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		<title><![CDATA[SweptForums - All Forums]]></title>
		<link>https://forums.sweptthr.one/</link>
		<description><![CDATA[SweptForums - https://forums.sweptthr.one]]></description>
		<pubDate>Sat, 13 Jun 2026 01:45:07 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[First Month Update Roundup]]></title>
			<link>https://forums.sweptthr.one/thread-122.html</link>
			<pubDate>Mon, 01 Jun 2026 01:14:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-122.html</guid>
			<description><![CDATA[This thread is a collection of all updates made during the month of May 2026.  I originally was not going to publicly document ST Servers updates if there were no players to experience the changes the updates brought, but I ended up reconsidering.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 3</span><br />
Removed the armor bar from the HUD.<ul class="mycode_list"><li>There is no way to acquire armor on Gang War RP, so having a large bar that would constantly be empty felt like a waste of space.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 17</span><br />
Expanded every job description.<ul class="mycode_list"><li>Every job description now has a lengthy lore entry describing each gang's characteristics and background.  Some gangs have lore based on SweptThrone Garry's Mod Universe events while others describe the origins of the real-world gang.<br />
</li>
</ul>
Renamed Red Gang and Blue Gang to Red-Hand Gang and Blue-Hand Gang.<ul class="mycode_list"><li>These minor changes are a reference to the two rival gangs on the first DarkRP server I ever played on.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[This thread is a collection of all updates made during the month of May 2026.  I originally was not going to publicly document ST Servers updates if there were no players to experience the changes the updates brought, but I ended up reconsidering.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 3</span><br />
Removed the armor bar from the HUD.<ul class="mycode_list"><li>There is no way to acquire armor on Gang War RP, so having a large bar that would constantly be empty felt like a waste of space.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 17</span><br />
Expanded every job description.<ul class="mycode_list"><li>Every job description now has a lengthy lore entry describing each gang's characteristics and background.  Some gangs have lore based on SweptThrone Garry's Mod Universe events while others describe the origins of the real-world gang.<br />
</li>
</ul>
Renamed Red Gang and Blue Gang to Red-Hand Gang and Blue-Hand Gang.<ul class="mycode_list"><li>These minor changes are a reference to the two rival gangs on the first DarkRP server I ever played on.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[First Month Update Roundup]]></title>
			<link>https://forums.sweptthr.one/thread-123.html</link>
			<pubDate>Mon, 01 Jun 2026 01:14:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-123.html</guid>
			<description><![CDATA[This thread is a collection of all updates made during the month of May 2026.  I originally was not going to publicly document ST Servers updates if there were no players to experience the changes the updates brought, but I ended up reconsidering.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 3</span><br />
Guard respawn time now scales with the number of guards.<ul class="mycode_list"><li>The respawn time for guards is now <code>number of guards * 10</code> seconds, with a minimum of 30 seconds.  This will allow the Infiltrator more time to reposition after killing a guard, as well as encourage guards to play more tactically as to avoid getting group-killed and allowing the Infiltrator free reign of the facility.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 22<br />
</span>Fixed the death screen always showing a 30-second respawn time.]]></description>
			<content:encoded><![CDATA[This thread is a collection of all updates made during the month of May 2026.  I originally was not going to publicly document ST Servers updates if there were no players to experience the changes the updates brought, but I ended up reconsidering.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 3</span><br />
Guard respawn time now scales with the number of guards.<ul class="mycode_list"><li>The respawn time for guards is now <code>number of guards * 10</code> seconds, with a minimum of 30 seconds.  This will allow the Infiltrator more time to reposition after killing a guard, as well as encourage guards to play more tactically as to avoid getting group-killed and allowing the Infiltrator free reign of the facility.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 22<br />
</span>Fixed the death screen always showing a 30-second respawn time.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[First Month Update Roundup]]></title>
			<link>https://forums.sweptthr.one/thread-121.html</link>
			<pubDate>Mon, 01 Jun 2026 01:14:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-121.html</guid>
			<description><![CDATA[This thread is a collection of all updates made during the month of May 2026.  I originally was not going to publicly document ST Servers updates if there were no players to experience the changes the updates brought, but I ended up reconsidering.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 20</span><br />
Added ttt_summermansion_b3 to the map pool.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 24</span><br />
Added ttt_desperados to the map pool.]]></description>
			<content:encoded><![CDATA[This thread is a collection of all updates made during the month of May 2026.  I originally was not going to publicly document ST Servers updates if there were no players to experience the changes the updates brought, but I ended up reconsidering.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 20</span><br />
Added ttt_summermansion_b3 to the map pool.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 24</span><br />
Added ttt_desperados to the map pool.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[First Month Update Roundup]]></title>
			<link>https://forums.sweptthr.one/thread-124.html</link>
			<pubDate>Mon, 01 Jun 2026 01:14:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-124.html</guid>
			<description><![CDATA[This thread is a collection of all updates made during the month of May 2026.  I originally was not going to publicly document ST Servers updates if there were no players to experience the changes the updates brought, but I ended up reconsidering. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 2</span><br />
Car parts are now worth a fraction of the car they got chopped from.<ul class="mycode_list"><li>In the past, each part from a car would be worth a constant amount of money, with the most expensive item being a mere &#36;80.  This was done to prevent being able to buy a &#36;300 car and scrap it for thousands of dollars in profit.  In practice, this would result in chopping cars being a completely worthless method to make money.  This update makes every part from a car worth a fraction of the car's value, with a theoretical maximum of 7% profit.  This is not something worth "grinding" for, as there is a slim chance of this happening.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 17</span><br />
Dramatically reduced the profitability of Hacker Computers.<ul class="mycode_list"><li>In my brief testing, I was able to turn &#36;800 into over &#36;35'000 in about ten minutes of hacking files.  The raw value of each file has been reduced by 90%, the value per megabyte of a file has been reduced by 60%, and networking speed has been reduced by 80%.  Hacking files remains a viable way to make money, but as one of the least risky ways of doing so, it has been toned down.<br />
</li>
</ul>
Gave the Hot Dog Cart a fixed physics model.<ul class="mycode_list"><li>Previously, the wheels of the Hot Dog Cart had no collision, causing the whole cart to sink into the ground and sit at a slant.  This has been fixed via a new physics model for the cart.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 20</span><br />
Reduced the speed of Crypto Miners mining.<ul class="mycode_list"><li>Just like the Hacker Computer, I was able to turn &#36;2'400 into over &#36;14'000 in a matter of minutes.  Granted, the value of one SToken is very high at the time of this update, but it still needed to be toned down a bit.  Crypto Miners now mine 90% less SToken every second.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 21</span><br />
Added Neon Signs available for general purchase.<ul class="mycode_list"><li>In the absence of any way to advertise businesses or other ventures, I have created and added two styles of Neon Sign available for general purchase.  All players can now purchase up to four of each Neon Sign, a floor version and a wall version.  Each sign costs &#36;40 and can be edited using the context menu's "Edit properties" menu.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 25<br />
</span>Money Safes, Weapon Lockers, and Law Boards are no longer removed when their owners disconnect.<ul class="mycode_list"><li>This will allow players to potentially stumble across some forgotten money or weapons, which would be pretty cool.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 28</span><br />
Added the Carson Dust Storm available for Mechanic purchase.<ul class="mycode_list"><li>The Dust Storm is a new A-class dune buggy that costs &#36;3,500.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 29</span><br />
Money Printers can now be purchased even when there are no other players online.<ul class="mycode_list"><li>This was a leftover feature from STRP, where there were next to no ways to make money.  Since there are so many ways to make money on The Big Apple, this was a silly limitation to keep in place.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 30</span><br />
ATM deposit and withdrawal prompts now display how much money you have in your wallet.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 31</span><br />
Added STPottery entities available for Supplier purchase.  Pottery can be sold to The Contact.<br />
<br />
Countless other bugs were fixed throughout the month, mainly related to selling products.  Since these typically only required changing a single number, they were not dated, and are instead all listed below:<ul class="mycode_list"><li>STOilMogul:  Fixed Oil Drills not spawning properly due to outdated STSettings.<br />
</li>
<li>STOilMogul:  Fixed Oil Drums not being able to be sold due to a missing multiplier table.<br />
</li>
<li>STCoffeeShop Neu:  Fixed Coffee not doing anything due to trying to give the coffee cup energy.<br />
