swapped Focus staff for Scrying orb in Cleric book</li>
<li class="rscadd">Added X-ray contract to Battlemage book, parrot transformation to Druid book</li>
<li class="rscdel">Removed Student spellbook</li>
<li class="tweak">Made staves slightly smaller, so that they are more portable</li>
<li class="rscadd">Overhauled cure spells to be more effective</li>
<li class="tweak">Reduced cost of Spatial's magic missile to 1</li>
<li class="tweak">Boosts healing spells ability to purge radiation</li>
<li class="tweak">Fixes sacrifice self-damage</li>
</ul>
<h3 class="author">Sbotkin updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds mounted cooling units, available in all hardsuits.</li>
</ul>
<h2 class="date">23 January 2018</h2>
<h3 class="author">Devildabeast updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a maglight to the Security Guard's locker. Yay.</li>
</ul>
<h3 class="author">comma updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Sharp things are now better at cutting plants, doing double damage.</li>
</ul>
<h2 class="date">21 January 2018</h2>
<h3 class="author">Orelbon updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Modular consoles now have colored keys per program.</li>
</ul>
<h2 class="date">20 January 2018</h2>
<h3 class="author">Sbotkin updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changed required players for cult and deity from 5 to 10.</li>
</ul>
<h2 class="date">19 January 2018</h2>
<h3 class="author">Sbotkin updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">The Pilot Lounge has been replaced with the Pathfinder's Office.</li>
<li class="maptweak">The NT pilot's voidsuit has been moved to the Petrov, with the cycler.</li>
</ul>
<h3 class="author">Techhead updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Corpsman and Engineers have been granted access to the hangar to help them go on expeditions. Or help with the inevitable injuries and damage from returning expeditions. You know, whichever.</li>
</ul>
<h2 class="date">18 January 2018</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Modular computer programs were patched to allow more abuse. Now they use the access of user who started them, instead of constantly checking for current user's.</li>
</ul>
<h3 class="author">Orelbon updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Suit storage units now check for access.</li>
<li class="tweak">Suit storage units don't drop items when the powers fails anymore.</li>
<li class="tweak">Suit storage units can now be pried open when they are powered off and not locked.</li>
<li class="tweak">Suit storage units can now dispense items when they are offline.</li>
</ul>
<h3 class="author">author: PrismaticGynoid updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds the ability to 'crawl' to an adjacent turf by click-dragging yourself to it, after a delay. This can be used to move while unable to stand. You can also do this with other movable objects, if you really wanted to.</li>
<li class="tweak">Conscious mobs lying on the ground can now buckle themselves to chairs/beds. This includes people missing legs.</li>
</ul>
<h3 class="author">chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Plasma cutter is now a gun, instead of a fancy drill.</li>
</ul>
<h2 class="date">17 January 2018</h2>
<h3 class="author">Banditoz updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">The GUP airlock now works.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">After yet another PR fiasco over field executions, Marine contingent is no longer allowed on Torch. Those not under active investigation are offered a transfer to Expeditionary Corps if they want to participate in the mission.</li>
</ul>
<h3 class="author">Earthcrusher updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Thanks to the tightening of SCG industrial safety guidelines, you now must be on harm intent and wait a few seconds before blowing up a fueltank with a lit welder, lighter, or other handheld source of flame.</li>
</ul>
<h3 class="author">chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">cloaked mobs (ninjas and whatnot/Mehren) can now be spotted via T-ray.</li>
<li class="bugfix">Lasers will no longer fail to disappear during bluespace jump.</li>
</ul>
<h2 class="date">16 January 2018</h2>
<h3 class="author">CountAlex updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">"Refactoring corpse spawners."</li>
</ul>
<h3 class="author">chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Lasers and muzzle flashes now illuminate their surroundings.</li>
<li class="tweak">Beams are not visible quite as long due to vast optimizations in how they are rendered.</li>
<li class="tweak">Muzzle flashes will now appear over lighting, and do not last nearly as long.</li>
