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	<channel>
		<title><![CDATA[SweptForums - Updates]]></title>
		<link>https://forums.sweptthr.one/</link>
		<description><![CDATA[SweptForums - https://forums.sweptthr.one]]></description>
		<pubDate>Tue, 28 Apr 2026 05:55:38 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Server Closed]]></title>
			<link>https://forums.sweptthr.one/thread-101.html</link>
			<pubDate>Fri, 12 Apr 2024 16:40:38 +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-101.html</guid>
			<description><![CDATA[As of this morning, STRP is officially closed. Thank you to everyone who joined, participated in callout events, and contributed things to the server!<br />
<br />
Either later today or some time tomorrow, <span style="font-weight: bold;" class="mycode_b">STMining</span> and <span style="font-weight: bold;" class="mycode_b">STBankRobbery</span> will receive minor updates to bring them up to how they existed on the server. In addition, beginning tomorrow, expect <span style="font-weight: bold;" class="mycode_b">semi-weekly releases</span> of the several addons I made for STRP! This includes <span style="font-weight: bold;" class="mycode_b">STDope</span>, <span style="font-weight: bold;" class="mycode_b">STChef</span>, and plenty more!<br />
<br />
Once again, thank you to everyone who participated in the Swept's True Roleplay experience in any capacity, and remember that SweptCraft turns 11 tomorrow!]]></description>
			<content:encoded><![CDATA[As of this morning, STRP is officially closed. Thank you to everyone who joined, participated in callout events, and contributed things to the server!<br />
<br />
Either later today or some time tomorrow, <span style="font-weight: bold;" class="mycode_b">STMining</span> and <span style="font-weight: bold;" class="mycode_b">STBankRobbery</span> will receive minor updates to bring them up to how they existed on the server. In addition, beginning tomorrow, expect <span style="font-weight: bold;" class="mycode_b">semi-weekly releases</span> of the several addons I made for STRP! This includes <span style="font-weight: bold;" class="mycode_b">STDope</span>, <span style="font-weight: bold;" class="mycode_b">STChef</span>, and plenty more!<br />
<br />
Once again, thank you to everyone who participated in the Swept's True Roleplay experience in any capacity, and remember that SweptCraft turns 11 tomorrow!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Character Update]]></title>
			<link>https://forums.sweptthr.one/thread-100.html</link>
			<pubDate>Sat, 17 Feb 2024 03:21:04 +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-100.html</guid>
			<description><![CDATA[After a week of nothing, today I added a very simple character creation system to STRP.<br />
<br />
Added a character creation system.<ul class="mycode_list"><li>Upon joining for the first time, you will be shown a character and given the option to change your model and face detail.  Each model has different options, so look through and pick the combination you like.  Once picking your character, you will spawn with the same appearance every time.  Note that your character cannot be changed once chosen.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[After a week of nothing, today I added a very simple character creation system to STRP.<br />
<br />
Added a character creation system.<ul class="mycode_list"><li>Upon joining for the first time, you will be shown a character and given the option to change your model and face detail.  Each model has different options, so look through and pick the combination you like.  Once picking your character, you will spawn with the same appearance every time.  Note that your character cannot be changed once chosen.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[QoL Update 1]]></title>
			<link>https://forums.sweptthr.one/thread-99.html</link>
			<pubDate>Sat, 10 Feb 2024 06:57:28 +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-99.html</guid>
			<description><![CDATA[Today, I've added two very minor things to STRP.<br />
<br />
Players are now warned when the server is about to restart.<ul class="mycode_list"><li>You will be informed 60, 30, 15, 10, 5, 4, 3, 2, and 1 minutes prior to the server restarting at 3:00 CST every day.<br />
</li>
</ul>
<br />
Certain clientside debris from props are now removed after 30 seconds.<ul class="mycode_list"><li>Some of my favorite props would hang around forever after breaking, so now they despawn after some time.<br />
</li>
</ul>
<br />
Decreased the Thompson M1921's fire rate from 900 RPM to 705 RPM.<ul class="mycode_list"><li>This is more accurate to Day of Defeat:  Source's Thompson's fire rate, which is what the rest of its stats are based on.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Today, I've added two very minor things to STRP.<br />
<br />
Players are now warned when the server is about to restart.<ul class="mycode_list"><li>You will be informed 60, 30, 15, 10, 5, 4, 3, 2, and 1 minutes prior to the server restarting at 3:00 CST every day.<br />
</li>
</ul>
<br />
Certain clientside debris from props are now removed after 30 seconds.<ul class="mycode_list"><li>Some of my favorite props would hang around forever after breaking, so now they despawn after some time.<br />
</li>
</ul>