</li>
<li>STGunrunning:  Fixed guns not being able to be sold due to outdated STSettings.<br />
</li>
<li>STGunrunning:  Fixed the Ammo Crafting Table being a Gun Crafting Table due to a typo.<br />
</li>
<li>STBankRobbery:  Fixed Bank Vaults not having the correct amounts of money due to typos.<br />
</li>
<li>Money Safe:  Fixed Money Safes not working due to missing files.<br />
</li>
<li>The Contact:  Fixed cancelling a sale not allowing you to start a sale afterwards due to flawed logic.<br />
</li>
<li>GTA V-ish HUD:  The ammo bar is now hidden for weapons that have their own:  Coffee, Tools, Spray Paint.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[This thread is a collection of all updates made during the month of May 2026.  I originally was not going to publicly document ST Servers updates if there were no players to experience the changes the updates brought, but I ended up reconsidering. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 2</span><br />
Car parts are now worth a fraction of the car they got chopped from.<ul class="mycode_list"><li>In the past, each part from a car would be worth a constant amount of money, with the most expensive item being a mere &#36;80.  This was done to prevent being able to buy a &#36;300 car and scrap it for thousands of dollars in profit.  In practice, this would result in chopping cars being a completely worthless method to make money.  This update makes every part from a car worth a fraction of the car's value, with a theoretical maximum of 7% profit.  This is not something worth "grinding" for, as there is a slim chance of this happening.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 17</span><br />
Dramatically reduced the profitability of Hacker Computers.<ul class="mycode_list"><li>In my brief testing, I was able to turn &#36;800 into over &#36;35'000 in about ten minutes of hacking files.  The raw value of each file has been reduced by 90%, the value per megabyte of a file has been reduced by 60%, and networking speed has been reduced by 80%.  Hacking files remains a viable way to make money, but as one of the least risky ways of doing so, it has been toned down.<br />
</li>
</ul>
Gave the Hot Dog Cart a fixed physics model.<ul class="mycode_list"><li>Previously, the wheels of the Hot Dog Cart had no collision, causing the whole cart to sink into the ground and sit at a slant.  This has been fixed via a new physics model for the cart.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 20</span><br />
Reduced the speed of Crypto Miners mining.<ul class="mycode_list"><li>Just like the Hacker Computer, I was able to turn &#36;2'400 into over &#36;14'000 in a matter of minutes.  Granted, the value of one SToken is very high at the time of this update, but it still needed to be toned down a bit.  Crypto Miners now mine 90% less SToken every second.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 21</span><br />
Added Neon Signs available for general purchase.<ul class="mycode_list"><li>In the absence of any way to advertise businesses or other ventures, I have created and added two styles of Neon Sign available for general purchase.  All players can now purchase up to four of each Neon Sign, a floor version and a wall version.  Each sign costs &#36;40 and can be edited using the context menu's "Edit properties" menu.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 25<br />
</span>Money Safes, Weapon Lockers, and Law Boards are no longer removed when their owners disconnect.<ul class="mycode_list"><li>This will allow players to potentially stumble across some forgotten money or weapons, which would be pretty cool.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 28</span><br />
Added the Carson Dust Storm available for Mechanic purchase.<ul class="mycode_list"><li>The Dust Storm is a new A-class dune buggy that costs &#36;3,500.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 29</span><br />
Money Printers can now be purchased even when there are no other players online.<ul class="mycode_list"><li>This was a leftover feature from STRP, where there were next to no ways to make money.  Since there are so many ways to make money on The Big Apple, this was a silly limitation to keep in place.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">May 30</span><br />
ATM deposit and withdrawal prompts now display how much money you have in your wallet.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 31</span><br />
Added STPottery entities available for Supplier purchase.  Pottery can be sold to The Contact.<br />
<br />
Countless other bugs were fixed throughout the month, mainly related to selling products.  Since these typically only required changing a single number, they were not dated, and are instead all listed below:<ul class="mycode_list"><li>STOilMogul:  Fixed Oil Drills not spawning properly due to outdated STSettings.<br />
</li>
<li>STOilMogul:  Fixed Oil Drums not being able to be sold due to a missing multiplier table.<br />
</li>
<li>STCoffeeShop Neu:  Fixed Coffee not doing anything due to trying to give the coffee cup energy.<br />
</li>
<li>STGunrunning:  Fixed guns not being able to be sold due to outdated STSettings.<br />
</li>
<li>STGunrunning:  Fixed the Ammo Crafting Table being a Gun Crafting Table due to a typo.<br />
</li>
<li>STBankRobbery:  Fixed Bank Vaults not having the correct amounts of money due to typos.<br />
</li>
<li>Money Safe:  Fixed Money Safes not working due to missing files.<br />
</li>
<li>The Contact:  Fixed cancelling a sale not allowing you to start a sale afterwards due to flawed logic.<br />
</li>
<li>GTA V-ish HUD:  The ammo bar is now hidden for weapons that have their own:  Coffee, Tools, Spray Paint.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[All Servers Open]]></title>
			<link>https://forums.sweptthr.one/thread-120.html</link>
			<pubDate>Sat, 02 May 2026 00:11:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-120.html</guid>
			<description><![CDATA[Today, I am reopening <span style="font-weight: bold;" class="mycode_b">all four STAG Experiments</span> from last year until further notice, renamed as simply <span style="font-weight: bold;" class="mycode_b">ST Servers</span>!<br />
<br />
I've wanted to reopen these servers for a few months now because I feel like they deserved more than a month or three each, so after a long period of self-deliberation, I went <span style="font-style: italic;" class="mycode_i">all in</span>.  All four servers from the STAG Servers event will be open from now for at least a full year, but my intention is just to keep them open forever. These servers will be in <span style="font-weight: bold;" class="mycode_b">maintenance mode</span>—meaning I will <span style="font-style: italic;" class="mycode_i">not</span> be <span style="font-style: italic;" class="mycode_i">actively</span> working on them outside of bug fixes and other necessary improvements—unless one of them miraculously explodes in popularity, pulling me out of my soft retirement.<br />
<br />
All server data has been preserved, meaning your Blitz TTT points, Gang War RP money and weapons, and Big Apple money and clothes have all been retained (Infiltrator doesn't have any persistent data, lol). However, there may be issues with missing content as I foolishly removed old content addons from the Workshop, so I'll be on the lookout for a bit.  This forums is also now re-opened, and you can post about any server using a post prefix.<br />
<br />
The four servers are as follows:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Blitz TTT</span><br />
A mostly vanilla TTT server with a few key differences that throw a wrench in what you know about TTT. All traitors must be confirmed dead for the round to end in an innocent victory, the rounds are shorter, weapons are deadlier but less wieldy, and a few other changes.<br />
Play Blitz TTT now at <code>trio.sweptthr.one:27015</code><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gang War RP</span><br />
A territory-based combat "TDMRP" server with over 600 weapons to play with. Battle it out on the streets of Downtown as one of 15 different gangs, fighting over ownership of 9 different control points all while managing your gang's money-making methods to help buy more guns!<br />
Play Gang War RP now at <code>trio.sweptthr.one:27016</code> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Infiltrator</span><br />
A unique asymmetric stealth gamemode that pits one sneaky infiltrator against the rest of the server. The infiltrator must sneak into the sprawling Boreas facility, complete six objectives, then escape, all while the facility's security force is trying to stop him.<br />
Play Infiltrator now at <code>trio.sweptthr.one:27017</code> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Big Apple</span><br />
A three-server semi-serious roleplay experience that takes place on all three New York-themed maps. Implementing the lawless RP formula and featuring money-makers made by yours truly, The Big Apple is like nothing you've ever seen before.<br />
Play The Big Apple now at <br />
<code>nyc.sweptthr.one:27015</code> for RP_NYCity <br />
<code>nyc.sweptthr.one:27016</code> for RP_SouthSide <br />
<code>nyc.sweptthr.one:27017</code> for RP_UnionCity]]></description>
			<content:encoded><![CDATA[Today, I am reopening <span style="font-weight: bold;" class="mycode_b">all four STAG Experiments</span> from last year until further notice, renamed as simply <span style="font-weight: bold;" class="mycode_b">ST Servers</span>!<br />
<br />
I've wanted to reopen these servers for a few months now because I feel like they deserved more than a month or three each, so after a long period of self-deliberation, I went <span style="font-style: italic;" class="mycode_i">all in</span>.  All four servers from the STAG Servers event will be open from now for at least a full year, but my intention is just to keep them open forever. These servers will be in <span style="font-weight: bold;" class="mycode_b">maintenance mode</span>—meaning I will <span style="font-style: italic;" class="mycode_i">not</span> be <span style="font-style: italic;" class="mycode_i">actively</span> working on them outside of bug fixes and other necessary improvements—unless one of them miraculously explodes in popularity, pulling me out of my soft retirement.<br />
<br />
All server data has been preserved, meaning your Blitz TTT points, Gang War RP money and weapons, and Big Apple money and clothes have all been retained (Infiltrator doesn't have any persistent data, lol). However, there may be issues with missing content as I foolishly removed old content addons from the Workshop, so I'll be on the lookout for a bit.  This forums is also now re-opened, and you can post about any server using a post prefix.<br />