<li class="tweak">Bullets now fly more smoothly towards their targets.</li>
<li class="bugfix">Fixes a bug that caused the L6 SAW to load an empty sprite when closed without a box magazine inside.</li>
</ul>
<h3 class="author">comma updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Overmap size has been decreased.</li>
<li class="tweak">Number of overmap events has been decreased.</li>
<li class="tweak">Potential number of away missions has been decreased.</li>
<li class="bugfix">Ashtrays now empty their contents when thrown.</li>
<li class="tweak">Torch now starts at a random location on the overmap</li>
</ul>
<h2 class="date">15 January 2018</h2>
<h3 class="author">Techhead updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">A survey of medical supplies found the size of pill bottles woefully inadequate. Larger pill bottles with more pills have been issued.</li>
</ul>
<h2 class="date">14 January 2018</h2>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes the horrible mess of pipes that was xenobiology.</li>
</ul>
<h3 class="author">LorenLuke updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds timestamp to PDA messages.</li>
</ul>
<h3 class="author">Orelbon updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Consoles have been resprited.</li>
</ul>
<h3 class="author">comma updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Chemist is now its own job slot. Medical Contractor slots lowered by one.</li>
<li class="rscdel">Removed Mortician because you don't get more useless than that.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Autolathes now function as normal.</li>
<li class="tweak">Bridge Officers now additionally have basic explorer access.</li>
</ul>
<h2 class="date">12 January 2018</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Cryobags, cryo and general stasis changes. Main point is that stasis is no longer binary on/off, it doesn't stop life ticking, just slows it down (usually a lot). It chemical processing is slowed down too, so sometimes bigger stasis is not better.</li>
<li class="tweak">Cryo. Being very cold now provides stasis on its own - and cryo is easiest way of doing it. At 80K, it applies 20x stasis factor (life ticks once in 40 seconds instead once in 2).</li>
<li class="tweak">Cryo chemless healing was slowed down a bit. It also no longer magically multiplies chems in beakers by 10x. Cryox/clonex adjusted to work at same efficiency with this change.</li>
<li class="tweak">Cold damage in cryo is now prevented by clonex or cryox, not cryopod itself. On one hand you now NEED to have it in beaker if you care about patient, on another - you don't need cryopod if you have those and sufficiently cold place.</li>
<li class="tweak">Cryobags. Cryobags no longer last forever. Their power drops every 5 minutes - examine to see current. It starts at 20x and loses 25% every time, so 20x to 15x to 11x in 10 minutes and so on. Will drop into nothingness at ~40 minutes mark.</li>
<li class="rscadd">Stasis will make you drowsy, and at higher stasis settings you will fall asleep eventually (15x or higher).</li>
<li class="rscadd">Sleepers can into stasis too! They have three settings: none, 3x and 5x.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changeling now can only get nabber DNA with direct absorption.</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">RCON program no longer shows SMES units and breakers offsite the Torch.</li>
<li class="tweak">Alarm monitoring program no longer shows alerts offsite the Torch.</li>
<li class="bugfix">Fixes deck four fore dock.</li>
</ul>
<h3 class="author">Sbotkin updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">RCA, Shield Generator and Emitter crates now require engine access.</li>
</ul>
<h3 class="author">TheTrollDoctor updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds the MedHUD Visor item to loadout. It's a ~stylish~ MedHUD reskin accessible for Medical roles.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added advanced flash, smoke grenade, and metal foam grenade launcher hardsuit modules.</li>
<li class="tweak">The captain's hardsuit now has an AI container, advanced flash and smoke grenade launcher.</li>
<li class="tweak">The XO's hardsuit now has an advanced flash and smoke grenade launcher.</li>
<li class="tweak">The CE's hardsuit now has a metal foam grenade launcher.</li>
<li class="bugfix">The rig mounted RCD's use cost has been reduced from 100,000 to 300.</li>
<li class="bugfix">The correct voidsuits can now be found in command EVA.</li>
</ul>
<h2 class="date">11 January 2018</h2>
<h3 class="author">chaoko99 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Synths can no longer fill mechfabs with their matter synths.</li>
</ul>