<br />
Decreased the Thompson M1921's fire rate from 900 RPM to 705 RPM.<ul class="mycode_list"><li>This is more accurate to Day of Defeat:  Source's Thompson's fire rate, which is what the rest of its stats are based on.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Revive Update]]></title>
			<link>https://forums.sweptthr.one/thread-98.html</link>
			<pubDate>Fri, 09 Feb 2024 04:10:23 +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-98.html</guid>
			<description><![CDATA[Today, I've added the ability for chemists to revive other players with their medkit and a few other things.<br />
<br />
Chemists can now revive players with their medkit.<ul class="mycode_list"><li>This costs one full charge of the medkit and will fail otherwise.  Each time you revive a player, they will revive with 25 less health than last time, limiting the total number of times you can revive one player to three.  Currently there's a very high chance that the revived player will respawn stuck in something.  I'll improve this later but for now, just stay out of the way.<br />
</li>
</ul>
<br />
Players can now send text chat messages and commands while dead.<ul class="mycode_list"><li>This will allow players to call for a medic when they're dying.<br />
</li>
</ul>
<br />
Police can no longer call the police.<ul class="mycode_list"><li>Now the police force <span style="font-style: italic;" class="mycode_i">must</span> coordinate text channels to communicate effectively.<br />
</li>
</ul>
<br />
Added a private message button to the player list.<ul class="mycode_list"><li>This is a quicker way to message other players without opening your chat box.<br />
</li>
</ul>
<br />
Increased the duration of search warrants from 30 seconds to three minutes.<ul class="mycode_list"><li>Thirty seconds is rarely long enough to conduct a thorough search, so now the PTU has more time.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Today, I've added the ability for chemists to revive other players with their medkit and a few other things.<br />
<br />
Chemists can now revive players with their medkit.<ul class="mycode_list"><li>This costs one full charge of the medkit and will fail otherwise.  Each time you revive a player, they will revive with 25 less health than last time, limiting the total number of times you can revive one player to three.  Currently there's a very high chance that the revived player will respawn stuck in something.  I'll improve this later but for now, just stay out of the way.<br />
</li>
</ul>
<br />
Players can now send text chat messages and commands while dead.<ul class="mycode_list"><li>This will allow players to call for a medic when they're dying.<br />
</li>
</ul>
<br />
Police can no longer call the police.<ul class="mycode_list"><li>Now the police force <span style="font-style: italic;" class="mycode_i">must</span> coordinate text channels to communicate effectively.<br />
</li>
</ul>
<br />
Added a private message button to the player list.<ul class="mycode_list"><li>This is a quicker way to message other players without opening your chat box.<br />
</li>
</ul>
<br />
Increased the duration of search warrants from 30 seconds to three minutes.<ul class="mycode_list"><li>Thirty seconds is rarely long enough to conduct a thorough search, so now the PTU has more time.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Chef Table Split Update]]></title>
			<link>https://forums.sweptthr.one/thread-97.html</link>
			<pubDate>Wed, 07 Feb 2024 23:12:09 +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-97.html</guid>
			<description><![CDATA[Super minor update yesterday but I'm dedicated to documenting everything.<br />
<br />
Split the chef's preparation table into a preparation table and an ingredient table.<ul class="mycode_list"><li>These two items cost the same as the old preparation table, but it's easier to reach ingredients now.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Super minor update yesterday but I'm dedicated to documenting everything.<br />
<br />
Split the chef's preparation table into a preparation table and an ingredient table.<ul class="mycode_list"><li>These two items cost the same as the old preparation table, but it's easier to reach ingredients now.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Police Update]]></title>
			<link>https://forums.sweptthr.one/thread-96.html</link>
			<pubDate>Mon, 05 Feb 2024 03:10:51 +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-96.html</guid>
			<description><![CDATA[Today, I've updated police jobs so that they use citizens models with police clothes.<br />
<br />
Renamed Civil Protection and Civil Protection Chief to Police Officer and Police Chief.<ul class="mycode_list"><li>Now that police models are citizens with police clothes, the previous terms just weren't fitting.<br />
</li>
</ul>
<br />
Police Officers and Police Chiefs now use citizen models but with police clothing on.<ul class="mycode_list"><li>For now, clothing is randomized.  This may change in the future.<br />
</li>
</ul>
<br />
Improved the tailor's stock, making every clothing piece a different price.<ul class="mycode_list"><li>This makes suits more expensive than regular clothes.<br />
</li>
</ul>
<br />
Added police uniforms to the tailor's stock to replace the disguise kit.<ul class="mycode_list"><li>This is the new way to disguise as a police officer.<br />