<br />
The four servers are as follows:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Blitz TTT</span><br />
A mostly vanilla TTT server with a few key differences that throw a wrench in what you know about TTT. All traitors must be confirmed dead for the round to end in an innocent victory, the rounds are shorter, weapons are deadlier but less wieldy, and a few other changes.<br />
Play Blitz TTT now at <code>trio.sweptthr.one:27015</code><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gang War RP</span><br />
A territory-based combat "TDMRP" server with over 600 weapons to play with. Battle it out on the streets of Downtown as one of 15 different gangs, fighting over ownership of 9 different control points all while managing your gang's money-making methods to help buy more guns!<br />
Play Gang War RP now at <code>trio.sweptthr.one:27016</code> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Infiltrator</span><br />
A unique asymmetric stealth gamemode that pits one sneaky infiltrator against the rest of the server. The infiltrator must sneak into the sprawling Boreas facility, complete six objectives, then escape, all while the facility's security force is trying to stop him.<br />
Play Infiltrator now at <code>trio.sweptthr.one:27017</code> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Big Apple</span><br />
A three-server semi-serious roleplay experience that takes place on all three New York-themed maps. Implementing the lawless RP formula and featuring money-makers made by yours truly, The Big Apple is like nothing you've ever seen before.<br />
Play The Big Apple now at <br />
<code>nyc.sweptthr.one:27015</code> for RP_NYCity <br />
<code>nyc.sweptthr.one:27016</code> for RP_SouthSide <br />
<code>nyc.sweptthr.one:27017</code> for RP_UnionCity]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[STAG Servers Postmortem and Beyond]]></title>
			<link>https://forums.sweptthr.one/thread-119.html</link>
			<pubDate>Tue, 06 Jan 2026 04:37:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-119.html</guid>
			<description><![CDATA[Happy new year!  With both STAG Servers and SweptThrone's 12 Days of Christmas now concluded, I'm gonna ramble on about STAG Servers and the future because there's a lot to say.  So let's get started!<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">STAG Servers</span></span><br />
To recap, STAG Servers—which stands for SweptThrone Avant Garde Servers—was a series of four experimental Garry's Mod servers—each known as a STAGE, or STAG Experiments—that ran from July to December 2025.  Originally, there were only three servers scheduled, one each for July, August, and September, but I decided to extend it midway through the first STAGE.  These four servers were the most dead servers I have ever run in the history of running servers.  Because of their unusual nature, I figured people wouldn't be too interested in them over the long term, but I didn't think it'd be this bad!  That being said, I don't really care that much.  I made what I set out to make and I'm happy with what I did.  Let's go one-by-one through each STAGE.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">STAGE 1:  Blitz TTT</span></span><br />
Blitz TTT was a TTT server where the round would not end until all traitors are <span style="font-style: italic;" class="mycode_i">confirmed </span>dead, or when all innocents are dead.  There were some other minor tweaks, but that was the main gimmick.  I thought this was a super interesting way to shake up TTT because it caused players to be so on-edge after killing someone.  Was that a traitor we just killed or is this an elaborate ruse and you're going to kill me as soon as I check this body?  Naturally, there were more improper killings than in regular TTT and everyone's karma, on average, remained lower; it was actually pretty difficult to maintain a perfect karma which again, is a really interesting byproduct.  If I ever decide to open a TTT server again, I think this mechanic is going to make an appearance.<br />
You can also pick up the win condition script for yourself <a href="https://github.com/SweptThrone/BlitzTTTWinConditions" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">STAGE 2:  Gang War RP</span></span><br />
Gang War RP was a spiritual and more coherent successor to my TDM RP server, AnkoRP, from 2020 and 2021.  Where the previous servers ran on an awkward round-based format, Gang War RP was a never-ending territory control battle.  Above all, the true purpose of this server was to finally create the handful of addons I've had on the back-burner for up to seven years, the oldest of which being <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3636169533" target="_blank" rel="noopener" class="mycode_url">STHackerWar</a>.  I also wrote a <a href="https://github.com/SweptThrone/CSSnippets" target="_blank" rel="noopener" class="mycode_url">small program</a> to sloppily turn NPC models into playermodels.  This server was a ton of fun even though it only hosted a few play sessions.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">STAGE 3:  Infiltrator</span></span><br />
Infiltrator is a custom asymmetric gamemode that pits one sneaky infiltrator against the rest of the server.  The infiltrator must sneak into a facility, complete objectives, then leave.  This server was the one that was added late, and it was added in between two stages because STAGE 4 was the main attraction of the whole event.  This server actually had the most sessions out of all of the STAGEs, even attracting a group of 12 friends to come play without me.  Wow!  Despite its popularity, it was concluded that the gamemode was often frustrating to play as the infiltrator, and too easy to play as a guard.  We figured either guards essentially had to roleplay as NPCs or the infiltrator needs to take a full hour to complete one mission for the gamemode to feel balanced and fun.  Personally, I'm totally psyched about playing the gamemode in both of these ways, but I can see why anyone else wouldn't be.  This server also caused me to make <a href="https://github.com/SweptThrone/GetSoundscapeFn" target="_blank" rel="noopener" class="mycode_url">my first binary module</a> for Garry's Mod which was an adventure in itself.<br />
You can pick up this gamemode <a href="https://github.com/SweptThrone/GMInfiltrator" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">STAGE 4:  The Big Apple</span></span><br />
The Big Apple was the magnum opus of STAG Servers and perhaps even all of my work on Garry's Mod.  It connected three separate DarkRP servers into one mega-experience with shared chat and data among all three servers.  Money, jobs, entities, votes, and more were all synced between all three servers as seamlessly as Garry's Mod allows.  Unfortunately, this was, by far, the least popular server out of all four due mainly to my friends not really being roleplayers, but also due to me not really doing much in the way of organizing sessions or hyping it up.  Despite all of that, I am extremely proud of the work I put into this server and would host it again in a heartbeat if there's a solid amount of interest in it.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Future</span></span><br />
So what lies ahead?  If you've paid attention to my <a href="https://sweptthr.one/progress/" target="_blank" rel="noopener" class="mycode_url">weekly progress reports</a>, you'll have noticed that Tale of Flocksworth, my standalone game, has been getting no attention for the past several weeks and has been replaced by GMod stuff.  I hope to change that because I really haven't been working at a good pace, which is due to a variety of legitimate reasons.  That being said, here's the main point of this very long post:<br />
<span style="font-weight: bold;" class="mycode_b">Garry's Mod is, once more, going to take a backseat to Tale of Flocksworth.  I want 2026 to be the Year of Flocksworth</span> and therefore I plan to work so much more on it and really get it moving.  However, I need to acknowledge that I tend to do this every year; I'll say I'm "done" with Garry's Mod, work on something else for a bit, then fall back into Garry's Mod, only for the whole cycle to repeat.  Maybe that'll happen again, however there <span style="font-style: italic;" class="mycode_i">is </span>a major difference this time around:  <span style="font-weight: bold;" class="mycode_b">just about every addon I've released as a part of SweptThrone's 12 Days of Christmas has been planned for several years.</span>  STOilMogul and STMoonshine are three years old, STFishing Neu and STCoffeeShop Neu are both over four years old, STHackerWar is an astounding seven years old; most of these addons are nothing new (to me) and are just finalizations of very old ideas.  The same can be said about the servers themselves.  Gang War RP is just an improved iteration of AnkoRP, Infiltrator is a dedicated gamemode version of an impromptu gamemode my friends and I played in 2022, and The Big Apple is a continuation of STRP and could even be traced back to UnnamedRP from 2018.  This has never been the case before!  Usually, when I "quit" Garry's Mod, I still have a catalogue of addons I want to make, but I'm just about out this time around.  So all of that to say that it is my <span style="font-style: italic;" class="mycode_i">intention </span>to take an extended-to-indefinite break from Garry's Mod but I also acknowledge that I do this sort of thing regularly.<br />
<br />
I think that's all I got for today.  Thanks for reading, thanks for your interest, and see you around!]]></description>
			<content:encoded><![CDATA[Happy new year!  With both STAG Servers and SweptThrone's 12 Days of Christmas now concluded, I'm gonna ramble on about STAG Servers and the future because there's a lot to say.  So let's get started!<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">STAG Servers</span></span><br />
To recap, STAG Servers—which stands for SweptThrone Avant Garde Servers—was a series of four experimental Garry's Mod servers—each known as a STAGE, or STAG Experiments—that ran from July to December 2025.  Originally, there were only three servers scheduled, one each for July, August, and September, but I decided to extend it midway through the first STAGE.  These four servers were the most dead servers I have ever run in the history of running servers.  Because of their unusual nature, I figured people wouldn't be too interested in them over the long term, but I didn't think it'd be this bad!  That being said, I don't really care that much.  I made what I set out to make and I'm happy with what I did.  Let's go one-by-one through each STAGE.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">STAGE 1:  Blitz TTT</span></span><br />