<h3 class="author">rainbowEscapist updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds the alt title 'Trainer' to the Passenger loadout.</li>
</ul>
<h2 class="date">10 January 2018</h2>
<h3 class="author">CountAlex updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds away mission map - SEV Icarus irradiated crashsite.</li>
</ul>
<h3 class="author">Heptagon49 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Adds a hydrogen tank sprite, among others, for the transfer valve.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Syringes can now inject people in body bags and cryo bags.</li>
</ul>
<h3 class="author">LorenLuke updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added/changed alt-titles for engineering contractor.</li>
</ul>
<h3 class="author">ZeroBits updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">"Hydrogen now has its own canister and tank sprites"</li>
<li class="spellcheck">"TX on monitoring computers is now PH, as it should be"</li>
<li class="tweak">"Omni Filter and Omni Mixer throughput increased to match pressure regulator"</li>
<li class="tweak">"Flamethrower now uses Hydrogen"</li>
<li class="tweak">"Phoron canister made slightly more expensive via supply"</li>
<li class="tweak">"Hydrogen canister made slightly more expensive via supply"</li>
<li class="tweak">"Filters and Mixers can now handle Hydrogen"</li>
<li class="tweak">"Supermatter monitoring program and gas sensors can now detect Hydrogen"</li>
<li class="tweak">"Overmap shuttles now use Hydrogen by default"</li>
<li class="rscadd">"Added purchasable crates of portable Phoron and Hydrogen tanks. Cheaper than a full canister, but with far less volume."</li>
<li class="maptweak">"The SM reactor is now set up for CO2 by default"</li>
<li class="maptweak">"The SM reactor now has a Phoron gatherer so you no longer shoot that valuable Phoron out into space."</li>
<li class="maptweak">"Nitrogen is no longer available directly in the SM room (it never meets energy or safety needs anyway)"</li>
<li class="maptweak">"The fuel Bay is now filled with Hydrogen (rocket fuel) instead of Phoron (the supposed most valuable substance in the universe)"</li>
<li class="maptweak">"Most of the Phoron tanks and canisters on the map have been replaced with Hydrogen. R&D and Engineering each retain one canister."</li>
<li class="maptweak">"The Phoron resevoir in atmos has been replaced with a hydrogen resevoir."</li>
<li class="maptweak">"The incinerator now uses Hydrogen instead of Phoron. You're just burning stuff, you don't need to do it with gaseous money."</li>
<li class="maptweak">The Supermatter core is no longer filled with N2 by default.</li>
</ul>
<h3 class="author">comma updated:</h3>
<ul class="changes bgimages16">
<li class="balance">Attacks against legs and heads are now more likely to miss.</li>
</ul>
<h3 class="author">tlc2013 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added sandals to the loadout selection. Because those weren't there before, apparently.</li>
</ul>
<h2 class="date">09 January 2018</h2>
<h3 class="author">Devildabeast updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removes SolGov Pilot.</li>
<li class="tweak">Gives Bridge Officers access to pilot the Aquila and Guppy and accompanying access.</li>
<li class="tweak">Bridge Officers now have the Pilot's headset.</li>
<li class="rscdel">Removes SolGov Pilot's locker from the Pilot's Lounge.</li>
<li class="rscadd">The Pilot's Qualification Pin is now an item in the loadout for Bridge Officers who want to flash their fancy training.</li>
</ul>
<h3 class="author">Zero-Bits updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Cult walls are just normal creepy now instead of super edgy.</li>
</ul>
<h2 class="date">08 January 2018</h2>
<h3 class="author">Casper3667 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Taj now have several new capes!</li>
<li class="rscadd">Cameras can now be found in the loadout.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Shuttles now need proper docking codes set in their console, or the docking won't initiate.</li>
<li class="rscadd">Codes can be found in CO's orders, or by using multitool on docking controllers. You can also hit the button on docking controller from inside to initiate docking.</li>
<li class="rscadd">There is also a program that shows status of all docking ports and their codes, can be used to remotely let people dock if they're waiting outside.</li>
</ul>
<h3 class="author">Techhead updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">You now receive pain-flashes for all pain sources.</li>
<li class="bugfix">Possibly fixes an infinite paincrit bug.</li>
</ul>
<h2 class="date">07 January 2018</h2>