</li>
</ul>
<br />
Redesigned the undercover locker to adhere to these changes.<ul class="mycode_list"><li>Police officers and chiefs can now change into default clothes to go undercover.<br />
</li>
</ul>
<br />
In the future, I plan to add a brand new system where you pick a citizen model with a skin of your choice once when you first join the server.  This skinned model will automatically apply to all jobs that you pick, meaning you'll always be the same base model.]]></description>
			<content:encoded><![CDATA[Today, I've updated police jobs so that they use citizens models with police clothes.<br />
<br />
Renamed Civil Protection and Civil Protection Chief to Police Officer and Police Chief.<ul class="mycode_list"><li>Now that police models are citizens with police clothes, the previous terms just weren't fitting.<br />
</li>
</ul>
<br />
Police Officers and Police Chiefs now use citizen models but with police clothing on.<ul class="mycode_list"><li>For now, clothing is randomized.  This may change in the future.<br />
</li>
</ul>
<br />
Improved the tailor's stock, making every clothing piece a different price.<ul class="mycode_list"><li>This makes suits more expensive than regular clothes.<br />
</li>
</ul>
<br />
Added police uniforms to the tailor's stock to replace the disguise kit.<ul class="mycode_list"><li>This is the new way to disguise as a police officer.<br />
</li>
</ul>
<br />
Redesigned the undercover locker to adhere to these changes.<ul class="mycode_list"><li>Police officers and chiefs can now change into default clothes to go undercover.<br />
</li>
</ul>
<br />
In the future, I plan to add a brand new system where you pick a citizen model with a skin of your choice once when you first join the server.  This skinned model will automatically apply to all jobs that you pick, meaning you'll always be the same base model.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Fire Sale Update]]></title>
			<link>https://forums.sweptthr.one/thread-95.html</link>
			<pubDate>Sun, 04 Feb 2024 00:12:06 +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-95.html</guid>
			<description><![CDATA[Today, I've decimated the prices of high-class weapons and made some other tweaks.  The full list of price changes is below.<br />
<br />
Slashed the prices of Class II and Class III weapons and shipments.<ul class="mycode_list"><li>High-end guns were just far too expensive.  It was always my intention to make good guns very expensive, but they were previously unobtainably so.  Shipment prices keep the same relative price of 7.5x these prices for 10 guns.<br />
</li>
<li>9x19mm Sidearm (Auto):  &#36;1,200 → &#36;660<br />
</li>
<li>Bullpup:  &#36;10,500 → &#36;4,200<br />
</li>
<li>Clarion 5.56:  &#36;6,750 → &#36;2,475<br />
</li>
<li>CV-47:  &#36;5,000 → &#36;2,875<br />
</li>
<li>D3/AU-1:  &#36;15,000 → &#36;6,250<br />
</li>
<li>ES C90:  &#36;7,050 → &#36;2,585<br />
</li>
<li>IDF Defender:  &#36;6,000 → &#36;2,300<br />
</li>
<li>Ingram MAC-10:  &#36;2,800 → &#36;1,540<br />
</li>
<li>K&amp;M .45 Tactical (S):  &#36;1,000 → &#36;575<br />
</li>
<li>K&amp;M Sub-Machine Gun:  &#36;4,500 → &#36;1,650<br />
</li>
<li>K&amp;M UMP45:  &#36;5,100 → &#36;1,870<br />
</li>
<li>Krieg 550 Commando:  &#36;12,600 → &#36;5,250<br />
</li>
<li>Krieg 552:  &#36;10,500 → &#36;4,200<br />
</li>
<li>Leone 12 Gauge Super:  &#36;3,400 → &#36;1,955<br />
</li>
<li>Leone YG1265 Auto Shotgun:  &#36;9,000 → &#36;2,210<br />
</li>
<li>M249:  &#36;17,250 → &#36;7,475<br />
</li>
<li>Magnum Sniper Rifle:  &#36;14,250 → &#36;6,175<br />
</li>
<li>Maverick M4A1 Carbine:  &#36;6,100 → &#36;3,355<br />
</li>
<li>Maverick M4A1 Carbine (S):  &#36;6,200 → &#36;3,565<br />
</li>
<li>Night Hawk .50C:  &#36;1,300 → &#36;780<br />
</li>
<li>Schmidt Machine Pistol:  &#36;3,750 → &#36;1,375<br />
</li>
<li>Schmidt Scout:  &#36;5,500 → &#36;3,300<br />
</li>
<li>Thompson M1921:  &#36;4,000 → &#36;2,200<br />
</li>
</ul>
<br />
Long guns can now only be purchased in shipments of 10.<ul class="mycode_list"><li>The intention of this is to incentivize gun dealers to run their business like a business:  investing in stock beforehand and selling it per demand.<br />
</li>
</ul>
<br />
Pistol shipments now only carry 5 guns.<ul class="mycode_list"><li>You can still purchase individual pistols at their normal prices, but pistol shipments are smaller.  This also means that pistol shipments only cost 3.75x the cost of a single pistol.<br />
</li>
</ul>
<br />
Pocket size increased from 4 to 5.<ul class="mycode_list"><li>The menu was created to be five-wide for some reason so it's really annoying for there to only be four slots.<br />
</li>
</ul>
<br />
The chemist's medkit can no longer be dropped.<ul class="mycode_list"><li>I changed the medkit recently so that I can edit it more in the future and forgot to make it undroppable.<br />
</li>
</ul>
<br />
The mayor and bank staff now use the same model/clothing system as the rest of the jobs.<ul class="mycode_list"><li>Upon becoming the mayor, you are now automatically dressed in a suit.<br />
</li>
<li>Upon becoming the bank manager, you are now automatically dressed in a white DSB shirt.<br />
</li>
<li>Upon becoming a bank teller, you are now automatically dressed in a blue DSB shirt.<br />
