Welcome to CM-SS13!

CM-SS13 is a medium-roleplay Space Station 13 server inspired by the Aliens film and built from a heavily modified Baystation 12.


CM-SS13 Development Team
Host: NGGJamie
Head Developer: Neth Iafin
Head Manager: Grimcad
Repo Head Maintainers: Atebite, Cakey, Phil235, RavingManiac, TheDonkified, Vampmare
Repo Maintainers: CM repo is maintained by entire dev team using Valve (r) software development model
Coders: Abbysynth, Alexshreds, Apophis, Atebite, Awan, BMC777, Cakey, Chowder McArthor, Deanthelis, Dingleflop, Dylanstrategie, Foolosopher, Fourkhan, Hikato, Infernus, jeser, MadSnailDisease, MattAtlas, NGGJamie, NethIafins, Phil235, Rahlzel, Ranged66, RavingManiac, SnipeDragon, Spookydonut, ThePiachu, forwardslashN, TheDonkified, Vampmare, Vicacrov
Mappers: Abbysynth, Allan, Apophis, Artouris, BMC777, Cakey, Infernus, Minijar, Okand37, Rahlzel, RavingManiac, Retrokinesis, Ribbonflex, Slywater, Snypehunter007, TobiNerd, Triiodine, Vicacrov
Sounds: Foolosopher, Neth Iafin, Rahlzel, Triiodine
Spriters: Cakey, Frans Feiffer, Gorg, Joshuu, Kukeke, lengord, Lynx88, Monkeyfist, Nicboone, Pixcellent, Redikal.Zip, Spheretech, Tarelius, Therefridgerator, Triiodine
Thanks to: Baystation 12, /tg/station 13, and the original SpaceStation developers
Thanks to: MrStonedOne for StonedMC 2016 (under GPLv3 license from VG13)

Changelogs: 2015 | 2016 | 2017 | 2018 | 2019

20 February 2020

Cakey updated:

  • Default timelock requirements for jobs have been changed from Squad Marine to Squad Roles. This affects MT and CT.
  • Swapped Doctor and Squad Medic timelock requirements around.
  • Fixed Warrior lunge being able to target non-mobs.
  • Removed the reduced attachment delay for the L42A barrel slot.
  • Removed hugger protection from the space helmet, welding mask, and other accessible headgear.

Jeser updated:

  • Ammo boxes - Changed all ammo boxes sprites to work as overlays. Please, report any bugs with incorrect overlays on them.
  • Ammo boxes - Fixed bug with ammunition box not displaying on mob when worn on back. [Ndrbtl]
  • Ammo boxes - Added Incendiary and Beanbag slugs boxes, Type71 AP magazine box, Type71 Regular and AP ammunition boxes for event purposes.
  • Ammo boxes - Added M44 Regular, Marksman and Heavy speed loaders boxes. Each contains 16 speed loaders. Available for ordering instead of old crates with speed loaders and also can appear in Requisitions Munition vendor during highpop.
  • Ammo boxes - Clicking big shotgun shell box (100 shells) with box of shotgun shells (25 shells) will start transfering process. [#8555]
  • Ammo boxes - Added sprites for new ammo boxes.
  • Ammo boxes - Added sprite for Type71 ammunition box when worn on back.
  • Free ASRS crates - Ammunition boxes will appear more often, while magazine boxes will appear less. Aadded M44 Marksman speed loaders crate.
  • Cardboard - Added all missing USCM ammo boxes to carboard building menu. [#8239]
  • Cardboard - Activating empty ammo box in hands will unfold it into cardboard sheet.
  • Added sprites for M56 Cupola and RE-RE700 Frontal Cannon magazines.
  • All foldable boxes, MREs and PFC kits won't leave paper scraps anymore to reduce clutter.
  • Added new sprites for Specialist, M56B Smartgun, Sentry kit boxes as well as empty version.
  • Tweaked names and descriptions for aforementioned boxes.
  • Fixed M45 ghillie helmet having a standard M10 helmet name.

RavingManiac updated:

  • Explosions now have visible shockwaves
  • Explosions are now circular-ish in shape
  • Explosions blocked by walls may still spread around the wall in a cone-like shape. Be careful!
  • Explosions will now reflect off walls (functionality was already there, just only happened in extremely specific circumstances)
  • Claymore mines now use non-directional explosions. Sharpnel from the mines remains direcitonal
  • Fixed parts of large explosions temporarily freezing

Vampmare updated:

  • Queen can now heal extinguished xenos again.

17 February 2020

Atebite updated:

  • Queens can now banish xenos from the hive. Banished xenos can be attacked by all other xenos, but cannot retaliate.
  • Queens can also readmit banished xenos back into the hive.
  • The hive gets a burrowed larva when a banished xenomorph dies. Abusing this is a great way to get banned quickly.

Foolosopher updated:

  • MOU/Double Barreled shotguns no longer spill their shells when opened. Instead, they'll unload like regular shotguns, except they only do so after opening the chamber

Vampmare updated:

  • Reduced L42A scatter. Increased L42A firing speed.
  • Heavily increased M39 damage. Increased M39 firing speed. Increased M39 damage falloff.
  • Increased Quickfire accuracy debuff and scatter debuff.
  • Xeno maturity rate is now increased in the first 45 minutes and decreases gradually.
  • Removed the ability to inject phoron into light bulbs and powercells for big explosions.