<h3 class="author">comma updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Adds gauze roll to emergency survival boxes</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">As a cost-cutting measure, all Sol uniforms are now cut from the same cloth. Armour values have been genericised.</li>
<li class="rscdel">Sol uniform hats no longer provide any armour.</li>
<li class="maptweak">The hydroponics base away site has been updated.</li>
<li class="experiment">As part of AI removal testing, an additional robot slot has been added.</li>
<li class="rscadd">Command hardsuit control modules have been added to the EVA storage on the bridge deck.</li>
<li class="tweak">Changed CE hardsuit values to sync somewhat with new these modules.</li>
<li class="rscadd">Added a ring bell to the holodeck boxing ring.</li>
</ul>
<h2 class="date">06 January 2018</h2>
<h3 class="author">Casper3667 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The CSA now has the crime scene kit in their locker.</li>
<li class="bugfix">Forensic is yet again capable of using the dna search function in records and can also edit pictures in records.</li>
</ul>
<h3 class="author">Devildabeast updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds one Crime Scene Analyst slot to Security. They are a forensic contractor job that are NOT responsible for law enforcement.</li>
</ul>
<h2 class="date">05 January 2018</h2>
<h3 class="author">CountAlex updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">"Adds engineering program for monitoring shield generators."</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Can now adjust (almost) all prefix keys. These are used for language selection, emoting, etc. See Character Setup > Global > Prefix Keys</li>
</ul>
<h2 class="date">04 January 2018</h2>
<h3 class="author">CountAlex updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds away mission map - Mobius Rift.</li>
</ul>
<h2 class="date">03 January 2018</h2>
<h3 class="author">ParadoxSpace updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Removes the AI from the job list for two weeks.</li>
</ul>
<h3 class="author">TheWelp updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds band-aid fix to deity spam via cooldowns. Will add graphical indicator to show what the cooldown is later.</li>
<li class="rscadd">Modifies phenomena near structure logic to include all deity structures, not just altars.</li>
</ul>
<h2 class="date">27 December 2017</h2>
<h3 class="author">BlueNexus updated:</h3>
<ul class="changes bgimages16">
<li class="spellcheck">Renamed the 9mm machine pistol to the 9mm submachine gun</li>
<li class="bugfix">Fixed the WT45's empty icon not showing</li>
</ul>
<h3 class="author">Broseph Stylin updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added colored helmet covers matching the plate carriers. Available in the loadout.</li>
</ul>
<h3 class="author">Casper3667 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Taj are now forced to have Siik'maas.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added some sekrit documents to CO/SCGR offices in sealed envelopes. Don't really affect anything, just fluff. Moved RD's secret memo to an envelop in his office too, put a copy on Liason's desk.</li>
</ul>
<h3 class="author">CountAlex updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Turns casino liner into actual overmap ship with a small shuttle.</li>
<li class="rscadd">Adding new map for overmap list - hidden deep inside asteroid slavers base.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Hydroponics now has bees and space for bees. And some chemical machinery.</li>
</ul>
<h3 class="author">Orelbon updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Laser carbine has 10 more damage and +2 accuracy.</li>
<li class="tweak">Taser carbine now has 12 shots, +1 accuracy and looses its 10 armor penetration.</li>
<li class="tweak">Stun rifle now has 10 shots, +1 accuracy,+10 armor penetration,+5 burn damage and looses 10 agony.</li>
<li class="tweak">Stun revolver now has 6 shots and 50 agony.</li>
<li class="tweak">Ion weapons shouldn't be horrible anymore, they now activate their emp no matter what they hit.</li>
<li class="tweak">The rifle now has a max range of 2, and the pistol a max range of 1.</li>
<li class="tweak">Ion pistol max shots lowered to 6.</li>
</ul>
<h3 class="author">ParadoxSpace updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a regeneration mechanic to Unathi. This works on nutrition.</li>
<li class="rscadd">Unathi now get hungrier faster, and enough hunger starts to give you toxin damage.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Mounted flashers will no longer permanently scramble ghosts' movement.</li>
<li class="rscadd">Added missing eye blurring effect to mounted flashers.</li>
<li class="tweak">Maintenance and construction drones now move faster.</li>
<li class="bugfix">Lockers can once again be welded shut.</li>