</li>
</ul>
<br />
The mayor's name is now shown on the law boards.<ul class="mycode_list"><li>Since the mayor can easily blend in with average civilians, the law boards now show the mayor's name in the format "Mayor's LAWS OF THE LAND".<br />
</li>
</ul>
<br />
Law enforcement can now make players wanted and issue warrants from the player list.<ul class="mycode_list"><li>A text entry will pop up to request a reason for each of these.<br />
</li>
</ul>
<br />
Player colors no longer get set to orange when they've been arrested.<ul class="mycode_list"><li>This doesn't work on the new clothing system anyway, so it would only change the player's color on the player list.<br />
</li>
</ul>
<br />
The money count on the HUD no longer blinks red when you have &#36;0.<ul class="mycode_list"><li>It doesn't matter if your money is hot or not, you won't drop &#36;0.<br />
</li>
</ul>
<br />
Placing an anonymous contract now costs &#36;100 instead of &#36;500.<ul class="mycode_list"><li>&#36;500 is a lot in this economy.  &#36;100 is more reasonable.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Today, I've decimated the prices of high-class weapons and made some other tweaks.  The full list of price changes is below.<br />
<br />
Slashed the prices of Class II and Class III weapons and shipments.<ul class="mycode_list"><li>High-end guns were just far too expensive.  It was always my intention to make good guns very expensive, but they were previously unobtainably so.  Shipment prices keep the same relative price of 7.5x these prices for 10 guns.<br />
</li>
<li>9x19mm Sidearm (Auto):  &#36;1,200 → &#36;660<br />
</li>
<li>Bullpup:  &#36;10,500 → &#36;4,200<br />
</li>
<li>Clarion 5.56:  &#36;6,750 → &#36;2,475<br />
</li>
<li>CV-47:  &#36;5,000 → &#36;2,875<br />
</li>
<li>D3/AU-1:  &#36;15,000 → &#36;6,250<br />
</li>
<li>ES C90:  &#36;7,050 → &#36;2,585<br />
</li>
<li>IDF Defender:  &#36;6,000 → &#36;2,300<br />
</li>
<li>Ingram MAC-10:  &#36;2,800 → &#36;1,540<br />
</li>
<li>K&amp;M .45 Tactical (S):  &#36;1,000 → &#36;575<br />
</li>
<li>K&amp;M Sub-Machine Gun:  &#36;4,500 → &#36;1,650<br />
</li>
<li>K&amp;M UMP45:  &#36;5,100 → &#36;1,870<br />
</li>
<li>Krieg 550 Commando:  &#36;12,600 → &#36;5,250<br />
</li>
<li>Krieg 552:  &#36;10,500 → &#36;4,200<br />
</li>
<li>Leone 12 Gauge Super:  &#36;3,400 → &#36;1,955<br />
</li>
<li>Leone YG1265 Auto Shotgun:  &#36;9,000 → &#36;2,210<br />
</li>
<li>M249:  &#36;17,250 → &#36;7,475<br />
</li>
<li>Magnum Sniper Rifle:  &#36;14,250 → &#36;6,175<br />
</li>
<li>Maverick M4A1 Carbine:  &#36;6,100 → &#36;3,355<br />
</li>
<li>Maverick M4A1 Carbine (S):  &#36;6,200 → &#36;3,565<br />
</li>
<li>Night Hawk .50C:  &#36;1,300 → &#36;780<br />
</li>
<li>Schmidt Machine Pistol:  &#36;3,750 → &#36;1,375<br />
</li>
<li>Schmidt Scout:  &#36;5,500 → &#36;3,300<br />
</li>
<li>Thompson M1921:  &#36;4,000 → &#36;2,200<br />
</li>
</ul>
<br />
Long guns can now only be purchased in shipments of 10.<ul class="mycode_list"><li>The intention of this is to incentivize gun dealers to run their business like a business:  investing in stock beforehand and selling it per demand.<br />
</li>
</ul>
<br />
Pistol shipments now only carry 5 guns.<ul class="mycode_list"><li>You can still purchase individual pistols at their normal prices, but pistol shipments are smaller.  This also means that pistol shipments only cost 3.75x the cost of a single pistol.<br />
</li>
</ul>
<br />
Pocket size increased from 4 to 5.<ul class="mycode_list"><li>The menu was created to be five-wide for some reason so it's really annoying for there to only be four slots.<br />
</li>
</ul>
<br />
The chemist's medkit can no longer be dropped.<ul class="mycode_list"><li>I changed the medkit recently so that I can edit it more in the future and forgot to make it undroppable.<br />
</li>
</ul>
<br />
The mayor and bank staff now use the same model/clothing system as the rest of the jobs.<ul class="mycode_list"><li>Upon becoming the mayor, you are now automatically dressed in a suit.<br />
</li>
<li>Upon becoming the bank manager, you are now automatically dressed in a white DSB shirt.<br />
</li>
<li>Upon becoming a bank teller, you are now automatically dressed in a blue DSB shirt.<br />
</li>
</ul>
<br />
The mayor's name is now shown on the law boards.<ul class="mycode_list"><li>Since the mayor can easily blend in with average civilians, the law boards now show the mayor's name in the format "Mayor's LAWS OF THE LAND".<br />
</li>
</ul>
<br />
Law enforcement can now make players wanted and issue warrants from the player list.<ul class="mycode_list"><li>A text entry will pop up to request a reason for each of these.<br />
</li>
</ul>
<br />
Player colors no longer get set to orange when they've been arrested.<ul class="mycode_list"><li>This doesn't work on the new clothing system anyway, so it would only change the player's color on the player list.<br />
</li>
</ul>
<br />
The money count on the HUD no longer blinks red when you have &#36;0.<ul class="mycode_list"><li>It doesn't matter if your money is hot or not, you won't drop &#36;0.<br />
</li>
</ul>
<br />
Placing an anonymous contract now costs &#36;100 instead of &#36;500.<ul class="mycode_list"><li>&#36;500 is a lot in this economy.  &#36;100 is more reasonable.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Printers Update]]></title>