Blitz TTT was a TTT server where the round would not end until all traitors are <span style="font-style: italic;" class="mycode_i">confirmed </span>dead, or when all innocents are dead.  There were some other minor tweaks, but that was the main gimmick.  I thought this was a super interesting way to shake up TTT because it caused players to be so on-edge after killing someone.  Was that a traitor we just killed or is this an elaborate ruse and you're going to kill me as soon as I check this body?  Naturally, there were more improper killings than in regular TTT and everyone's karma, on average, remained lower; it was actually pretty difficult to maintain a perfect karma which again, is a really interesting byproduct.  If I ever decide to open a TTT server again, I think this mechanic is going to make an appearance.<br />
You can also pick up the win condition script for yourself <a href="https://github.com/SweptThrone/BlitzTTTWinConditions" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">STAGE 2:  Gang War RP</span></span><br />
Gang War RP was a spiritual and more coherent successor to my TDM RP server, AnkoRP, from 2020 and 2021.  Where the previous servers ran on an awkward round-based format, Gang War RP was a never-ending territory control battle.  Above all, the true purpose of this server was to finally create the handful of addons I've had on the back-burner for up to seven years, the oldest of which being <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3636169533" target="_blank" rel="noopener" class="mycode_url">STHackerWar</a>.  I also wrote a <a href="https://github.com/SweptThrone/CSSnippets" target="_blank" rel="noopener" class="mycode_url">small program</a> to sloppily turn NPC models into playermodels.  This server was a ton of fun even though it only hosted a few play sessions.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">STAGE 3:  Infiltrator</span></span><br />
Infiltrator is a custom asymmetric gamemode that pits one sneaky infiltrator against the rest of the server.  The infiltrator must sneak into a facility, complete objectives, then leave.  This server was the one that was added late, and it was added in between two stages because STAGE 4 was the main attraction of the whole event.  This server actually had the most sessions out of all of the STAGEs, even attracting a group of 12 friends to come play without me.  Wow!  Despite its popularity, it was concluded that the gamemode was often frustrating to play as the infiltrator, and too easy to play as a guard.  We figured either guards essentially had to roleplay as NPCs or the infiltrator needs to take a full hour to complete one mission for the gamemode to feel balanced and fun.  Personally, I'm totally psyched about playing the gamemode in both of these ways, but I can see why anyone else wouldn't be.  This server also caused me to make <a href="https://github.com/SweptThrone/GetSoundscapeFn" target="_blank" rel="noopener" class="mycode_url">my first binary module</a> for Garry's Mod which was an adventure in itself.<br />
You can pick up this gamemode <a href="https://github.com/SweptThrone/GMInfiltrator" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">STAGE 4:  The Big Apple</span></span><br />
The Big Apple was the magnum opus of STAG Servers and perhaps even all of my work on Garry's Mod.  It connected three separate DarkRP servers into one mega-experience with shared chat and data among all three servers.  Money, jobs, entities, votes, and more were all synced between all three servers as seamlessly as Garry's Mod allows.  Unfortunately, this was, by far, the least popular server out of all four due mainly to my friends not really being roleplayers, but also due to me not really doing much in the way of organizing sessions or hyping it up.  Despite all of that, I am extremely proud of the work I put into this server and would host it again in a heartbeat if there's a solid amount of interest in it.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Future</span></span><br />
So what lies ahead?  If you've paid attention to my <a href="https://sweptthr.one/progress/" target="_blank" rel="noopener" class="mycode_url">weekly progress reports</a>, you'll have noticed that Tale of Flocksworth, my standalone game, has been getting no attention for the past several weeks and has been replaced by GMod stuff.  I hope to change that because I really haven't been working at a good pace, which is due to a variety of legitimate reasons.  That being said, here's the main point of this very long post:<br />
<span style="font-weight: bold;" class="mycode_b">Garry's Mod is, once more, going to take a backseat to Tale of Flocksworth.  I want 2026 to be the Year of Flocksworth</span> and therefore I plan to work so much more on it and really get it moving.  However, I need to acknowledge that I tend to do this every year; I'll say I'm "done" with Garry's Mod, work on something else for a bit, then fall back into Garry's Mod, only for the whole cycle to repeat.  Maybe that'll happen again, however there <span style="font-style: italic;" class="mycode_i">is </span>a major difference this time around:  <span style="font-weight: bold;" class="mycode_b">just about every addon I've released as a part of SweptThrone's 12 Days of Christmas has been planned for several years.</span>  STOilMogul and STMoonshine are three years old, STFishing Neu and STCoffeeShop Neu are both over four years old, STHackerWar is an astounding seven years old; most of these addons are nothing new (to me) and are just finalizations of very old ideas.  The same can be said about the servers themselves.  Gang War RP is just an improved iteration of AnkoRP, Infiltrator is a dedicated gamemode version of an impromptu gamemode my friends and I played in 2022, and The Big Apple is a continuation of STRP and could even be traced back to UnnamedRP from 2018.  This has never been the case before!  Usually, when I "quit" Garry's Mod, I still have a catalogue of addons I want to make, but I'm just about out this time around.  So all of that to say that it is my <span style="font-style: italic;" class="mycode_i">intention </span>to take an extended-to-indefinite break from Garry's Mod but I also acknowledge that I do this sort of thing regularly.<br />
<br />
I think that's all I got for today.  Thanks for reading, thanks for your interest, and see you around!]]></content:encoded>
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		<item>
			<title><![CDATA[Server Closed]]></title>
			<link>https://forums.sweptthr.one/thread-118.html</link>
			<pubDate>Fri, 02 Jan 2026 01:03:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-118.html</guid>
			<description><![CDATA[As of two days ago, STAG Servers has concluded and with it, The Big Apple is now closed.  Stay tuned for a lengthy post about STAG Servers as a whole as well as my vision for the future!]]></description>
			<content:encoded><![CDATA[As of two days ago, STAG Servers has concluded and with it, The Big Apple is now closed.  Stay tuned for a lengthy post about STAG Servers as a whole as well as my vision for the future!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Week Two Updates]]></title>
			<link>https://forums.sweptthr.one/thread-117.html</link>
			<pubDate>Mon, 20 Oct 2025 22:22:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-117.html</guid>
			<description><![CDATA[I made some further changes to The Big Apple.  Most of these are quality-of-life things that also should've probably been in the servers since day one.<br />
<ul class="mycode_list"><li>Cars now always face away from the tunnel they came from when transporting.<br />
</li>
<li>Cars' owners are now properly handled across transports.<br />
</li>
<li>Claiming unowned cars is now free instead of &#36;1.<br />
</li>
<li>The mechanic Tools can now remove the owner of cars.<br />
</li>
<li>The slot machines in Hotel Casino are now less effective as money printers.<ul class="mycode_list"><li>Wilds are now less common than other symbols.<br />
</li>
<li>Blanks are now slightly less common than before, but still more common than other symbols.<br />
</li>
</ul>
</li>
<li>Fixed an issue where you couldn't buy single weapons with your bank account if you couldn't afford a whole shipment of them.<br />
</li>
<li>Fixed an issue where the bank account purchase popup would sometimes fail to validate your PIN.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[I made some further changes to The Big Apple.  Most of these are quality-of-life things that also should've probably been in the servers since day one.<br />
<ul class="mycode_list"><li>Cars now always face away from the tunnel they came from when transporting.<br />
</li>
<li>Cars' owners are now properly handled across transports.<br />
</li>
<li>Claiming unowned cars is now free instead of &#36;1.<br />
</li>
<li>The mechanic Tools can now remove the owner of cars.<br />
</li>
<li>The slot machines in Hotel Casino are now less effective as money printers.<ul class="mycode_list"><li>Wilds are now less common than other symbols.<br />
</li>
<li>Blanks are now slightly less common than before, but still more common than other symbols.<br />
</li>
</ul>
</li>
<li>Fixed an issue where you couldn't buy single weapons with your bank account if you couldn't afford a whole shipment of them.<br />
</li>
<li>Fixed an issue where the bank account purchase popup would sometimes fail to validate your PIN.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Week One Updates]]></title>
			<link>https://forums.sweptthr.one/thread-116.html</link>
			<pubDate>Fri, 10 Oct 2025 23:50:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-116.html</guid>
			<description><![CDATA[When The Big Apple launched, it was in a bad state.  It was essentially half-complete due to a variety of reasons, such as overestimating what I could get done, underestimating what I had to do, and trying to do it by a deadline.  Since its release, I've been working nonstop on bringing the server up to the state it was supposed to be and now it's finally there!  Here are the changes, day-by-day, that have been made to the servers since October 1st:<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">October 3</span><ul class="mycode_list"><li>You can now see most large weapons and communications devices on character models.<br />
</li>
<li>Fixed guns being able to be purchased directly instead of needing to be crafted.<br />
</li>
<li>Gave police jobs a gun and a radio by default.<br />
</li>
<li>Added certain entities to the pocket blacklist.<br />
</li>
