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3115 on *changelog-public (#105823)           // Thu Mar 31 05:56:10 2016 UTC
  lithodermis                                   // From: Luka (#877527)
                                                //   0/  0 votes
 
  welcome back to another *clp!!! my friends!!! lithodermis has had its
    affliction resistances increased. furthermore!!!!!!! melee weapons are more
    likely to damage themselves on your tough hide! damn! finally and really
    last but not least,
the fall damage that you take from being a rockman has
    been reduced even more! enjoy jumping out of planes maybe! #yolo #360
    #noscope #planefall #woop
 ______________________________________________________________________________

3261 on *changelog-public (#105823)           // Sun Oct  2 07:54:29 2016 UTC
                                                // From: Luka (#877527)
                                                //  +1/ -1 votes
 
  Conduit's damage synergy with eelskin has been reduced to bring it more in
    line with it's counterpart mutations. Additionally, using shock in combat
    now makes you hungry, which was an oversight.
 ______________________________________________________________________________

3117 on *changelog-public (#105823)           // Thu Mar 31 09:57:31 2016 UTC
  silicone skin                                 // From: Luka (#877527)
                                                //   0/  0 votes
 
  1. silicone skin corpses now rot more slowly.
  2. people with silicone skin are easier to defib. so easy that even an abom
    can manage it!
  3. people with silicone skin take much longer to flatline.
 
2m______________________________________________________________________________
 
  3121 on *changelog-public (#105823)           // Sun Apr  3 06:15:56 2016 UTC
  conduit                                       // From: Luka (#877527)
                                                //  +1/  0 votes
 
  Conduits beware! Shocking someone with the silicone skin mutation will
    instead boost them up with healing power!
 ______________________________________________________________________________


3185 on *changelog-public (#105823)           // Fri May  6 05:15:36 2016 UTC
                                                // From: Luka (#877527)
                                                //  +2/  0 votes
 
  Bleeder's rend ability has now been divorced from focus, its cooldown and
    activation speed is now based off of the amount that you are already
    frenzied for. Furthermore, the amount of bleeding it causes on average has
    been increased.
 
  > Luka         The maximum bleeding has not been increased from
    May 6 2016     Bleeder, but the minimum has. Sorry for any
                   confusion.
  > Luka         max(2,random(8)) changed to 4, random 8. custom
    May 6 2016     :speed verb. speed changed from 5.0 to 3.0.
  > Luka         this means that the cooldown @ 0 frenzy is 15
    May 6 2016     seconds and it takes 3 seconds to fire, the
                   cooldown @ 4 frenzy is 10 seconds and it takes 2
                   seconds to fire.
 ______________________________________________________________________________
 
3095 on *changelog-public (#105823)           // Sun Mar 20 01:31:24 2016 UTC
  Implants, Cool, Walking, and You              // From: Luka (#877527)
                                                //  +1/  0 votes
 
  Stress from movement is now only accrued once you're past your safe implant
    limit, which is 2 or your cool total divided by four, whichever is higher.
    This is now viewable from the implants command.
 
  Furthermore, stress from movement once one is past this safe limit has been
    increased significantly. This means that builds that don't revolve around
    cool will not be able to equip as many implants as their cooler brethren.
 
  > Luka         Only implants that cause stress count towards your
    Mar 20 2016    safe implant limit, by the way.
  > Tahin        Added whether implants cause stress to their
    Mar 20 2016    appraise. Lemme know how it looks.
 ______________________________________________________________________________
 
2063 on *changelog-public (#105823)           // Tue Mar 26 20:41:15 2013 UTC
  Movement speed                                // From: Meteshallot (#839421)
                                                //  +3/ -1 votes
 
  Solar sponge mutants no longer move slowly in extreme temperatures of heat
    and yeti skin mutants no longer move slowly in extreme temperatures of
    cold.
 
  > I_CANT_WRITE_HELLO_WORLD * * Programmer has been banned for this post * *
    Mar 26 2013  
  > Meteshallot  the game is no longer broken and this should be
    Mar 26 2013    working properly :)
 ______________________________________________________________________________
 
  3116 on *changelog-public (#105823)           // Thu Mar 31 06:11:18 2016 UTC
  solar sponge                                  // From: Luka (#877527)

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