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- BeforeTheWhispers 1m
- PsycoticCone 43s
- AntiqueBeast 3m
- adrognik 17m
- Crooknose 55s
- Wulf 8s
- Euclid 1m
- PinkFox 17m
- Slyter 5m
- JanekSembilan 42s
- Terrible_the_duck 1m
- AdamBlue9000 3m Rolling 526d6 damage against both of us.
- Pladdicus 36m uh
- Vanashis 1m
- Angeline 37s
- Raven 1h I lost myself, in the dark charade.
- NickRosso 4h
- BlackSoul 1s
- Bix 1h permed.
- whatislove 2h reputation is whoever holds a bigger gun
a Mench 37m Doing a bit of everything.
- Fay 20m
- zxq 10m Tools: https://ansicolortool.neocities.org
- funkyboss 36m
And 26 more hiding and/or disguised

[Sep '26] Improvements and Bug Fixes
Rolling list of bug fixes from September 2026

UPHORIA WEAPON CHECKPOINT NOW WORKING
Sorry, you can no longer stab people in the spa without some creative workarounds.
ARMOR, ARMS TECH, & REPAIRING ARMOR

Moving forward, when you inspect armor, everyone will be able to see if the armor is damaged. This will help indicate that you should seek out a qualified arms tech to fix your armor.

Armor that has sustained damage will provide less protection. This has been the case for a while. This is a pretty big deal because a lot of people aren't aware that their armor needs repair and isn't protecting them as much as it could be.

Armor has always been repairable multiple times. Every time your armor is repaired the overall MAXIMUM efficacy of the armor is reduced by a few percentage points. That means going to a GOOD arms tech is preferable if you plan to keep the armor for a long time, because they will be able to repair it to full in fewer (perhaps only 1!) attempts thereby maintaining a higher maximum efficacy.

However, any arms tech that can repair armor will be able to repair it with enough scrap, up to the maximum efficacy of the armor, over multiple attempts.

Those with good enough arms tech skill now see additional information when inspecting armor, beyond how damaged it is. They will see:
- Number of times it has been repaired (lower skill gate)
- Maximum efficacy that it can be repaired to (higher skill gate)

I've also made it so when armor is repaired, the inspect cache is cleared not just for the person repairing the armor, but for everyone in the room, so if someone repairs your armor and hands it back to you, you inspect it, and see the updated info.

I've also made the messages around armor damage and efficacy MUCH clearer. Your armor being weakened a bit doesn't mean it's bad. It might still be at 95% protection when fully repaired. Or if you've had it repaired a ton of times it might be at 50% protection.

I've also updated it so when armor if repaired to its current max it NO LONGER shows as damaged, because it's not. It's fixed, but perhaps not protecting as much as a brand new set of the same armor. An arms tech can tell you how effective the armor is overall if they inspect it.

The help file for armor has been updated.

(Edited by Slither at 9:56 am on 9/4/2026)

GO BOARD RESIZE

You can now use the 'resize' command on go boards to resize to 19x19 or 9x9. Help file was also updated.
FIXED TB WITH ACT SYSTEM

Fixed a TB with the act system that could occur when we tried to process a now recycled object. This race condition could happen in situations like cleaning up a mess and the mess gets cleaned up by someone or something else before you finish, and thus causes a TB.
FIXED BUG WITH 'STARTOVER'

STARTOVER was showing when you left chargen due to some changes I made. I fixed this.
NEW HOLIDAY - CADIUM DAY

I've created a new holiday (September 25th) which is Cadium Day. It was called out on the timeline, and now it is a real thing. Details to follow ICly via SIC ads. It won't be as crazy as Incorporation Day, but it should still offer some interesting stuff, focused on a different area of the game.

(Edited by Slither at 9:44 pm on 9/4/2026)

EJECTING FROM FLYING VEHICLES AND FALLING

Fixed (hopefully) the bug where not all items that were ejected from flying vehicles began falling. Tested on corpses, as that was specifically called out in the bug report. Should be good now.