<li>Added certain weapons to the drop blacklist.<br />
</li>
<li>Added certain tools to the Tool Gun blacklist.<br />
</li>
<li>Added an STHackerWar mainframe to every police department.<br />
</li>
<li>Names of perma-killed characters can no longer be chosen when creating a new character.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 4</span><ul class="mycode_list"><li>The website in the F1 menu has been updated.  The contents of this website will be updated as time goes on.<br />
</li>
<li>Job descriptions have been updated to better reflect each job instead of being directly copied from STRP.<br />
</li>
<li>You now get a notification about your first ATM account whenever you spawn as a new character.<br />
</li>
<li>Added flavor text whenever you spawn as a new character.<br />
</li>
<li>Players now drop all of their money when they leave the server without transporting.<br />
</li>
<li>Added random recoil to all guns.<br />
</li>
<li>Mayor broadcasts are now relayed across all servers.<br />
</li>
<li>The player list is now <span style="font-style: italic;" class="mycode_i">properly</span> synced and updated at all times.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 5</span><ul class="mycode_list"><li>There is now one police car spawning terminal in each police department.  A police car can be retrieved for free once every ten minutes.<br />
</li>
<li>Entities can now transport across servers.<br />
</li>
<li>You can now open team chat with the Radio's primary attack.<br />
</li>
<li>Magic money is now added to each map's bank vault.<br />
</li>
<li>Player-owned entities now persist when the player transports.<br />
</li>
<li>Mayor votes are now broadcast to all servers and combine vote counts to determine if the player becomes mayor.<br />
</li>
<li>Suppliers can now purchase various sticks and cuffs.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 6</span><ul class="mycode_list"><li>The PIN request text entry in the purchasing menu now hides your PIN.<br />
</li>
<li>Players' weapons are now packed into evidence boxes in the police department they were arrested in when they are arrested.<br />
</li>
<li>Mayors can no longer start lotteries.<br />
</li>
<li>Each police department now has two wanted screens inside.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 7</span><ul class="mycode_list"><li>The PDA and Radio can now be dropped with their secondary attack.<br />
</li>
<li>The Radio now gives you a hint if you reload it.<br />
</li>
<li>Dropping the Radio stores its channel for the next person to pick up.<br />
</li>
<li>You can now break a text phone you're holding by reloading it.<br />
</li>
<li>All jobs can now buy books.<br />
</li>
<li>The mayor's presence, death, and disconnect are now broadcast across all servers.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 8</span><ul class="mycode_list"><li>Passengers of cars now transport across servers along with their driver.<br />
</li>
<li>Cars can now be properly locked.<br />
</li>
<li>STGunrunning and STHackerWar products now properly transport across servers.<br />
</li>
<li>Door ownership and co-ownership now properly persist across transports of everyone involved.<br />
</li>
<li>Remade the door HUD to disallow players from knowing who owns a door.<br />
</li>
<li>Adding a player as a door co-owner now immediately gives them access instead of requiring them to own it themselves.<br />
</li>
<li>Players must be near any player they want to allow to co-own a door.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 9</span><ul class="mycode_list"><li>Lockdowns are now synced across all servers.<br />
</li>
<li>Laws are now synced across all servers.<br />
</li>
<li>Clothes for all players now persist across sessions.<br />
</li>
<li>Phone numbers for all players now persist across sessions.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 10</span><ul class="mycode_list"><li>Added a message catchup system, allowing players to see messages that were sent while they were transporting.<br />
</li>
<li>The Mechanic's tools can now repair vehicles as well as chop them.<br />
</li>
<li>Repairing cars costs parts, which can now be purchased by Mechanics.<br />
</li>
<li>The Chemist can now buy chemical vials to charge their medkit.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[When The Big Apple launched, it was in a bad state.  It was essentially half-complete due to a variety of reasons, such as overestimating what I could get done, underestimating what I had to do, and trying to do it by a deadline.  Since its release, I've been working nonstop on bringing the server up to the state it was supposed to be and now it's finally there!  Here are the changes, day-by-day, that have been made to the servers since October 1st:<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">October 3</span><ul class="mycode_list"><li>You can now see most large weapons and communications devices on character models.<br />
</li>
<li>Fixed guns being able to be purchased directly instead of needing to be crafted.<br />
</li>
<li>Gave police jobs a gun and a radio by default.<br />
</li>
<li>Added certain entities to the pocket blacklist.<br />
</li>
<li>Added certain weapons to the drop blacklist.<br />
</li>
<li>Added certain tools to the Tool Gun blacklist.<br />
</li>
<li>Added an STHackerWar mainframe to every police department.<br />
</li>
<li>Names of perma-killed characters can no longer be chosen when creating a new character.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 4</span><ul class="mycode_list"><li>The website in the F1 menu has been updated.  The contents of this website will be updated as time goes on.<br />
</li>
<li>Job descriptions have been updated to better reflect each job instead of being directly copied from STRP.<br />
</li>
<li>You now get a notification about your first ATM account whenever you spawn as a new character.<br />
</li>
<li>Added flavor text whenever you spawn as a new character.<br />
</li>
<li>Players now drop all of their money when they leave the server without transporting.<br />
</li>
<li>Added random recoil to all guns.<br />
</li>
<li>Mayor broadcasts are now relayed across all servers.<br />
</li>
<li>The player list is now <span style="font-style: italic;" class="mycode_i">properly</span> synced and updated at all times.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 5</span><ul class="mycode_list"><li>There is now one police car spawning terminal in each police department.  A police car can be retrieved for free once every ten minutes.<br />
</li>
<li>Entities can now transport across servers.<br />
</li>
<li>You can now open team chat with the Radio's primary attack.<br />
</li>
<li>Magic money is now added to each map's bank vault.<br />
</li>
<li>Player-owned entities now persist when the player transports.<br />
</li>
<li>Mayor votes are now broadcast to all servers and combine vote counts to determine if the player becomes mayor.<br />
</li>
<li>Suppliers can now purchase various sticks and cuffs.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 6</span><ul class="mycode_list"><li>The PIN request text entry in the purchasing menu now hides your PIN.<br />
</li>
<li>Players' weapons are now packed into evidence boxes in the police department they were arrested in when they are arrested.<br />
</li>
<li>Mayors can no longer start lotteries.<br />
</li>
<li>Each police department now has two wanted screens inside.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 7</span><ul class="mycode_list"><li>The PDA and Radio can now be dropped with their secondary attack.<br />
</li>
<li>The Radio now gives you a hint if you reload it.<br />
</li>
<li>Dropping the Radio stores its channel for the next person to pick up.<br />
</li>
<li>You can now break a text phone you're holding by reloading it.<br />
</li>
<li>All jobs can now buy books.<br />
</li>
<li>The mayor's presence, death, and disconnect are now broadcast across all servers.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 8</span><ul class="mycode_list"><li>Passengers of cars now transport across servers along with their driver.<br />
</li>
<li>Cars can now be properly locked.<br />
</li>
<li>STGunrunning and STHackerWar products now properly transport across servers.<br />
</li>
<li>Door ownership and co-ownership now properly persist across transports of everyone involved.<br />
</li>
<li>Remade the door HUD to disallow players from knowing who owns a door.<br />
</li>
<li>Adding a player as a door co-owner now immediately gives them access instead of requiring them to own it themselves.<br />
</li>
<li>Players must be near any player they want to allow to co-own a door.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 9</span><ul class="mycode_list"><li>Lockdowns are now synced across all servers.<br />
</li>
<li>Laws are now synced across all servers.<br />
</li>
<li>Clothes for all players now persist across sessions.<br />
</li>
<li>Phone numbers for all players now persist across sessions.<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">October 10</span><ul class="mycode_list"><li>Added a message catchup system, allowing players to see messages that were sent while they were transporting.<br />
</li>
<li>The Mechanic's tools can now repair vehicles as well as chop them.<br />
</li>
<li>Repairing cars costs parts, which can now be purchased by Mechanics.<br />
</li>
<li>The Chemist can now buy chemical vials to charge their medkit.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[STAGE 4]]></title>
			<link>https://forums.sweptthr.one/thread-115.html</link>
			<pubDate>Thu, 02 Oct 2025 00:19:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-115.html</guid>
			<description><![CDATA[Today, Infiltrator closes and STAGE 4 begins.  The magnum opus, introducing <span style="font-weight: bold;" class="mycode_b">The Big Apple</span>!<br />
<br />
The Big Apple is a unique DarkRP experience where you will be able to play among <span style="font-weight: bold;" class="mycode_b">three separate servers each running a separate map</span>!  With data and chat shared among all three, The Big Apple offers one of the largest roleplay experiences on Garry's Mod!<br />
<br />
The Big Apple features the trio of gritty New York-themed maps.<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">The Big City</span> is the main server and hosts RP_NYCity, the largest map.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">South Side</span> is the second server and hosts RP_SouthSide, the middle-sized map.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Union City</span> is the third server and hosts RP_UnionCity, the smallest map.<br />
</li>
</ul>