Vicacrov updated:

  • Chemistry - You can now label pill bottles inside the Chemmaster 3000.
  • Machines - Anchoring and unanchoring things (for now, vendors and cabinets) are now tied to the engineering skill. MTs and engineers can unwrench things almost instantly. Doctors... They will take their time.
  • Vendors - Medical vendors are now wrenchable again.

vica_crov updated:

  • Medical - The Almayer chemistry was somewhat decluttered.
  • Medical - All medical vendors were turned to styled vendors. Their contents now scale with population.
  • Medical - The content of MarineMed vendors has been changed, and their access restriction was removed.

14 February 2020

Atebite and Cakey updated:

  • Vehicles have received a major overhaul, and now play very different to what you're used to. Make sure you read the changelog in its entirety to familiarize yourself with how vehicles have changed
  • Vehicle interiors have been added:
  • Multitile vehicles now have mapped interiors. Interaction with the vehicle is done by interacting with various objects inside the vehicle
  • Interiors typically feature a driver and a gunner seat. To drive the vehicle, buckle into the driver's seat. To... gun, buckle into the gunner's seat. To stop driving/gunning, unbuckle from the seat (i.e. by resisting)
  • Passengers may enjoy the view by clicking on the viewports inside vehicles
  • Instead of ejecting people when the vehicle is destroyed, xenos can now enter the vehicle just like humans while they're on help intent, and may do so at any time, even when the vehicle is in working order. Vehicles can be entered and exited by both humans and xenos even when broken
  • Vehicles spawn in with locked doors. When you're driving the vehicle, you get a verb that lets you toggle the door locks. You can enter vehicles even when they're locked if you have bridge, brig or crewman access
  • Vehicles now have momentum:
  • Vehicles have momentum. This means they'll start slow and pick up speed. Turning the vehicle makes you lose some momentum. You cannot immediately go in the reverse direction if you have momentum, but attempting to move in reverse will "brake" the vehicle and allow you to begin reversing faster
  • If you crash while the vehicle has momentum, unbuckled mobs and unanchored items will be sent flying
  • Hardpoints now function differently:
  • Reloading hardpoints is now done by using the weapons loader inside the vehicle. To load ammo into a gun, click on the weapons loader while holding the ammo. To reload the gun, click on the weapons loader with an empty hand
  • Vehicle hardpoints are now restricted by a firing arc. The firing arc varies from weapon to weapon
  • Vehicle repair and maintenance is now different:
  • Hardpoint slot repairs have been replaced with frame repairs
  • When all hardpoints are broken, the vehicle frame will begin taking damage. Hardpoints cannot be installed on a broken vehicle frame
  • Xenos can force their way into framebroken vehicles from anywhere, not only the vehicle entrances
  • Crushers can move framebroken vehicles by charging into them
  • The tank has been reworked:
  • The tank now has a mapped interior. You can enter the tank the same way as before. The tank can fit 2 marines
  • The tank's turret can now rotate independently of the rest of the tank. To operate the turret, buckle into the gunner's seat inside the tank
  • The tank's turret features a gyroscopic lock, which will prevent it from rotating along with the vehicle
  • The tank's turret is now a hardpoint. You can install it onto and remove it from the tank by using a powerloader
  • Primary and secondary hardpoints are now installed on the tank's turret, meaning the tank must have a turret installed in order to install primary/secondary hardpoints
  • Projectiles shot from the tank's primary weapon now begin traveling 1 tile out from the tank
  • APCs have been added:
  • The APC has been added. It's faster than the tank and can fit more marines inside, but has worse firepower. The stock APC can fit 10 marines, including the driver/gunner
  • Added a medical APC. It has a surgery table and sleeper inside, and can fit 5 marines, including the driver/gunner
  • Added a command APC. It has an overwatch console inside, and can fit 5 marines inside, including the driver/gunner
  • The tank bay has been changed:
  • Instead of there being a broken tank in the vehicle bay, there's now a ASRS elevator which you can order one vehicle from. You can order equipment from the vendor after ordering a vehicle
  • The tank bay has been replaced with a ASRS elevator for vehicles
  • Other miscellaneous changes:
  • Tank Crewman has been renamed to Vehicle Crewman
  • Added a powerloader to the vehicle bay
  • Fixed some odd behavior related to rollerbed movement
  • Flare guns will now always hit the clicked target provided that there's a clear line of sight

Cakey updated:

  • Xenomorphs on fire that are not fire immune can no longer be queen healed.

Foolosopher updated:

  • Added new sounds and replaced some old ones
  • Fully added ambient sounds to Big Red and Ice Colony.
  • MOU/Double Barreled shotguns no longer spill their shells when opened. Instead, they'll unload like regular shotguns, except they only do so after opening the chamber

Jeser updated:

  • Added two new options for mass-teleportation of mobs for admins: all alive mobs in selected range and all alive mobs of selected faction/hive. Should be of great help in setting up events.
  • Added proper faction selection for changing rank verb.

Lengord updated:

  • Fixed few sprite bugs.

RavingManiac updated:

  • Mortar given a small amount of spread so that consecutive shells don't all land on the same tile.

Vampmare updated:

  • Xeno maturity rate is now increased in the first 45 minutes and decreases gradually.