			<link>https://forums.sweptthr.one/thread-94.html</link>
			<pubDate>Fri, 02 Feb 2024 22:44:50 +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-94.html</guid>
			<description><![CDATA[Today I'm adding printers, making various tools require ammo, and adding new clothes to STRP.<br />
<br />
Added three new money printers:  basic, advanced, and elite.<ul class="mycode_list"><li>These printers are relatively cheap but also pretty slow to print.  To compensate for this, they require no upkeep other than making sure they aren't stolen or shot.<br />
</li>
</ul>
<br />
The medkit and keypad cracker now require ammo.<ul class="mycode_list"><li>This will give chemists and locksmiths a reason to charge for these services, and make the KeypAdder more secure.<br />
</li>
</ul>
<br />
Added trench coats and some new colors of suits to the tailor's menu.<ul class="mycode_list"><li>There might be more, this is just what Fesiug told me.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Today I'm adding printers, making various tools require ammo, and adding new clothes to STRP.<br />
<br />
Added three new money printers:  basic, advanced, and elite.<ul class="mycode_list"><li>These printers are relatively cheap but also pretty slow to print.  To compensate for this, they require no upkeep other than making sure they aren't stolen or shot.<br />
</li>
</ul>
<br />
The medkit and keypad cracker now require ammo.<ul class="mycode_list"><li>This will give chemists and locksmiths a reason to charge for these services, and make the KeypAdder more secure.<br />
</li>
</ul>
<br />
Added trench coats and some new colors of suits to the tailor's menu.<ul class="mycode_list"><li>There might be more, this is just what Fesiug told me.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mafia Update]]></title>
			<link>https://forums.sweptthr.one/thread-93.html</link>
			<pubDate>Fri, 02 Feb 2024 03:18:26 +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-93.html</guid>
			<description><![CDATA[Today is the first - and maybe only update - that adds weapons to STRP.  Today:  mafia weapons!<br />
<br />
New Class I weapon:  Caldwell M1911.<ul class="mycode_list"><li>A classic M1911 pistol.  Hits hard and shoots quick.<br />
</li>
</ul>
<br />
New Class I weapon:  Caldwell Constrictor.<ul class="mycode_list"><li>A good old-fashioned six-shooter.  The first revolver featured on the server!<br />
</li>
</ul>
<br />
New Class I weapon:  Hemingway 1900.<ul class="mycode_list"><li>A devastating double-barrel shotgun.  Sits between the two existing shotguns.<br />
</li>
</ul>
<br />
New Class II weapon:  Thompson M1921.<ul class="mycode_list"><li>The one everyone wants.  Fifty rounds of .45 flying through the windows.<br />
</li>
</ul>
<br />
Nerfed penetration for all weapons...<ul class="mycode_list"><li>...which I think ended up buffing shotguns, which can shoot through windows and thin wood.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Today is the first - and maybe only update - that adds weapons to STRP.  Today:  mafia weapons!<br />
<br />
New Class I weapon:  Caldwell M1911.<ul class="mycode_list"><li>A classic M1911 pistol.  Hits hard and shoots quick.<br />
</li>
</ul>
<br />
New Class I weapon:  Caldwell Constrictor.<ul class="mycode_list"><li>A good old-fashioned six-shooter.  The first revolver featured on the server!<br />
</li>
</ul>
<br />
New Class I weapon:  Hemingway 1900.<ul class="mycode_list"><li>A devastating double-barrel shotgun.  Sits between the two existing shotguns.<br />
</li>
</ul>
<br />
New Class II weapon:  Thompson M1921.<ul class="mycode_list"><li>The one everyone wants.  Fifty rounds of .45 flying through the windows.<br />
</li>
</ul>
<br />
Nerfed penetration for all weapons...<ul class="mycode_list"><li>...which I think ended up buffing shotguns, which can shoot through windows and thin wood.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[License Update]]></title>
			<link>https://forums.sweptthr.one/thread-92.html</link>
			<pubDate>Thu, 01 Feb 2024 03:07:49 +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-92.html</guid>
			<description><![CDATA[Changed some minor things around gun licenses.  Gun licenses no longer exist, and the mayor should instead use the /write or /type commands to hand out licenses.<br />
<br />
Pocket size increased from 2 to 4.<ul class="mycode_list"><li>To give more room to carry a license.<br />
</li>
</ul>
<br />
You can no longer pocket shipments or weapons.<ul class="mycode_list"><li>It doesn't make sense to store an entire crate in your pocket, and you're supposed to show weapons on your back.<br />
</li>
</ul>
<br />
Removed all commands relating to licenses.<ul class="mycode_list"><li>Use /write or /type now.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Changed some minor things around gun licenses.  Gun licenses no longer exist, and the mayor should instead use the /write or /type commands to hand out licenses.<br />
<br />
Pocket size increased from 2 to 4.<ul class="mycode_list"><li>To give more room to carry a license.<br />
</li>
</ul>
<br />
You can no longer pocket shipments or weapons.<ul class="mycode_list"><li>It doesn't make sense to store an entire crate in your pocket, and you're supposed to show weapons on your back.<br />