Each map contains tunnels to the other maps that you can walk—or even drive—into to connect to another server.<br />
<br />
The gameplay of The Big Apple is similar to STRP from last year but with a number of enhancements.  First and foremost, <span style="font-weight: bold;" class="mycode_b">money is a lot easier to come by</span>.  Care has been taken to to allow nearly every job to generate money without having to rely on any other players.<ul class="mycode_list"><li>Arms dealers can make use of <span style="font-weight: bold;" class="mycode_b">STGunrunning</span>, previously seen on Gang War RP, to export guns.<br />
</li>
<li>Mechanics can use their tools to <span style="font-weight: bold;" class="mycode_b">chop up cars</span> and sell their parts.<br />
</li>
<li>Chemists can use the powder machine from <span style="font-weight: bold;" class="mycode_b">STPowder</span> to refine their drugs for premium sale.<br />
</li>
<li>Brewmasters can distill moonshine using <span style="font-weight: bold;" class="mycode_b">STMoonshine</span> to mass-produce strong alcohol.<br />
</li>
<li>Tailors can buy boxes of silkworms and pump out sheets of silk from the new addon <span style="font-weight: bold;" class="mycode_b">STSilk</span>.<br />
</li>
<li>Botanists can <span style="font-style: italic;" class="mycode_i">also</span> use <span style="font-weight: bold;" class="mycode_b">STPowder</span> to refine the cocaine from their plants.<br />
</li>
<li>Tech dealers can buy computers from <span style="font-weight: bold;" class="mycode_b">STHackerWar</span> and steal the government's files.<br />
</li>
</ul>
As you might recognize, most of these addons were previously seen on STAGE 2, Gang War RP, but there's one main difference:  this time, you'll be selling your goods to <span style="font-weight: bold;" class="mycode_b">The Contact</span>, a mysterious individual willing to pay for all of your fine products, but it might not be as simple as it sounds...<br />
<br />
Besides that, there are obviously other ways to make money and roleplay at the same time.<ul class="mycode_list"><li>Mechanics can <span style="font-weight: bold;" class="mycode_b">sell cars to players</span>.  Will you be a sleazy car dealer or an honest salesman?<br />
</li>
<li>Chemists can <span style="font-weight: bold;" class="mycode_b">sell powerful drugs and heal players</span>, allowing you to play on either side of the law.<br />
</li>
<li>Brewmasters can <span style="font-weight: bold;" class="mycode_b">sell either alcohol or coffee</span>, using the brand new <span style="font-weight: bold;" class="mycode_b">STCoffeeShop Neu</span>.<br />
</li>
<li>Tech dealers can <span style="font-weight: bold;" class="mycode_b">sell unique items</span>, such as radios allowing you to use group chat, and cell phones allowing you to text your friends.<br />
</li>
<li>All players can also, of course, buy items from any other player <span style="font-weight: bold;" class="mycode_b">and take ownership of them</span> so they don't lose them when the buyer disconnects.<br />
</li>
<li>If all else fails, you can be a simple hot dog salesman using the new <span style="font-weight: bold;" class="mycode_b">Hot Dog Cart</span> or a fisherman with <span style="font-weight: bold;" class="mycode_b">STFishing Neu</span>, both exclusive to The Big Apple.<br />
</li>
</ul>
<br />
With all these ways to make money, what will you decide to spend it all on?  You better think fast and move quickly, because <span style="font-weight: bold;" class="mycode_b">you will drop all of your money</span> when you die or disconnect unless you've stored money <span style="font-weight: bold;" class="mycode_b">in an ATM</span>.  Most purchases involving money that disappears into thin air can be made with ATM money, but everything else must be done with cash.<br />
<br />
The Big Apple supports however you want to play.  Want to take your in-game life dead seriously?  You can choose to <span style="font-weight: bold;" class="mycode_b">perma-kill your character</span> and create a new one any time you die.  Don't even know what OOC stands for?  Don't worry!  The Big Apple strives to allow all players to play how they want.<br />
<br />
And finally, due to the massive scale of this STAGE, <span style="font-weight: bold;" class="mycode_b">The Big Apple will be open for <span style="font-style: italic;" class="mycode_i">three months</span></span> instead of the typical STAG Servers one month.  All three servers of The Big Apple will be open from now until the new year, so there's plenty of time to flesh out your character!<br />
<br />
There's plenty more I'm sure I've forgotten to mention, so what are you waiting for?  Join The Big Apple now on any of its three servers!  Connect to either <code>stag.sweptthr.one</code> to reach The Big City, <code>stag.sweptthr.one:27016</code> to reach South Side, or <code>stag.sweptthr.one:27017</code> to reach Union City.  Hope to see you there!]]></description>
			<content:encoded><![CDATA[Today, Infiltrator closes and STAGE 4 begins.  The magnum opus, introducing <span style="font-weight: bold;" class="mycode_b">The Big Apple</span>!<br />
<br />
The Big Apple is a unique DarkRP experience where you will be able to play among <span style="font-weight: bold;" class="mycode_b">three separate servers each running a separate map</span>!  With data and chat shared among all three, The Big Apple offers one of the largest roleplay experiences on Garry's Mod!<br />
<br />
The Big Apple features the trio of gritty New York-themed maps.<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">The Big City</span> is the main server and hosts RP_NYCity, the largest map.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">South Side</span> is the second server and hosts RP_SouthSide, the middle-sized map.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Union City</span> is the third server and hosts RP_UnionCity, the smallest map.<br />
</li>
</ul>
Each map contains tunnels to the other maps that you can walk—or even drive—into to connect to another server.<br />
<br />
The gameplay of The Big Apple is similar to STRP from last year but with a number of enhancements.  First and foremost, <span style="font-weight: bold;" class="mycode_b">money is a lot easier to come by</span>.  Care has been taken to to allow nearly every job to generate money without having to rely on any other players.<ul class="mycode_list"><li>Arms dealers can make use of <span style="font-weight: bold;" class="mycode_b">STGunrunning</span>, previously seen on Gang War RP, to export guns.<br />
</li>
<li>Mechanics can use their tools to <span style="font-weight: bold;" class="mycode_b">chop up cars</span> and sell their parts.<br />
</li>
<li>Chemists can use the powder machine from <span style="font-weight: bold;" class="mycode_b">STPowder</span> to refine their drugs for premium sale.<br />
</li>
<li>Brewmasters can distill moonshine using <span style="font-weight: bold;" class="mycode_b">STMoonshine</span> to mass-produce strong alcohol.<br />
</li>
<li>Tailors can buy boxes of silkworms and pump out sheets of silk from the new addon <span style="font-weight: bold;" class="mycode_b">STSilk</span>.<br />
</li>
<li>Botanists can <span style="font-style: italic;" class="mycode_i">also</span> use <span style="font-weight: bold;" class="mycode_b">STPowder</span> to refine the cocaine from their plants.<br />
</li>
<li>Tech dealers can buy computers from <span style="font-weight: bold;" class="mycode_b">STHackerWar</span> and steal the government's files.<br />
</li>
</ul>
As you might recognize, most of these addons were previously seen on STAGE 2, Gang War RP, but there's one main difference:  this time, you'll be selling your goods to <span style="font-weight: bold;" class="mycode_b">The Contact</span>, a mysterious individual willing to pay for all of your fine products, but it might not be as simple as it sounds...<br />
<br />
Besides that, there are obviously other ways to make money and roleplay at the same time.<ul class="mycode_list"><li>Mechanics can <span style="font-weight: bold;" class="mycode_b">sell cars to players</span>.  Will you be a sleazy car dealer or an honest salesman?<br />
</li>
<li>Chemists can <span style="font-weight: bold;" class="mycode_b">sell powerful drugs and heal players</span>, allowing you to play on either side of the law.<br />
</li>
<li>Brewmasters can <span style="font-weight: bold;" class="mycode_b">sell either alcohol or coffee</span>, using the brand new <span style="font-weight: bold;" class="mycode_b">STCoffeeShop Neu</span>.<br />
</li>
<li>Tech dealers can <span style="font-weight: bold;" class="mycode_b">sell unique items</span>, such as radios allowing you to use group chat, and cell phones allowing you to text your friends.<br />
</li>
<li>All players can also, of course, buy items from any other player <span style="font-weight: bold;" class="mycode_b">and take ownership of them</span> so they don't lose them when the buyer disconnects.<br />
</li>
<li>If all else fails, you can be a simple hot dog salesman using the new <span style="font-weight: bold;" class="mycode_b">Hot Dog Cart</span> or a fisherman with <span style="font-weight: bold;" class="mycode_b">STFishing Neu</span>, both exclusive to The Big Apple.<br />
</li>
</ul>
<br />
With all these ways to make money, what will you decide to spend it all on?  You better think fast and move quickly, because <span style="font-weight: bold;" class="mycode_b">you will drop all of your money</span> when you die or disconnect unless you've stored money <span style="font-weight: bold;" class="mycode_b">in an ATM</span>.  Most purchases involving money that disappears into thin air can be made with ATM money, but everything else must be done with cash.<br />
<br />
The Big Apple supports however you want to play.  Want to take your in-game life dead seriously?  You can choose to <span style="font-weight: bold;" class="mycode_b">perma-kill your character</span> and create a new one any time you die.  Don't even know what OOC stands for?  Don't worry!  The Big Apple strives to allow all players to play how they want.<br />
<br />
And finally, due to the massive scale of this STAGE, <span style="font-weight: bold;" class="mycode_b">The Big Apple will be open for <span style="font-style: italic;" class="mycode_i">three months</span></span> instead of the typical STAG Servers one month.  All three servers of The Big Apple will be open from now until the new year, so there's plenty of time to flesh out your character!<br />
<br />