Vicacrov updated:

  • Chemistry - You can now label pill bottles inside the Chemmaster 3000.

vica_crov updated:

  • Medical - The Almayer chemistry was somewhat decluttered.
  • Medical - All medical vendors were turned to styled vendors. Their contents now scale with population.
  • Medical - The content of MarineMed vendors has been changed, and their access restriction was removed.
  • PFC Kits - Fixed the L42 sniper kit having two stocks.
  • Requisitions - Fixed the Next button of RO Line 2.

09 February 2020

Cakey updated:

  • Added the survival skill, which will be used to implement unique survivor mechanics and abilities in future.
  • You can now craft molotov cocktails out of bottles using a piece of paper, as long as there is enough potency and you have novice survival skills.

Fourkhan updated:

  • Decreased the movement speed gain from upgrade of Spitter.
  • Removed the windup of Royal Guard Praetorian's line acid spray.
  • Decreased the stun duration of all Xeno acid sprays significantly.
  • Decreased the total potential damage of buckshot by 20 (from 304 -> 284).
  • Decreased the stun duration of slugs by 2/10 of a second.
  • Increased the plasma regeneration rate of Hivelord.
  • Increased the plasma regeneration rate of Drone.
  • Increased Praetorian's max hitpoints by 25.
  • Doubled the roundstart maturity and evolution bonus for Xeno.
  • Halved the duration of the stun from warrior grab.

TobiNerd updated:

  • Fixed Corsat loading Trijent instead.

Triiodine updated:

  • Reduced latency overhead on Sorokyne Strata. Keep an eye on your ping, it should be about the same as other maps now.
  • Made sure survivors don't spawn next to Larva on Sorokyne Strata.
  • Added the Clown back to Sorokyne Strata.
  • Larva that spawn in the Deep Jungle Security Outpost should no longer be trapped until they mature.
  • The Tank (And eventually APC) are now enabled on Sorokyne, seeing as it is now Tank friendly. You need 100 readied players round start for it to spawn.
  • Greatly decongested Sorokyne Strata.
  • Removed nearly every platform in the way of primary combat lanes.
  • Increased all platform stair widths to minimum 3, with majority now being 5 wide.
  • Added new lanes connecting Sorokyne Medical to Sorokyne Administration.
  • Increased the width of the lane connecting Sorokyne Medical to the Aerodrome.
  • Removed needless holes and platforms in the Aerodrome.
  • Opened up Sorokyne Engineering and added enough generators to power the whole map. Backup generators still exist and can be powered.
  • Added some indestructable landmarks to the Sorokyne Deep Jungle, you should be getting lost a bit less.
  • Opened up the Personal Storage and Shower block on Sorokyne, it now connects to the North Wooden Hospital and Minehead, along with a new entrance to the Deep Jungle.
  • Opened up the areas around Sorokyne Administration so it's easier to navigate, or just cut past entirely.
  • Added connecting lanes from Sorokyne Security Hall to the Northern Pass and Administration.
  • Opened up the lanes leading into South LZ1. More changes to LZ1 and LZ2 pending.
  • Reduced the viability of moving through LZ2 Telecomms Maintenance, going through the snow and ice is a much faster route.
  • Removed a lot of in-the-way walls in the Jungle that over complicated pathing. Sightlines should be clearer, and defenses for Xenos more easily constructed.
  • Spread out all the Xeno spawns on Sorokyne, hopefully this will encourage new hive locations. Previously all Xenos spawned in a ring in the south of the map.
  • Opened up ice platforms and the base lanes in the Cryo-Thermal marshes, there should be more platform options, but they're not required to navigate the area anymore.
  • Opened up the Deep Jungle Security Outpost so it's more hive-viable. Added some secondary flanks to its chokepoints.
  • Added a new lane that leads into the North Passage and the Northern Basket Ball Court on Sorokyne.
  • Added extra data-terminals and and reduced the total amount of objective items to Sorokyne, this should make DEFCON easier.
  • Removed all the doors cutting the Aerodrome off from the rest of the map.
  • Added a new lane into the Canteen in the South, it leads directly to the upper decks. The previous lane was expanded, the kitchen is smaller as a result.
  • Widened the Administration back hall.
  • Added a new lane between south Administration to the South Canteen hall, this connects it directly to the Aerodrome.
  • Removed needless platforms and railings in Sorokyne Engineering lounge and foyer, it should be much easier to navigate.
  • Reduced Sorokyne from 256x256 to 256x190 tiles.
  • Snowstorms now have to wait 20 minutes between potentially happening instead of 4.
  • There are about a hundred other smaller changes, which are far too numerous to list. Happy Xeno hunting and Marine nesting.

03 February 2020

Atebite updated:

  • Added a full-auto firing mode where you fire as long as the mouse button is held down. Depending on how many bullets have been shot using full auto, bullet scatter increases. The scatter criteria may change in the future.
  • For the time being, the new full-auto is only available on the smartgun.

Cakey updated:

  • Removed legacy point blank range accuracy values.
  • Prison station has been remapped to mitigate current issues regarding metarushes.
  • Timed security pod lockdowns have been reintroduced, opening up at 12:50 around the map on Prison Station.
  • Like CORSAT, you can now find data keycards around the map on Prison Station in order to open the lockdown earlier. They are found within the security checkpoints around the station.
  • Widened some hallways on prison station for tank accessibility.
  • Removed the northeast and southeast central ring hallways on Prison Station.
  • The south cell blocks on Prison have now been locked off along with civilian residencies to allow for more diverse hive locations.
  • Xenomorph spawns on Prison Station have been moved to southwest medium security to be able to move between potential hive spots better.
  • Removed the civilian hangar on Prison Station.