</li>
</ul>
<br />
Removed all commands relating to licenses.<ul class="mycode_list"><li>Use /write or /type now.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Overhaul +1 Update]]></title>
			<link>https://forums.sweptthr.one/thread-91.html</link>
			<pubDate>Sun, 28 Jan 2024 23:59:28 +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-91.html</guid>
			<description><![CDATA[More overhauling after a big play session last night.<br />
<br />
Added salary to all jobs and removed ATM interest.<ul class="mycode_list"><li>The economy was almost completely stagnant, which is kinda a problem, so now everyone gets a little bit of money every minute.<br />
</li>
</ul>
<br />
Overhauled the Hot Money system.<ul class="mycode_list"><li>Upon gaining money in any way, your entire wallet will be marked as "hot."  This is indicated by the money number on your HUD flashing red.  If you die, disconnect, or switch jobs while your money is hot <span style="font-weight: bold;" class="mycode_b">or you are in the bank vault</span>, it will <span style="font-weight: bold;" class="mycode_b">all</span> be dropped.  Once your money is no longer hot (five minutes), it will <span style="font-style: italic;" class="mycode_i">not</span> be dropped, however...<br />
</li>
</ul>
<br />
Players can loot other players' money from their bodies.<ul class="mycode_list"><li>...your money can still be stolen if another player is able to physically reach your body and take it from you.<br />
</li>
</ul>
<br />
Long-Use items now show a HUD hint to let you know they require a long use.<ul class="mycode_list"><li>Highly-requested quality-of-life improvement.<br />
</li>
</ul>
<br />
Starting money has been decreased to &#36;2,500.<ul class="mycode_list"><li>&#36;10,000 is a lot of money in this struggling economy.  Existing accounts have not been modified.<br />
</li>
</ul>
<br />
Increased the delay between switching jobs from five seconds to five minutes.<ul class="mycode_list"><li>This will help prevent switching jobs to speed up respawn times and make you think about the job you pick just a little more.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[More overhauling after a big play session last night.<br />
<br />
Added salary to all jobs and removed ATM interest.<ul class="mycode_list"><li>The economy was almost completely stagnant, which is kinda a problem, so now everyone gets a little bit of money every minute.<br />
</li>
</ul>
<br />
Overhauled the Hot Money system.<ul class="mycode_list"><li>Upon gaining money in any way, your entire wallet will be marked as "hot."  This is indicated by the money number on your HUD flashing red.  If you die, disconnect, or switch jobs while your money is hot <span style="font-weight: bold;" class="mycode_b">or you are in the bank vault</span>, it will <span style="font-weight: bold;" class="mycode_b">all</span> be dropped.  Once your money is no longer hot (five minutes), it will <span style="font-style: italic;" class="mycode_i">not</span> be dropped, however...<br />
</li>
</ul>
<br />
Players can loot other players' money from their bodies.<ul class="mycode_list"><li>...your money can still be stolen if another player is able to physically reach your body and take it from you.<br />
</li>
</ul>
<br />
Long-Use items now show a HUD hint to let you know they require a long use.<ul class="mycode_list"><li>Highly-requested quality-of-life improvement.<br />
</li>
</ul>
<br />
Starting money has been decreased to &#36;2,500.<ul class="mycode_list"><li>&#36;10,000 is a lot of money in this struggling economy.  Existing accounts have not been modified.<br />
</li>
</ul>
<br />
Increased the delay between switching jobs from five seconds to five minutes.<ul class="mycode_list"><li>This will help prevent switching jobs to speed up respawn times and make you think about the job you pick just a little more.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Overhaul Update]]></title>
			<link>https://forums.sweptthr.one/thread-90.html</link>
			<pubDate>Sat, 27 Jan 2024 19:54:39 +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-90.html</guid>
			<description><![CDATA[Today I'm releasing a relatively large update for Swept's True Roleplay.  This update shakes things up a bit all across the board with a combination of community and personal ideas.<br />
<br />
Completely overhauled Tailor.<ul class="mycode_list"><li>The Tailor no longer has access to wardrobes and medical closets.<br />
</li>
<li>The Tailor now sells individual clothing boxes from a brand new addon by Fesiug.  With 20 shirts, 11 pants, and 4 hats to choose among, you can express yourself like never before!  At this moment, there are only male citizen models and all clothing costs the same amount.<br />
</li>
</ul>
<br />
Completely overhauled Brewmaster.<ul class="mycode_list"><li>The Brewmaster no longer has access to STBrewery items.<br />
</li>
<li>The Brewmaster is now able to brew all of the drinks from VA-11 Hall-A with a brand new addon developed over the past week.  Each drink gets the drinker drunk a different amount depending on the number of Karmotrine added.  See a demo video <a href="https://www.youtube.com/watch?v=xaZ0uCF6XK0" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