<li class="rscadd">Clicking a drinking glass with a spoon will now call the room to attention. Just be careful.</li>
</ul>
<h3 class="author">tlc2013 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Ported over three IPC screens from Polaris. I think we're done there.</li>
</ul>
<h2 class="date">19 December 2017</h2>
<h3 class="author">Casper3667 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Surgeon borgs now have defibrillator.</li>
<li class="rscadd">Crisis borgs now have medical tape.</li>
<li class="rscadd">Engie borgs got atmos atmos tape.</li>
<li class="rscadd">Security borgs now have a megaphone module.</li>
</ul>
<h3 class="author">TheWelp updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Reworks early game deity. No longer have to dole out spells and you regenerate power 100% faster.</li>
</ul>
<h2 class="date">17 December 2017</h2>
<h3 class="author">BlueNexus updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The WT45 now fires slightly slower, and is more accurate.</li>
<li class="tweak">The Mk58 now fires slightly faster, and is less accurate.</li>
<li class="tweak">Revolvers fire slightly slower, in general.</li>
<li class="tweak">Adjusted fluff for several firearms</li>
<li class="rscadd">The CO's revolver has been replaced with an autorevolver.</li>
</ul>
<h3 class="author">ParadoxSpace updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Diona now properly regenerate organs and limbs.</li>
</ul>
<h2 class="date">16 December 2017</h2>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added new varieties of smokable to the smoking vendor.</li>
</ul>
<h2 class="date">15 December 2017</h2>
<h3 class="author">IsdatAfamas updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">"Added a small ship as an overmap location."</li>
</ul>
<h2 class="date">14 December 2017</h2>
<h3 class="author">Casper3667 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Vox gas masks are now available for vox in the loadout.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Control+Alt clicking a PDA will now toggle the flashlight.</li>
<li class="rscadd">Control+Alt clicking closets and lockers is now a shortcut to the toggle open verb.</li>
<li class="tweak">AI door electrification shortcut moved from Alt-click to Control-Alt-click to remove conflict with Alt-click inspecting the turf.</li>
</ul>
<h2 class="date">13 December 2017</h2>
<h3 class="author">Techhead0 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Vey-Med prosthetics are now restricted to humans only. Zheng-Hu is now restricted to humans and IPCs.</li>
</ul>
<h2 class="date">12 December 2017</h2>
<h3 class="author">BlueNexus updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Nerfed the .50 pistol fire rate and recoil.</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Atmospheric pumps can be toggled by alt clicking.</li>
<li class="rscadd">Carafes and implanters are now available in the autolathe.</li>
<li class="bugfix">Implants are now trackable across connected z-levels.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Merchant now has two slots.</li>
</ul>
<h3 class="author">mkalash updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Spacemen no longer pin their IDs to their skin when they roll down their jumpsuits.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Mounted flash effect changed from 20 seconds of knock down to 6 seconds of knock down followed by a further 10 seconds of stun - a total of 16 seconds of useful disable - followed by a further 8 seconds of confusion.</li>
<li class="tweak">Flash and flare cartridges now inflict more agony damage.</li>
<li class="rscadd">Flash and flare cartridges now blur the vision and disorient those within their flash ranges - tiles adjacent to the explosion for flashes, and two tiles adjacent for flares.</li>
</ul>
<h2 class="date">11 December 2017</h2>
<h3 class="author">Orelbon updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Xenobotany Has been remapped for space and usability.</li>
<li class="maptweak">Xenoarchiology lab has been moved to the Petrov.</li>
<li class="maptweak">Misc Lab is now a circuit lab and a small chemical testing chamber.</li>
<li class="maptweak">A chemistry station & toxins have been added to the Petrov.</li>
</ul>
<h3 class="author">Techhead0 updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Science wing and channel has been reverted back to purple.</li>
</ul>
<h3 class="author">dryerlint updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Flags can now be placed on any terrain/turf, except for space</li>
</ul>
<h2 class="date">10 December 2017</h2>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a few different colours to the satchel and pocketbook selection in character setup.</li>