Foolosopher updated:

  • Added new sounds and replaced some old ones
  • Fully added ambient sounds to Big Red and Ice Colony.

Jeser updated:

  • Added new Toggle Ghost HUDs verb, that allows you to set which HUDs you want to have ON by default when you become ghost.
  • Due to increased amount of preferences verbs, all ghost and combat messages preferences verbs start hidden and can be shown via respective verbs, Show Ghost Prefs and Show Combat Chat Prefs.
  • Some very long preferences verbs names were made shorter.
  • Welcome to Proper Fireteams Part 2.
  • Fixed several small bugs in Fireteams and Team Leaders assignments logic.
  • Marines will receive noticeable notifications upon being assigned to or unassigned from Fireteam. If Fireteam has a Team Leader assigned, TL also will receive a notification with the name of marine being assigned to or unassigned from their Fireteam.
  • Clicking with EMPTY hand on your SL/TL Tracker will bring up Squad Info Window. It shows important information about squad. PFCs with Technician and First Responder kits are marked with special icons in it.
  • Acting Squad Leaders can manage Fireteams and Team Leaders remotely via Squad Info window. Use M.I.A. (Missing In Action) and K.I.A. (Killed In Action) statuses to mark unaccounted for and unrevivably dead marines. Legacy way of managing Fireteams via examining wasn't removed and still available for SLs who have problems with NanoUI.
  • Team Leaders are now marked in Overwatch's list of marines.
  • Fixed outdated comms role assignment upon demoting aSL.
  • Updated existing headsets descriptions to have all available channels mentioned.
  • Changed Almayer public channel from :z key to :g.
  • All ERT and Yautja headsets now have their unique channels defaulted to ;. Examine headsets for other channels. Dutch's Dozen, Freelancers and CLF headsets now have civillian public channel instead of USCM military Almayer channel.

John Titor updated:

  • Added new nightmare variants to LV for the south central cave entrance and the bridge.
  • Added new nightmare variants to Big Red for filtration and lambda caves.
  • Nightmare functionality added to Trijent Dam. All bridges except for the north bridge can now start as being either broken, damaged or repaired. Smaller bridges in new locations also has a chance of spawning.

Neth updated:

  • Increased number of huggers that carrier can store up to 20 on ancient level.
  • Increased number of eggs that carrier can store.
  • Removed Eggsac Carrier Strain.
  • Added Shaman Carrier Strain. Shamans lose all abilities besides picking eggs up and lose ability to carry huggers. Shamans cannot be affected by pheromones, no matter the level or type.
  • Shamans have special abilities, all of which share following features: They have windup (delay before effect starts), they work proportionally to amount of non-Shaman xenos in radius (currently currently 3/3.5/3.75/4), they do not work on Shamans, they have common cooldown of 40/30/25/20 seconds (so if you use one ability, you can't use others for that amount of seconds), and MOST IMPORTANTLY they consume an egg to cast an ability. If there is no non-Shaman xenos near to you, effect is cancelled but resources are used.
  • First Shaman ability is Adrenal Healing (100). After channeling for 2.5 seconds, Shaman affects in radius 3 all other non-Shaman xenos of their hive by giving them overhealth for 30 seconds, repairing their armor, and unstunning them. Effect is proportional to number of xenos after channeling. No more than 25% of armor integrity will be restored. Minimal effect is 10% for every, if only one other xeno was near you.
  • Second Shaman ability is Frenzied Scream (300). After channeling for 3 seconds, Shaman affects all xenos FROM OTHER HIVES and all humans by applying a 4 second (endurance may lower this time) knockdown and forcing humans to roll (it will extinguish fire and acid if you are lucky). The radius starts at 3 tiles from Shaman if Shaman has 1 non-Shaman xenomorph nearby, and increases by 0.5 tiles per nearby xeno, up to limit of 7. This ability cannot hit same target more than once in 20 seconds. It also won't affect recently screeched by queen targets.
  • Third Shaman ability is Adrenal Pheromones (300). After channeling for 2.5 seconds Shaman starts emitting ALL pheromones with effect starting at 1 (lowest level) when 1 non-Shaman xeno is nearby, and with 0.5 increase per xeno, it stops at 5 (ancient empress level). This pheromone emitting stays for 30 seconds after which it expires. Reminder: Pheromones DO NOT WORK ON SHAMANS.

RavingManiac updated:

  • Holster verb (E/Shift+E in hotkey mode) now works for bayonets.

TobiNerd updated:

  • CORSAT Gamma and Theta biodome are now glass ceiling.
  • CORSAT Gamma and Theta biodome are now more weed friendly.

Vampmare updated:

  • Specialist gear is now locked to the owner when they are equipped. Nobody else can equip the gear until the original owner is permadead, then it gets unlocked and locked to the first new person that equips it.
  • Changed the night mode highlight colours, hopefully more readable in general.
  • M42A sniper map specific skin work again. [stobarico]
  • Admins/mods can now use me in deadchat again. [DonCarrot]
  • Deadchat can see predator translated text. [Hylla]
  • C4 can now only be seen from the side of the wall it was placed on. So it doesnt show up on the other side of the wall.
  • C4 now explodes walls/windows/doors in a 3x3 around where it was placed. Giving it a little more breach power.
  • C4 will now properly delete the whole window if placed on a window, and not just the glass leaving a frame behind.

