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Change log August 6th, '15


Earthdivine

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Big Shadowling update this patch, making it more polished and giving the crew the tools needed to fight back against the Shadowlings.

 

 

  • Content

     

    VERY IMPORTANT CONTENT

     

  • Shadowling Thralls can now be dethralled through Surgery. If you fail during a step, there's a 50% chance you still dethrall the vicitm but kill them as well, the other 50% will just tell you that you messed up.

     

Dethralling Surgery

- (targeting the head): scalpel->hemostat->retractor->saw->retractor->hemostat (last step takes a long time)

 

 

Shadowlings

Number of shadowlings scales with the player count.

Viel will now properly turn off Floodlamps.

Shadowlings can only have a certain number of Thralls before their Enthrall abilitiy cannot be used while human. To continue converting, the Shadowlings must hatch at that point.

Shadowling Thralls are now identifiable!

- Examining a Thrall that has nothing obscuring the face will reveal them

Shadowling Thralls now have access to two spells

- Lesser Glare: Stuns the target and mutes them for a short time. This will NOT make them fall, so becareful of use.

- Guise: Makes you harder to see, not availible in brightly lit areas.

Flash Freeze is now Icy Veins

Enthralling no longer has a cooldown. Time to Thrall is untouched and you can still be interupted.

Drain Thrall has been replaced with Drain Life

- Drain Life deals minor Oxygen and Stamina damage to nearby Carbon mobs and heal the Shadowling.

- What this means is it only work's on Slimes, regular crew sans IPC's and Xeno's. No Feeding on Carp, though they still feed on you.

Spacial Relocate has been replaced with Black Recuperation

- Black Recuperation will revive a thrall. This spell has a VERY lengthy cooldown.

Shadowlings now pull from a list of names when hatched.

 

 

 

Shadowling Ascendants

Shadowling Ascendants can now talk to every living thing at once, with perfect understanding.

Shadowling Ascendants are no longer stopped by any sort of wall

Melee damage is 60 per punch from 35

Ascendant Spells no longer have a cooldown.

Ascendants are now immune to the Singlarity and explosions.

 

Internal Affairs Agents and Magistrates

 

Map Changes

 

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Generally two of every thing to accomodate two IAA's

Added Space Law Books so IAA's know what they're talking about.

Add's a Secure Breifcase

Has a disposal's unit now

Door to maintenance added for another way into the office

 

Changes

IAA's start with SecHUD's now, their tacky glasses Iconic sunglasses are in the closet.

Both magistrate and IAA have Bowman Headsetsto match Security's

Both IAA and Magistrate start with flashes for protection.

Magistrate has a telebaton now.

You must now have a total time of 30 days to play IAA and unlock Magistrate.

 

Botany

Peanuts are now added. Their seed's are in the MegaSeed Vendor.

Removal of modular sprites from certain seed products.

 

PDA's

PDA's now have a custom ringtone for certain words.

- Explosion for 'boom'

- Slipping noise for 'slip'

- Bikehorn for 'honk'

- Vox shriek for 'SKREE' (Capitals matter)

- Shortened holy ambience music for 'holy'

- Xenomorph hiss for 'xeno'

 

Other things

Cattleprods can now be put in backpacks.

Fixes some runtimes with Batons and the Circuit Imprinter

No more Pizza's in a Bottle. Buying a Traitor Poison Bottle doesn't give you a Pizza bomb anymore.

Shortening of some Admin verbs to preserve columns and our sanity.

Fixes alarm handler Runtime

Some Disposal issues fixed

Some Monitor Computer issue's fixes

Message of the Day has finnally been changed

 

 

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