</ul>
<h2 class="date">09 December 2017</h2>
<h3 class="author">Casper3667 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The taj species blurb in char setup has been updated.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">A more gentle carp event has been added to the overmap to supplement the more dangerous version. The event icons with three carp are the more dangerous schools.</li>
<li class="rscadd">Space carp can now be encountered on the overmap.</li>
<li class="rscadd">Ion clouds have condensed in the vicinity of the ship and can be collided with on the overmap.</li>
</ul>
<h2 class="date">08 December 2017</h2>
<h3 class="author">Banditoz updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Overmap is now a lot more hostile.</li>
</ul>
<h3 class="author">dryerlint updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the SolGov flag, a variant of the existing flags, but with SolGov logo on it. It is found in Exploration Storage.</li>
</ul>
<h2 class="date">07 December 2017</h2>
<h3 class="author">BlueNexus updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Slightly buffed "Mehren"</li>
</ul>
<h3 class="author">Casper3667 updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Taj can no longer use zeng-hu or veymed prosthetics or body.</li>
</ul>
<h3 class="author">CountAlex updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added Oxygen regenerator device for Atmospherics. Device takes from an input pipe CO2 and slowly feeds O2 to an output pipe and drops chunks of coal on the top tray of the machine.</li>
</ul>
<h3 class="author">FTangSteve updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Add new emotes for nabbers.</li>
</ul>
<h3 class="author">atlantiscze updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">AI can now hack multiple APCs at once, assuming it has enough CPU power to begin the hack. AI can use abilities while hacking an APC (the hacking task has been completely isolated)</li>
<li class="tweak">AI can now use its abilities during system override. On torch the override takes quite a long time due to larger amount of APCs, and during this period the AI is otherwise very vulnerable.</li>
<li class="tweak">Failed advanced encryption hack now offers you to retry the hack without having to copy-paste/write the message again. This should make the ability a bit more comfortable to use.</li>
</ul>
<h3 class="author">dryerlint updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added nuclear football (secure briefcase with disk, pinpointer, instructions, and laptop)</li>
<li class="maptweak">Removed nuke disk and pinpointer from CO's office, replaced with nuclear briefcase. Added pinpointer to Bridge Storage.</li>
</ul>
<h3 class="author">sabiram updated:</h3>
<ul class="changes bgimages16">
<li class="balance">Flashes have been reworked when attacking humanoid targets.</li>
<li class="balance">Instead of stunning for 20 seconds, they will stun for up to 7 seconds, and blur vision and confuse for up to 18 seconds.</li>
<li class="balance">Flash stun duration for silicons has been reduced from 10-20 seconds to 8-12 seconds.</li>
<li class="tweak">The area-of-effect attack for flashes now blurs the eyes of those affected, in addition to flashing them.</li>
<li class="rscadd">Flashes can now have varying effects by type.</li>
<li class="tweak">The flash used in robot construction is now weaker than the base flash, but breaks just as often, instead of every time its used.</li>
<li class="tweak">The spray projectile fired from peppersprays now moves much faster and their capacity has been increased from 4 shots to 6.</li>
<li class="tweak">Pepper spray now incapacitates for an additional 2 seconds.</li>
</ul>
</div>
<b>GoonStation 13 Development Team</b>
<div class = "top">
<b>Coders:</b> Stuntwaffle, Showtime, Pantaloons, Nannek, Keelin, Exadv1, hobnob, Justicefries, 0staf, sniperchance, AngriestIBM, BrianOBlivion<br>
<b>Spriters:</b> Supernorn, Haruhi, Stuntwaffle, Pantaloons, Rho, SynthOrange, I Said No<br>
</div>
<br>
<p class="lic"><a name="license" href="http://creativecommons.org/licenses/by-nc-sa/3.0/"><img src="88x31.png" alt="Creative Commons License" /></a><br><i>Except where otherwise noted, Goon Station 13 is licensed under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/">Creative Commons Attribution-Noncommercial-Share Alike 3.0 License</a>.<br>Rights are currently extended to <a href="http://forums.somethingawful.com/">SomethingAwful Goons</a> only.</i></p>
<p class="lic">Some icons by <a href="http://p.yusukekamiyamane.com/">Yusuke Kamiyamane</a>. All rights reserved. Licensed under a <a href="http://creativecommons.org/licenses/by/3.0/">Creative Commons Attribution 3.0 License</a>.</p>
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