Vicacrov updated:

  • Xenomorphs - Fixed carriers being able to drop facehuggers while they are in a tunnel.
  • Marines - Fixed the flare gun allowing flares to be shot into dense turfs (walls).
  • Xenomorph - Clicking on the queen locator will now make you overwatch the Queen.
  • ERTs - The RCMP is now an E7, being actually in charge of the other RMPs.

28 January 2020

Cakey updated:

  • Cutting airlock ID wires will remove access requirements from the airlock.
  • Fixed tank statistics not tracking any explosion-based weapons and kills.
  • Fixed the tank grenade launcher from not tracking kills.

Foolosopher updated:

  • Added new sounds and replaced some old ones
  • Fully added ambient sounds to Big Red and Ice Colony.
  • Gas masks no longer block CPR

Jeser updated:

  • Fixed facehuggers still being able to leap on target while being unconscious in some cases. [Max Deppe]
  • Eggs cannot be hidden under corpses anymore.
  • Removed delay between opening an egg and a facehugger leaping towards target. That means walking right near egg is a guaranteed facehug now.
  • Fixed eggs not triggering on their own.
  • Fixed exploit with dropping facehugger to instantly hug hosts.
  • Fixed not being able to plant egg in Thunderdome.
  • Fixed exploit that allowed retrieving huggers from eggs through space and time.
  • Made self destruction room rods unslashable.
  • Vending wearable items from Automated clothing Closets and Surplus Uniform Vendors will now automatically equip said items if possible. Includes attaching webbings/holsters to uniform.

Lengord updated:

  • Fixed facehugger sprite under plasteel cade
  • Fixed SU-6 and highpower pistols in belt sprites

RavingManiac updated:

  • The M5 'Night Raider' survival knife is now the M5 'Night Raider' bayonet, and can be mounted on a firearm.

TobiNerd updated:

  • The Turing Dispenser no longer draws upon the void for infinite power. (#9210 Alardun)

Triiodine updated:

  • Redrew (almost) all Marine armors and helmets. Armor is now green by default. Original colors (Teal) can be enabled on specific maps at mapper discretion. Weapons colors will follow in a different update.
  • Standard USCM headgear and headwear is now green by default.
  • Redrew the M11 throwing knife.
  • M10 Medic helmets are now visually distinct.
  • Redrew the armor of the Holy Order of the HEFA Knights, the HEFAdiers.

Vampmare updated:

  • Night Skin has been introduced for windows and chat. This is for the nightowls who stay up late. You can turn it on and off in the preferences under Toggle Window Skin. If you are not using goonchat, all messages will look terrible, so a fair warning. Report if there are any eye-glaring issues with text on night skin.

Vicacrov updated:

  • Changelog - Massively updated our changelog's contributor names, coders, maintainers included. Spriters were not included before at all!
  • Intelligence Officer - IOs were given their own weapon vendors in the room where they spawn. They can be accessed by bridge and cargo personnel.
  • Intelligence Officer - The computer lab is no longer accessible by regular logistics person. Engineers can still access it. Anyone with bridge access can now access it as well.
  • Intelligence Officer - IOs can now access the computer lab again. The restriction of cargo and squad preparations still remains.
  • Airlocks - Secure airlocks (especially the yautja ones) now open faster.
  • Yautja - The Mark for Hunt message no longer notifies the prey that they are being hunted. (That's what you get for metaing it, duh!)
  • Yautja - The Mark for Hunt can no longer be used on anything but living humans and living xenomorphs.
  • Yautja - The Mark for Hunt verb now notifies every yautja about your chosen prey and your current location.
  • Yautja - New verb added: Remove from Hunt. If for any reason you need to turn your attention elsewhere, you can do so now.
  • Yautja - Butchering the mob, that you marked previously for hunting, will now consume the mark and notify every yautja of your successful hunt.
  • Yautja - When a fellow hunter dies, all yautja will be notified about their death.
  • Yautja - Upon xenomorphs hijacking, all yautja are notified about the end of the hunt.
  • Yautja - A new OOC channel is added for the yautja, called YOOC. Works similarly to MOOC and XOOC, as in only staff members can use it, and only the staff, the observers, and the yautja players see it.
  • Yautja - The yautja bracer now has its own sound effect which can be turned on and off.
  • Preferences - Fixed Background Information and Eye colour appearing twice.
  • Requisitions - Removed the cargo access from Intelligence Officers.
  • Requisitions - Requisition Officers now have proper access to squad preps.

19 January 2020

Jeser updated:

  • Removed UA 571-C sentry crate from free ASRS crates pool.
  • Fixed M5 RPG showing rocket loaded when it's empty upon examining.
  • Squad Smartgunner, Specialist, Leader and Intelligence Officer Automated Closets now have a selection of webbings/holster instead of vending uniform with attached webbing. [#8967]

Vicacrov updated:

  • Chemistry - The chemmaster and chem dispenser machines are no longer restricted by IDs, but by having a high enough medical skill. This means that doctor/research survivors can now use chemistry machinery.
  • Requisitions - Fixed the caseless sniper ammo crate containing flak ammo.
  • LV-624 - Fixed the overgrown hydro insert having reinforced windows instead of regular ones.
  • Resin door - Made resin doors open and close faster. They stay open for the same duration.