</li>
</ul>
<br />
Completely overhauled Chef.<ul class="mycode_list"><li>The Chef no longer has access to STFood Neu items. <br />
</li>
<li>The Chef is now only able to cook, build, and serve burgers, but it's now a lot more fun and involved thanks to another new addon developed this week.  If cooked well enough, each burger will heal more hunger and health than tender combos used to.  See a demo video <a href="https://www.youtube.com/watch?v=pXH51dGe3w4" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
</li>
</ul>
<br />
Removed the Money Printer and its upgrades.<ul class="mycode_list"><li>I was never really happy with the money printer.  My intention was to strike a balance between maintenance and profitability, and I failed hard by making it require far too much maintenance.  For now, the money printer will remain disabled.<br />
</li>
</ul>
<br />
Removed the Miner job.<ul class="mycode_list"><li>Suppliers are now able to buy pickaxes and all players can buy mineral refineries, but only two instead of the previous four.  I really want to de-emphasize "money-spawning jobs" and the miner job was in direct contrast to this mission.  We'll see how this works out.<br />
</li>
</ul>
<br />
Hunger now affects your movement speed instead of dealing damage.<ul class="mycode_list"><li>Your minimum movement speed related to starving is 70%.  This might make chefs less necessary, but we'll see.<br />
</li>
</ul>
<br />
Hunger now persists among deaths.<ul class="mycode_list"><li>This means you can no longer die to reset your hunger.  Hopefully this combined with the movement speed decrease and make hunger a thing that still needs to be paid attention to.<br />
</li>
</ul>
<br />
Reduced the costs of all shipments to 75% of what they were previously.<ul class="mycode_list"><li>This adds an actual reason to buy and sell shipments instead of just ten guns at a time.  Individual weapon prices have all remained unchanged.<br />
</li>
</ul>
<br />
Reduced the cost of the KeypAdder from &#36;1,000 to &#36;250.<ul class="mycode_list"><li>This thing was way too overpriced.  Plain and simple.<br />
</li>
</ul>
<br />
Reduced the costs of all armor to 50% of what they were previously.<ul class="mycode_list"><li>Armor also just seemed far too expensive relative to the server's economy.<br />
</li>
</ul>
<br />
Reduced the cost of the Disguise Kit from &#36;1,000 to &#36;400.<ul class="mycode_list"><li>Again, too expensive.<br />
</li>
</ul>
<br />
Slightly tweaked the Stun Baton's stun mechanic.<ul class="mycode_list"><li>It now maxes out your fatigue for a smoother experience.<br />
</li>
</ul>
<br />
Weapons from the Police Locker can no longer be dropped.<ul class="mycode_list"><li>This was obviously a huge issue that needed to be fixed.<br />
</li>
</ul>
<br />
Food, water, and antidote are no longer long-use.<ul class="mycode_list"><li>This should just make these items more intuitive to use.<br />
</li>
</ul>
<br />
This is only the first major update, as I have plans to add more cool and experimental things to the server.  Stay tuned!]]></description>
			<content:encoded><![CDATA[Today I'm releasing a relatively large update for Swept's True Roleplay.  This update shakes things up a bit all across the board with a combination of community and personal ideas.<br />
<br />
Completely overhauled Tailor.<ul class="mycode_list"><li>The Tailor no longer has access to wardrobes and medical closets.<br />
</li>
<li>The Tailor now sells individual clothing boxes from a brand new addon by Fesiug.  With 20 shirts, 11 pants, and 4 hats to choose among, you can express yourself like never before!  At this moment, there are only male citizen models and all clothing costs the same amount.<br />
</li>
</ul>
<br />
Completely overhauled Brewmaster.<ul class="mycode_list"><li>The Brewmaster no longer has access to STBrewery items.<br />
</li>
<li>The Brewmaster is now able to brew all of the drinks from VA-11 Hall-A with a brand new addon developed over the past week.  Each drink gets the drinker drunk a different amount depending on the number of Karmotrine added.  See a demo video <a href="https://www.youtube.com/watch?v=xaZ0uCF6XK0" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
</li>
</ul>
<br />
Completely overhauled Chef.<ul class="mycode_list"><li>The Chef no longer has access to STFood Neu items. <br />
</li>
<li>The Chef is now only able to cook, build, and serve burgers, but it's now a lot more fun and involved thanks to another new addon developed this week.  If cooked well enough, each burger will heal more hunger and health than tender combos used to.  See a demo video <a href="https://www.youtube.com/watch?v=pXH51dGe3w4" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
</li>
</ul>
<br />
Removed the Money Printer and its upgrades.<ul class="mycode_list"><li>I was never really happy with the money printer.  My intention was to strike a balance between maintenance and profitability, and I failed hard by making it require far too much maintenance.  For now, the money printer will remain disabled.<br />
</li>
</ul>
<br />
Removed the Miner job.<ul class="mycode_list"><li>Suppliers are now able to buy pickaxes and all players can buy mineral refineries, but only two instead of the previous four.  I really want to de-emphasize "money-spawning jobs" and the miner job was in direct contrast to this mission.  We'll see how this works out.<br />