There's plenty more I'm sure I've forgotten to mention, so what are you waiting for?  Join The Big Apple now on any of its three servers!  Connect to either <code>stag.sweptthr.one</code> to reach The Big City, <code>stag.sweptthr.one:27016</code> to reach South Side, or <code>stag.sweptthr.one:27017</code> to reach Union City.  Hope to see you there!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Early Reveal:  STAGE 4]]></title>
			<link>https://forums.sweptthr.one/thread-114.html</link>
			<pubDate>Wed, 17 Sep 2025 23:17:59 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-114.html</guid>
			<description><![CDATA[When STAG Servers started a couple months ago, STAGE 4 was always meant to be the main attraction. It's the biggest and wackiest server of the entire series and because of that, I'm excited to reveal it two weeks before launch<br />
<br />
STAGE 4 is going to be a <span style="font-weight: bold;" class="mycode_b">three-server roleplay <span style="font-style: italic;" class="mycode_i">experience</span></span> where each server will be running a different New York city map: RP_NYCity, RP_SouthSide, and RP_UnionCity, all connected via tunnels around the map with global chat across all three. These servers will essentially be a <span style="font-weight: bold;" class="mycode_b">rerun of STRP</span> from last January with a number of changes to spice things up, mainly the addition of the <span style="font-weight: bold;" class="mycode_b">six addons made for Gang War RP</span>.<br />
<br />
And now that it's been revealed, I can also reveal the secret parts of the last few progress reports:<br />
For <span style="font-weight: bold;" class="mycode_b">WPR 266</span>, I worked on server ports that will allow you to walk between servers as well as a new way to display global chat messages. Any OOC chats will show your Steam name colored based on your Steam ID, and in-character chats will show your RP name colored as your set player color.<br />
For <span style="font-weight: bold;" class="mycode_b">WPR 267</span>, I continued the server ports, making them spit you out at the corresponding tunnel on the target map and saving and applying select data, such as health. Everything else is pretty self-explanatory except for the "something relating to dying" which is a perma-kill feature, which will allow you to choose to kill your character permanently when they "die." STAGE 4 is not a serious roleplay server; this will all be explained more when the server releases.<br />
These changes have been updated on my Weekly Progress Reports website.<br />
<br />
That's all I'll say for now, but join us when this server launches on <span style="font-weight: bold;" class="mycode_b">October 1st</span>!]]></description>
			<content:encoded><![CDATA[When STAG Servers started a couple months ago, STAGE 4 was always meant to be the main attraction. It's the biggest and wackiest server of the entire series and because of that, I'm excited to reveal it two weeks before launch<br />
<br />
STAGE 4 is going to be a <span style="font-weight: bold;" class="mycode_b">three-server roleplay <span style="font-style: italic;" class="mycode_i">experience</span></span> where each server will be running a different New York city map: RP_NYCity, RP_SouthSide, and RP_UnionCity, all connected via tunnels around the map with global chat across all three. These servers will essentially be a <span style="font-weight: bold;" class="mycode_b">rerun of STRP</span> from last January with a number of changes to spice things up, mainly the addition of the <span style="font-weight: bold;" class="mycode_b">six addons made for Gang War RP</span>.<br />
<br />
And now that it's been revealed, I can also reveal the secret parts of the last few progress reports:<br />
For <span style="font-weight: bold;" class="mycode_b">WPR 266</span>, I worked on server ports that will allow you to walk between servers as well as a new way to display global chat messages. Any OOC chats will show your Steam name colored based on your Steam ID, and in-character chats will show your RP name colored as your set player color.<br />
For <span style="font-weight: bold;" class="mycode_b">WPR 267</span>, I continued the server ports, making them spit you out at the corresponding tunnel on the target map and saving and applying select data, such as health. Everything else is pretty self-explanatory except for the "something relating to dying" which is a perma-kill feature, which will allow you to choose to kill your character permanently when they "die." STAGE 4 is not a serious roleplay server; this will all be explained more when the server releases.<br />
These changes have been updated on my Weekly Progress Reports website.<br />
<br />
That's all I'll say for now, but join us when this server launches on <span style="font-weight: bold;" class="mycode_b">October 1st</span>!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Session Two Update]]></title>
			<link>https://forums.sweptthr.one/thread-113.html</link>
			<pubDate>Wed, 10 Sep 2025 02:18:32 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-113.html</guid>
			<description><![CDATA[The second playtest was a success!  A few issues were identified and hopefully fixed:<br />
<ul class="mycode_list"><li>All players should now be able to re-open the loadout menu during the preparing phase.<ul class="mycode_list"><li>This can be done by hitting F3.<br />
</li>
</ul>
</li>
<li>Fixed the incorrect music being played when the infiltrator successfully extracts.<br />
</li>
<li>Fixed active camo remaining on when the infiltrator extracted while invisible.<br />
</li>
<li>Fixed the comms relay hack potentially not working.<br />
</li>
<li>Potentially fixed an issue with a one-sided mute among the guards.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[The second playtest was a success!  A few issues were identified and hopefully fixed:<br />
<ul class="mycode_list"><li>All players should now be able to re-open the loadout menu during the preparing phase.<ul class="mycode_list"><li>This can be done by hitting F3.<br />
</li>
</ul>
</li>
<li>Fixed the incorrect music being played when the infiltrator successfully extracts.<br />
</li>
<li>Fixed active camo remaining on when the infiltrator extracted while invisible.<br />
</li>
<li>Fixed the comms relay hack potentially not working.<br />
</li>
<li>Potentially fixed an issue with a one-sided mute among the guards.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Session One-and-a-Half Update]]></title>
			<link>https://forums.sweptthr.one/thread-112.html</link>
			<pubDate>Tue, 09 Sep 2025 20:53:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-112.html</guid>
			<description><![CDATA[This post is for a small collection of updates that took place before, during, and just after a private playtest that occurred on Sunday, September 7.<br />
<ul class="mycode_list"><li>There is now a preferences menu accessible via F2 with two options, both of which are <span style="font-weight: bold;" class="mycode_b">completely untested</span>.<ul class="mycode_list"><li>Avoid being chosen as infiltrator.<br />
</li>
<li>Spectate-only mode<br />
</li>
</ul>
</li>
<li>The infiltrator now sees a list of objectives and locations on-screen at all times.<ul class="mycode_list"><li>Each objective is red until it's completed, upon which it turns green and gets crossed out.<br />
</li>
<li>Optional objectives are not displayed on the list.<br />
</li>
</ul>
</li>
<li>Infil-Vision can now be activated by holding your spawnmenu key (Q by default).<ul class="mycode_list"><li>All text relating to Infil-Vision will still reference Suit Zoom binds.<br />
</li>
</ul>
</li>
<li>Round time has been further increased to 60 minutes.<ul class="mycode_list"><li>This was originally 30 minutes, but was increased to 45 minutes for playtest 1.5, but is now further increased to 60.<br />
</li>
</ul>
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[This post is for a small collection of updates that took place before, during, and just after a private playtest that occurred on Sunday, September 7.<br />
<ul class="mycode_list"><li>There is now a preferences menu accessible via F2 with two options, both of which are <span style="font-weight: bold;" class="mycode_b">completely untested</span>.<ul class="mycode_list"><li>Avoid being chosen as infiltrator.<br />
</li>
<li>Spectate-only mode<br />
</li>
</ul>
</li>
<li>The infiltrator now sees a list of objectives and locations on-screen at all times.<ul class="mycode_list"><li>Each objective is red until it's completed, upon which it turns green and gets crossed out.<br />
</li>
<li>Optional objectives are not displayed on the list.<br />
</li>
</ul>
</li>
<li>Infil-Vision can now be activated by holding your spawnmenu key (Q by default).<ul class="mycode_list"><li>All text relating to Infil-Vision will still reference Suit Zoom binds.<br />
</li>
</ul>
</li>
<li>Round time has been further increased to 60 minutes.<ul class="mycode_list"><li>This was originally 30 minutes, but was increased to 45 minutes for playtest 1.5, but is now further increased to 60.<br />
</li>
</ul>
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Session One Update]]></title>
			<link>https://forums.sweptthr.one/thread-111.html</link>
			<pubDate>Tue, 02 Sep 2025 23:59:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-111.html</guid>
			<description><![CDATA[Based on last night's play session, Infiltrator has received several updates and fixes.  None of these changes have been properly tested yet.<br />
<ul class="mycode_list"><li>Added a tutorial menu accessible by hitting F1 in-game.<br />
</li>
<li>Added my Location Pinging addon.<br />
</li>
<li>Guard Heavy class now has loud combine footsteps to counteract the quiet footsteps due to low movement speed.<br />
</li>
<li>Added text labels to objectives and exfiltration points in Infil-Vision.<br />
</li>
<li>Added player color support so the new location pings can be told apart.<br />
</li>
<li>Hitting F3 to re-open the loadout menu pre-match will now open the correct menu.<br />
</li>
<li>Fixed missing gamemode content.<br />
</li>
<li>Fixed Lightweight Armor showing as 10.000000149% DR on the HUD.<br />
</li>
<li>Fixed respawning issues when a player was not killed by a player.<br />
</li>
<li>Fixed players being able to become the infiltrator two rounds in a row.<br />
</li>
<li>Fixed dead players not being able to chat during post-match.<br />
</li>
<li>Fixed the knife showing ammo counts.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Based on last night's play session, Infiltrator has received several updates and fixes.  None of these changes have been properly tested yet.<br />
<ul class="mycode_list"><li>Added a tutorial menu accessible by hitting F1 in-game.<br />
</li>
<li>Added my Location Pinging addon.<br />
</li>
<li>Guard Heavy class now has loud combine footsteps to counteract the quiet footsteps due to low movement speed.<br />