18 January 2020

Cakey updated:

  • Fixed the L42 zero damage falloff (It wasn't working).
  • Mods can now play as Senior Enlisted Advisors.
  • Fixed certain issues that caused player statistics to completely break and no longer track anything.

Fourkhan updated:

  • Smoke effects should now apply much more consistently across the board.
  • Damage numbers should be approximately the same.
  • Boiler acid smoke now damages barricades as intended (previously it did nothing).
  • Oppressor Prae smoke now extinguishes mobs more consistently.
  • Greatly increased the efficiency of some small components of the combat backend.
  • Increased Queen's Neuro Cooldown by 1 second.
  • Decreased the max range for Queen's neuro from 8+ to 6 tiles.
  • Effectively, this means Queen neuro has 100% hit chance while there are 4 or less tiles between the Queen and the Marine, NOT counting the tile the Queen or Marine is standing on.

Jeser updated:

  • Fixed announcements being seen by players in lobby.
  • Fixed dropship hijack announcement not been played.
  • Fixed command announcements being seen by unconscious humans.
  • Fixed Yautja announcements not being seen by observers.
  • ARES standard telecomms announcements will play sound only to humans in Almayer z-level and observers now.
  • Fixed announcements being seen by all factions. Command announcements will be seen only by USCM and PMCs factions from now on.
  • Maintenance access changes announcements will use ARES standard telecomms announcements instead of command announcements now. That means they can only be heard on Almayer and only if you have access to Almayer General channel in your headset or you are standing near intercom.
  • Added new type of announcement: ARES shipwide announcement. It works like command announcement, but only for humans in Almayer z-level. It also doesn't rely on Tcomms being powered or having access to Almayer General channel, so all humans on ship will see it. Currently only available for admins.
  • Added option for admins to choose which faction or hive they want to send announcement to (including All Hives/Factions options), allowing more flexible announcements use during events. Read instructions during making announcement for more info.
  • Activated signal flares and red lasers will now receive specific name with fixed ID number that will be visible to PO in their weapons console. For example: Bravo-6 flare (Central Barrens), Charlie-4 laser (East Jungle). If user doesn't have squad assigned, squad name will be changed to X. [#8594]
  • Tactical binoculars were renamed to Laser Designators. Their description now contains their ID number. Rangefinders and laser designators descriptions have been updated.
  • Ctrl + Clicking rangefinder or laser designator during lasing will stop lasing without looking up from the device.
  • New binoculars and rangefinders/laser designator sprites by Frans_Feiffer. Old binoculars sprite is used for civillian version.
  • Unconscious facehuggers (in manually opened egg or dropped on the ground) now can be stored as Carrier or used to infect hosts directly without delay. They still need time to recover to be able to jump on their own.
  • Ctrl + Clicking eggs as xenomorph will now open egg and put facehugger into your empty hand, provided you can carry facehuggers and have an empty hand.

Neth updated:

  • Fixes larvae burrowing upon bursting when they have active players in them.

Ranged66 updated:

  • Added 'switch storage drawing method' functionality to all clothing with storage (armor, labcoats, vests etc!), and webbings or other accessories.

RavingManiac updated:

  • New firearm: The Basira-Armstrong rifle, a civilian semi-automatic hunting rifle renown for its light weight and pinpoint accuracy. Comparable to the L42A battle rifle. Replaces the CLF's SVD in most instances.
  • CLF firearms skill is now 'untrained' for fighters and medics. CLF leaders are gifted with standard firearms training.
  • CLF uniform name fixed.
  • Proximity sensors will now beep on detecting movement, followed by an adjustable 2-10 second delay before triggering.
  • Proximity sensors will no longer trigger upon being dropped, thrown or otherwise moved around.
  • Mini-scopes will properly revert gun slowdown when zooming out.
  • Lunge mines should work properly when used on mobs now.

TobiNerd updated:

  • On Corsat, mostly everything on the marine side of the lockdown is now glass ceiling. Xeno side is mostly unchanged, but the control modules are now also glass (#8912).
  • Corsat canister rooms are no longer protected by pressure shutters (Demetrius Montanez, #8892).
  • Removed the xeno stunprods that could be found in Corsat, Omega, due to being bugged.

Vicacrov updated:

  • Crew manifest - The manifest now automatically updates a person's status to Deceased if they become permadead.
  • Chief and Military Police - CMPs and MPs now spawn with a knife in their boots and a universal recorder in their pockets.
  • Tank Crewman - The TCs' now spawn with a slightly different loadout, to help newer TCs get started.
  • Requisitions - The RO now has a level one policing skill (akin to other officers) and spawns with a flash.
  • Requisitions - Humans cannot walk through plastic flaps anymore. Xenomorphs, synthetics, predators, and crabs are not affected by this.
  • Vendors - Added zippo lighters to the CIC and the colony cigarette vendors.
  • Vendors - Fixed the hangar's engi-vend access requirements.

