FUCK YES BAY FINALLY UPDATED! GET HYPE! BUT NOT TOO MUCH HYPE BECAUSE UPDATING FROM BAY IS A BIIIIIIIITCH!
w-whas new?
Too much to list, since we skipped an update, so it's a double-update of sorts.
Bats can be wielded two-handed for more damage.
Makes PACMANS less useless - 80kW for 20 minutes on 50 sheets of plasma. Also NanoUI for them.
Generic paint added. Made by mixing plasticine, water and a colouring agent (crayon dust, blood, milk, carbon, aluminum). Can be applied ot pretty much anything, cleaned with usual cleaning means.
Abandoned crates minigame replaced with mastermind.
Pickaxes changed to drills.
Oxygen and nitrogen now can be scrubbed by scrubbers.
Adds shortcut for visible emotes '^', counterpart to '*'
Holodeck is now 10x10, and has toggleable gravity.
Adds drying racks to dry plants, that could be smoked in a pipe.
Ported TG's code for setting people on fire with welderfuel/ethanol.
HE pipes now glow depending on their temperature. Also you can buckle people to them for fun and profit.
Replaced seed vendors in xenobotany with seed storages that show seed stats.
Great un-uglyfying of xenoarch finds.
Added ability to print out current research levels.
Proper food (meat, cheese, eggs) is poisonous to Skrells now.
Species get discomfort messages outside of their comfort ambient temperature range (not damaging). Wearing jumpsuit helps against cold, rolling down against heat.
Tajarans now run faster, but can take less punishment.
Unathi can eat nymphs from grabs now.
Added 'Visitor' assistant alt-tile.
Ghosts are able to spy on computers, SMES and APCs
Moonwalking. You can lock your facing direction with a verb/ALT+arrow and move without turning.
AIs can latejoin. When making new AI code, roboticists are prompted if they want to open it for latejoiners. AI have 'Wipe Core' verb for cryopod-like exit.
Sec and tool belts now display some of the gear inside on-sprite.
Added windows with toggleable tint. Used in few places on station like psych office.
Everything said is timestamped for robots. Perfect recall ho.
Viruses now can have lower stage syndroms at higher stages, so non-lethal viruses are possible.
Added Paramedic job, and their lair near Medbay's emergency entrance.
Added Examine tab, containing helpful OOC info about examined object.
Big guns rewrite, lots of stuff, namely bullets capable of penetrating walls, buckshot, couple new guns, ability to holster bananas.
Action figures and plushies.
Various swag in loadout menu.
Various Security/ERT swag.
Lots of new stuff for Uplink - silenced guns, medicine, flashbang cigarettes, hidden cane sword.
Adds underwear closets to the dorms. Lets you wear any underwear now.
You can now wear multiple accessories. One vest/holster, one armband, and unlimited amount of other trinkets.
Surgery status shows on mob sprite in all gory glory
Adds anti-tank sniper rifle to uplink for 12 TC. Eat your heart out, LWAP.
Thermoelectrical engine! Now instead of relying on radiation, power is generated by turbines. SM is used as a way to heat up them.
Big update to xenobotany. Now it's alt title of xenobio, not science. Lots of stuff changed, like holy fuck. Also kitchen changes.
A whole lot of stuff, holy hell, no way I am going to go back and list it all. Some of bigger things I remember:
New pretty shiny lighting system. Mood lights, non-ugly colors, subtle lights.
Materials system. Walls, tables, buncha stuff, now can be made from different materials, affecting the look and properties. Glass bats, steel beds.
Antagonist system refactor. Mostly under the hood, just try different antag rounds and see what breaks (a lot). Also Heist is kinda back, not only vox now.
Also what Zuhayr remembered:
New changelog system!
Adds AOOC for antagonists.
Numerous ERT and appearance changing enhancements, including species options.
Runtime can see dead people.
Supermatter core now primarily uses Engineering frequency for alerts.
Mobs can choose a default language to speak with 'say'.
Lots of fixes/refactoring, including but not remotely limited to paper bundles, say(), mob_can_equip(), chemistry, AI camera view, do_after().
Practice rounds for ballistics.
Minor QOL changes - magboots go over shoes, 'acting' jobs are listed with their counterparts, mice are numbered, fruits have more juice.
AI core remapped to be more emitter-resistant.
Toxins lab reworked.
Construction drones and wiring added to derelict. Drones now explode if they leave the Z-level they were built on.
Bunch of new NanoUI interfaces (Scrubber, portable pumps).
Airlocks can crush more things.
Secure airlocks buzz if accessed by someone without authorization.
Camera loss and APC damage random events added.
Guncode refactor - recoil, automatic fire, fire modes, fancy laserbeams and muzzle flash effects.
Complete lighting overhaul; coloured lighting and lighting in general massively enhanced.
qdel() and Destroy() garbage collection, performance enhancements.
Goon process scheduler integration.
/vg/ Nar'sie effects porting.
Limbs are now objects. Limbs will sever differently based on damage type. They can can be dislocated by brute from someone on disarm intent or popped out using a grab.
Robotic limbs can have a specific manufacturer.
Small bots (Beepsky etc) are now mobs.
New buildmode icons, dice command for admins.
Research cyborg module added.
Walls can be built from and reinforced with any material. Reinforcing is now a girder verb.
Jars added for tips or spiderlings.
Heist mode readded. Defaults to human crew.
Antagonist handling system totally rewritten.
Giant spiders resprited.
AI supplemental laws, i.e: oxygen is poison, now refer to crew instead of humans.
Cryopods show occupants inside!
Fuel fires reimplemented.
Reagent storage is no longer magical and infinite; order new chemical cartridges from Cargo.