</li>
<li>Added text labels to objectives and exfiltration points in Infil-Vision.<br />
</li>
<li>Added player color support so the new location pings can be told apart.<br />
</li>
<li>Hitting F3 to re-open the loadout menu pre-match will now open the correct menu.<br />
</li>
<li>Fixed missing gamemode content.<br />
</li>
<li>Fixed Lightweight Armor showing as 10.000000149% DR on the HUD.<br />
</li>
<li>Fixed respawning issues when a player was not killed by a player.<br />
</li>
<li>Fixed players being able to become the infiltrator two rounds in a row.<br />
</li>
<li>Fixed dead players not being able to chat during post-match.<br />
</li>
<li>Fixed the knife showing ammo counts.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[STAGE 3]]></title>
			<link>https://forums.sweptthr.one/thread-110.html</link>
			<pubDate>Mon, 01 Sep 2025 16:32:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.sweptthr.one/member.php?action=profile&uid=1">SweptThrone</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.sweptthr.one/thread-110.html</guid>
			<description><![CDATA[Today, Gang War RP closes and STAGE 3 begins!  Introducing <span style="font-weight: bold;" class="mycode_b">Infiltrator</span>!<br />
<br />
Infiltrator is an original stealth-based gamemode set within the sprawling Boreas research facility.  Complete objectives or catch the infiltrator to win!<br />
<br />
Infiltrator pits a team of armed guards against a sole, sneaky infiltrator who must enter the facility, complete six objectives, then exfiltrate safely.  With <span style="font-weight: bold;" class="mycode_b">five different classes</span> for the guards to choose among and <span style="font-weight: bold;" class="mycode_b">five different perks</span> for the infiltrator, each round can play out vastly differently from the others.<br />
<br />
The infiltrator has access to a handful of perks to help them complete their mission.<ul class="mycode_list"><li>The <span style="font-weight: bold;" class="mycode_b">Thermal Inlay</span> prevents freezing when outdoors.  Without it, you may experience a slow, cold death out in the arctic hills.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Active Camo</span>, when active, makes you completely invisible when not moving and barely visible when you are.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Extra Ammo</span> does exactly what it says, and grants you double the ammo when you spawn.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Lightweight Armor</span> grants you 10% damage resistance, which might just make the difference between life and death.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Three SLAMs</span> also do exactly what it says, giving you three SLAM explosives to use however you want.<br />
</li>
</ul>
The infiltrator can also choose where they want to approach the facility from, with each spot offering its own benefits.<ul class="mycode_list"><li>Approach from the <span style="font-weight: bold;" class="mycode_b">Upper Path</span> for the quickest access inside, situated near the Calais Radar Station and the Relay Station.<br />
</li>
<li>Approach from <span style="font-weight: bold;" class="mycode_b">Zethes Checkpoint</span> to come from below and maybe just find something helpful on the way...<br />
</li>
<li>Approach from the <span style="font-weight: bold;" class="mycode_b">Ridge Tunnel</span> for a slow, methodical approach, giving you an overhead view of the entire area.<br />
</li>
</ul>
In addition, the infiltrator can find the <span style="font-weight: bold;" class="mycode_b">Jammer</span> stored somewhere in the Calais Radar Station and attach it to either the Relay Station server to <span style="font-weight: bold;" class="mycode_b">intercept the guards' communications</span>, or the security office box to <span style="font-weight: bold;" class="mycode_b">look through the facility's cameras from anywhere</span>.<br />
The infiltrator also has access to <span style="font-weight: bold;" class="mycode_b">Infil-Vision</span> to help them find the objectives and exfiltration points.<br />
<br />
To combat this sneaky solo, guards can choose one of the following classes:<ul class="mycode_list"><li>The <span style="font-weight: bold;" class="mycode_b">Assault</span> class grants a choice of assault rifle and a pistol, with the added bonus of 25% damage resistance.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Medic</span> class grants no primary weapon, but a medkit to aid the rest of your team and choice of pistol.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Officer</span> class grants a choice of SMG and a pistol, and sends you notifications when doors around the facility are interacted with.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Marksman</span> class grants a choice of ranged rifle and a pistol, with the added bonus of having a Thermal Inlay.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Heavy</span> class grants a choice of heavy weapon and a pistol, and resists 50% of damage while also incurring a punishing speed penalty.<br />
</li>
</ul>
<br />
There are also a number of special features of weapons to make the gameplay more exciting, such as <span style="font-weight: bold;" class="mycode_b">ballistic bullets</span> being fired from every gun and <span style="font-weight: bold;" class="mycode_b">lethal headshots</span> from all ranges, allowing skilled snipers to show what they're made of.<br />
<br />
The infiltrator is outnumbered and outgunned, so they'll have to rely on their stealth skills to make it out alive!<br />
<br />
Infiltrator is open <span style="font-weight: bold;" class="mycode_b">now</span> for this month only, so get in while you can!  You can join at any time by connecting to <code>stag.sweptthr.one</code>.  Hope to see you there!]]></description>
			<content:encoded><![CDATA[Today, Gang War RP closes and STAGE 3 begins!  Introducing <span style="font-weight: bold;" class="mycode_b">Infiltrator</span>!<br />
<br />
Infiltrator is an original stealth-based gamemode set within the sprawling Boreas research facility.  Complete objectives or catch the infiltrator to win!<br />
<br />
Infiltrator pits a team of armed guards against a sole, sneaky infiltrator who must enter the facility, complete six objectives, then exfiltrate safely.  With <span style="font-weight: bold;" class="mycode_b">five different classes</span> for the guards to choose among and <span style="font-weight: bold;" class="mycode_b">five different perks</span> for the infiltrator, each round can play out vastly differently from the others.<br />
<br />
The infiltrator has access to a handful of perks to help them complete their mission.<ul class="mycode_list"><li>The <span style="font-weight: bold;" class="mycode_b">Thermal Inlay</span> prevents freezing when outdoors.  Without it, you may experience a slow, cold death out in the arctic hills.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Active Camo</span>, when active, makes you completely invisible when not moving and barely visible when you are.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Extra Ammo</span> does exactly what it says, and grants you double the ammo when you spawn.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Lightweight Armor</span> grants you 10% damage resistance, which might just make the difference between life and death.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Three SLAMs</span> also do exactly what it says, giving you three SLAM explosives to use however you want.<br />
</li>
</ul>
The infiltrator can also choose where they want to approach the facility from, with each spot offering its own benefits.<ul class="mycode_list"><li>Approach from the <span style="font-weight: bold;" class="mycode_b">Upper Path</span> for the quickest access inside, situated near the Calais Radar Station and the Relay Station.<br />
</li>
<li>Approach from <span style="font-weight: bold;" class="mycode_b">Zethes Checkpoint</span> to come from below and maybe just find something helpful on the way...<br />
</li>
<li>Approach from the <span style="font-weight: bold;" class="mycode_b">Ridge Tunnel</span> for a slow, methodical approach, giving you an overhead view of the entire area.<br />
</li>
</ul>
In addition, the infiltrator can find the <span style="font-weight: bold;" class="mycode_b">Jammer</span> stored somewhere in the Calais Radar Station and attach it to either the Relay Station server to <span style="font-weight: bold;" class="mycode_b">intercept the guards' communications</span>, or the security office box to <span style="font-weight: bold;" class="mycode_b">look through the facility's cameras from anywhere</span>.<br />
The infiltrator also has access to <span style="font-weight: bold;" class="mycode_b">Infil-Vision</span> to help them find the objectives and exfiltration points.<br />
<br />
To combat this sneaky solo, guards can choose one of the following classes:<ul class="mycode_list"><li>The <span style="font-weight: bold;" class="mycode_b">Assault</span> class grants a choice of assault rifle and a pistol, with the added bonus of 25% damage resistance.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Medic</span> class grants no primary weapon, but a medkit to aid the rest of your team and choice of pistol.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Officer</span> class grants a choice of SMG and a pistol, and sends you notifications when doors around the facility are interacted with.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Marksman</span> class grants a choice of ranged rifle and a pistol, with the added bonus of having a Thermal Inlay.<br />
</li>
<li>The <span style="font-weight: bold;" class="mycode_b">Heavy</span> class grants a choice of heavy weapon and a pistol, and resists 50% of damage while also incurring a punishing speed penalty.<br />
</li>
</ul>
<br />
There are also a number of special features of weapons to make the gameplay more exciting, such as <span style="font-weight: bold;" class="mycode_b">ballistic bullets</span> being fired from every gun and <span style="font-weight: bold;" class="mycode_b">lethal headshots</span> from all ranges, allowing skilled snipers to show what they're made of.<br />
<br />
The infiltrator is outnumbered and outgunned, so they'll have to rely on their stealth skills to make it out alive!<br />
<br />
Infiltrator is open <span style="font-weight: bold;" class="mycode_b">now</span> for this month only, so get in while you can!  You can join at any time by connecting to <code>stag.sweptthr.one</code>.  Hope to see you there!]]></content:encoded>
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