12 January 2020

Neth updated:

  • Eggs can now be planted only in a 15 cell radius around queen in ovipositor. If there is no queen - eggs can be planted whereever. Queen cannot plant her own eggs while not in ovipositor. This has no effect on humans planting eggs in research.
  • Queen can plant eggs while in ovipositor withing 3 tiles range from her.
  • You can't plant eggs if you do not belong to any hive.
  • Both queen ovi planting range and egg planting radius for hive can be changed by admins during the game for event purposes.

TobiNerd updated:

  • You can now dump contents from basically any storage container, including pill bottles and cigarette packs, directly into the chem grinder by clicking it.

Vampmare updated:

  • Added a small windup to hugging someone.
  • Synthetics cant be nested anymore.
  • Reduced the multiburst average output.
  • If there is a Queen alive, nests are now only buildable if the Queen is in Ovipositor and the nest is built within 15 tiles of the Queen. If there is no Queen, its free game as usual.

09 January 2020

Cakey updated:

  • Xenomorph Acid Splashback when being damaged will now have a cooldown between each proc. No more acid stacking on multiple hits.
  • Updated Command tablet software with new Apple Inc. version 5.0.
  • The orbital cannon will now disable for 10 minutes after the Queen disables remote control.
  • Survivor is now timelocked to 3 hours of squad roles.

Foolosopher updated:

  • Added muffling and reverberation for sounds
  • Dropships, OBs and mortar sounds can be heard even if you get near their range after the sound was first played
  • Added ambience sounds and soundscapes. More to come in the near future
  • Added some new sounds

Jeser updated:

  • Fixed xenos not receiving announcement when Nuclear Fission charge is activated.
  • Added announcement for Yautja about Nuclear Fission charge being activated and deactivated.
  • Removed any ways for Yautja to interact with Nuclear Fission charge.
  • Added verb to create Yautja AI Announcement to admins.
  • Changed Nuclear Fission charge nanoUI template. Renamed buttons names to be (hopefully) less confusing.
  • Updated autoresponses and added new ones. [#8415]
  • Made it very difficult not to notice being marked for hunt by yautja.
  • Made it very difficult not to notice a C4 being planted on you.
  • Embedded glass shards are now also removed with knife along with shrapnel. [#8205]
  • Removed policing skills from survivors.
  • Removed Flashlight Grip from squad attachments vendor since it is available in Weapons Rack.
  • Tweaked the content of the smartgunner Equipment Rack. [#8503]
  • Fixed the bug that made any rocket into HE when you unloaded RPG. [Watermelon914]
  • Updated descriptions of RPG rockets to include information about warhead behavior upon hitting target.
  • Choosing a strain will now prompt a confirmation window with strain description.

Lengord updated:

  • Changed colony and bio_dome floodlight sprites
  • Added few floodlight sprites for later use
  • Deleted old yellow floodlight sprite

Neth updated:

  • Xeno names are now time locked. You get letters in front of your number from the get-go. Letter+Number combo at the end is unlocked after 24 hours of playing as xeno. Three letter combo in front of the name is unlocked after 124 hours of playing as xeno. Both options cannot be used at the same time, so either post-number or three letters infront. The time constraint on three letter name is supposed to be this big, and we expect it to be rare.
  • You do not lose your xeno name if you did not unlock the combo for it and had it before this feature was activated.
  • Mod+ level staff can reset your xeno name or ban you permanently from using anything but XX xeno name. This is reversible and is logged, including name of the staff member who did this.
  • Added chat filtering options to preferences. They won't cover all the things, but should reduce clutter until a better system is introduced.
  • Reworked how chat works in the backend. Should work much faster, reducing load from the backend logic.
  • You can now highlight words in your goonchat. There are 5 words you can use, each of them have different color.
  • Reworked how NanoUI works in backend. Expect some performance improvements.
  • Sentry no longer spams with the sound effect creating a lot of lag.

Ranged66 updated:

  • Xenos and humans gibbed by sufficiently large explosions send out bloody shards of bone.
  • Being drunk now numbs (some of) the pain.
  • RPG AP/HE rockets gib marines on direct hit.
  • Dead xenos of the smaller castes can now be buckled to roller beds.
  • Dylovene pills contain 15u instead of 25u.
  • The shoulder holster for sidearms can now be found in marine vendors for 15 points, and in medic/engi vendors as accessory.
  • Corrosive acid gets the name of the thing it's on.
  • You can shieldbash riot shields with more weapons now.
  • Reduced handcuff breakout-timer to 1 minutes (was 2).
  • Manning the M56D Heavy Machine Gun makes you un-bumpable the same way defibbing etc. does.

RavingManiac updated:

  • Projectile hit rolls made less convoluted. Projectiles will also only target body parts of the mob they are aimed at. It is no longer possible to lay down a hail of suppressive fire that specifically hits left feet
  • Bipods no longer cause wielded slowdown while deployed
  • Creatures will face the object they are pulling.

TobiNerd updated:

  • Calibrated the predator teleporter targeting system to work under the harsh weather of Sorokyne.
  • The company has provided a new state of the art machine to the Almayer Research Department, the Synthesis Simulator
  • The Synthesis Simulator uses advanced algorithms to perform simulations of reagent properties, for the purpose of calculating the synthesis required to make a new variant of said chemical. This can be done with all research chemicals AND several default chemicals.
  • The Synthesis Simulator can currently only work with medicinal properties. Non-medicinal properties to follow.
  • Mixing Synthesized chemical variants with other variants of the same kind or with their original form, will react them back into the original.
  • The Synthesis Simulator runs using a new resource called research credits. Research credits are granted by identifying chemicals and defcon decreasing. More methods are to come.
  • Survivor doctor, survivor scientist and survivor liason now holds special id cards that can bypass clearance level requirements up to level 3, 4 and 5 respectively, regardless of defcon status. This can only be done by the actual card holder.
  • Added a research data terminal to the research study. This machine stores XRF scans and synthesis reports, and shows the status of research clearance and credits.
  • Research clearance can now be increased using research credits at the research data terminal. You can still use a willing CL as a potential free shortcut though.
  • Research clearance is now updated using the research data terminal instead of the XRF.
  • Research clearance now starts at level 1.
  • The XRF now prints the overdose threshold and potency of properties.
  • Research chemicals are now scanable with the HF2.
  • Research chemicals can no longer require synthetic blood as a component.
  • The chemical report that the scientist survivor holds now contains more data.
  • Research containment control consoles now require research access.
  • Research laboratory no longer requires chemical access.
  • Chemistry backend received some cleanup. Debugging research chems and reactions should now be more consistent.
  • Fixed the access requirement for the east facing windoor at the research desk.
  • Fixed admin made chemicals having a default overdose threshold of 0.

TobiNerd, Retrokinesis and Fourkhan updated:

  • Added a new map, CORSAT.
  • CORSAT features a lockdown system, which will automatically open after a set time in the round, or by manual override using special keycards found on the station. These keycards trigger pings on the intel scanner.
  • Sprites for CORSAT done by TobiNerd and Triiodine.
  • Sound effect for the CORSAT teleportation platform by Slywater.
  • A special thanks to Forest2001 for assisting with the early development of the map.

Vampmare updated:

  • Specialist gear is now locked to the owner when they are equipped. Nobody else can equip the gear until the original owner is permadead, then it gets unlocked and locked to the first new person that equips it.
  • Nests are now UNRESISTABLE. Upon being nested, you will be given an option to remain in your body or ghost. If you pick to ghost and is freed from your nest while ghosted, you will be brought back into your body. So the only way to get out of a nest is by someone else unnesting you.
  • The time it takes to nest someone has been drastically increased.
  • Facehuggers no longer instantly jump from opened eggs.
  • Frenzy no longer increases tackle chance.
  • Facehugger jump range has been decreased.

22 December 2019

Cakey updated:

  • Added gun executions to the game. Players can trigger executions on unconcious targets while on either disarm or grab intent, initiating a three second wind-up before performing a guaranteed kill.

Foolosopher updated:

  • Gas masks are now purely cosmetic

Fourkhan and Triiodine updated:

  • Added many more helmet customization options.
  • Crayons, Certain Uno(and regular) cards, Walkmans, Walkman tapes, Pizza, sunglasses of all kinds, scapels, the Medbay snacks, candles, the (broken) loadout headsets, medical supplies, flares, and more will now appear on your helmet when stored in its storage slots.
  • Several new options have been added to the loadout selection menu which have various cosmetic effects when placed into helmets, such as rosaries, gun oil, various types of spent ammunition, flairs, netting, raincovers, and more.
  • The pen and cigarette have been reduced from 2 points to 1 in loadout.
  • More than one object can now display on your helmet. Got that one squared away.

Neth updated:

  • Tailstab no longer pass thru walls

21 December 2019

Cakey updated:

  • Fixed survivor and other special roles from not properly tracking statistics.
  • Fixed xenomorph ability tracking not loading correctly on round restart.
  • Fixed formatting of the participants tab and abilities list on the statistics panel.
  • Fixed medal tracking for medal recipients.
  • Fixed xeno takeover playing towards the original user stats.

Neth updated:

  • Increased penetration for Sentry Turret. Sentry turret no longer deals damage to armor.
  • Turret bullet speed increased to near-hitscan speed

Triiodine updated:

  • Placed Landing Zone signs on Sorokyne Strata, Solaris Ridge (LZ2), Trijent Dam (LZ2), and Prison Station (LZ1).
  • Made Ice Colony LZ2 a bit larger.
  • Fixed pre-existing membrane and resin walls on Sorokyne Strata displaying the incorrect under turf.
  • Added proper MAP_TAG swaps for the HTML based colony map for Sorokyne Strata.
  • Sorokyne Strata colony maps should now spawn in the Almayer canteen on round start.
  • Wielded grenade launchers on desert maps no longer appear one handed when in the right hand and facing east.
  • Rewrote and fixed up some grammatical disagreements on the Landing Zone sign examine texts.

Vampmare updated:

  • A new HUD theme with a different take than the normal one has been added, "Dark", give it a go.
  • Status effects have been added to the UI, currently, shrapnel, bleeding and slowed.
  • Changed the placement of the UI elements, so they are more condensed.
  • The internals UI element has been moved to a verb in the object tab for when its relevant.
  • Accuracy is no longer dependent on your current health, lower health meant lower accuracy. This means that xenos under 50% health can now actually hit things.
  • The superslow duration of neuro has been reduced.
  • Reduced Queen neuro accuracy.
  • Total acid spit damage has been reduced.
  • Neuro airbust range has been reduced from 5x5 to 3x3.
  • Getting hit by neuro airbust while you're nested now does nothing.