</li>
</ul>
<br />
Hunger now affects your movement speed instead of dealing damage.<ul class="mycode_list"><li>Your minimum movement speed related to starving is 70%.  This might make chefs less necessary, but we'll see.<br />
</li>
</ul>
<br />
Hunger now persists among deaths.<ul class="mycode_list"><li>This means you can no longer die to reset your hunger.  Hopefully this combined with the movement speed decrease and make hunger a thing that still needs to be paid attention to.<br />
</li>
</ul>
<br />
Reduced the costs of all shipments to 75% of what they were previously.<ul class="mycode_list"><li>This adds an actual reason to buy and sell shipments instead of just ten guns at a time.  Individual weapon prices have all remained unchanged.<br />
</li>
</ul>
<br />
Reduced the cost of the KeypAdder from &#36;1,000 to &#36;250.<ul class="mycode_list"><li>This thing was way too overpriced.  Plain and simple.<br />
</li>
</ul>
<br />
Reduced the costs of all armor to 50% of what they were previously.<ul class="mycode_list"><li>Armor also just seemed far too expensive relative to the server's economy.<br />
</li>
</ul>
<br />
Reduced the cost of the Disguise Kit from &#36;1,000 to &#36;400.<ul class="mycode_list"><li>Again, too expensive.<br />
</li>
</ul>
<br />
Slightly tweaked the Stun Baton's stun mechanic.<ul class="mycode_list"><li>It now maxes out your fatigue for a smoother experience.<br />
</li>
</ul>
<br />
Weapons from the Police Locker can no longer be dropped.<ul class="mycode_list"><li>This was obviously a huge issue that needed to be fixed.<br />
</li>
</ul>
<br />
Food, water, and antidote are no longer long-use.<ul class="mycode_list"><li>This should just make these items more intuitive to use.<br />
</li>
</ul>
<br />
This is only the first major update, as I have plans to add more cool and experimental things to the server.  Stay tuned!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Food Update]]></title>
			<link>https://forums.sweptthr.one/thread-87.html</link>
			<pubDate>Mon, 15 Jan 2024 21:03:55 +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-87.html</guid>
			<description><![CDATA[Since food is a necessity and there might not always be players available or willing to be a chef, all food has been buffed but water is more expensive.<br />
<br />
All food - including water - now restores double the energy they previously restored.<ul class="mycode_list"><li>This not only helps remedy the issue of no chefs, but incentivizes players to play chef and botanist since it will be a little less stressful.<br />
</li>
</ul>
Water now costs &#36;5 up from &#36;1.<ul class="mycode_list"><li>Once again, this incentivizes players to play chef and botanist since most food is now cheaper than water.<br />
</li>
</ul>
You now lose 0.5 energy every time you lose energy instead of 1.<ul class="mycode_list"><li>This is nearly what I intended to do last update where I changed a 3 to a 1, but that was a different value.<br />
</li>
</ul>
You now lose 3 health every time you take starving damage instead of 1.<ul class="mycode_list"><li>This undoes the above-mentioned change since it was unintended anyway.<br />
</li>
</ul>
Civil Protection now no longer requires a vote.<ul class="mycode_list"><li>While not food-related, this will be interesting.  This should help undercover cops and disguised citizens remain hidden for longer.<br />
</li>
</ul>
Added Fesiug's Money Giver to the default loadout.<ul class="mycode_list"><li>Fesiug was kind enough to make this for STRP, so I've added it to the default loadout.  It makes dropping and giving money much more convenient.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Since food is a necessity and there might not always be players available or willing to be a chef, all food has been buffed but water is more expensive.<br />
<br />
All food - including water - now restores double the energy they previously restored.<ul class="mycode_list"><li>This not only helps remedy the issue of no chefs, but incentivizes players to play chef and botanist since it will be a little less stressful.<br />
</li>
</ul>
Water now costs &#36;5 up from &#36;1.<ul class="mycode_list"><li>Once again, this incentivizes players to play chef and botanist since most food is now cheaper than water.<br />
</li>
</ul>
You now lose 0.5 energy every time you lose energy instead of 1.<ul class="mycode_list"><li>This is nearly what I intended to do last update where I changed a 3 to a 1, but that was a different value.<br />
</li>
</ul>
You now lose 3 health every time you take starving damage instead of 1.<ul class="mycode_list"><li>This undoes the above-mentioned change since it was unintended anyway.<br />
</li>
</ul>
Civil Protection now no longer requires a vote.<ul class="mycode_list"><li>While not food-related, this will be interesting.  This should help undercover cops and disguised citizens remain hidden for longer.<br />
</li>
</ul>
Added Fesiug's Money Giver to the default loadout.<ul class="mycode_list"><li>Fesiug was kind enough to make this for STRP, so I've added it to the default loadout.  It makes dropping and giving money much more convenient.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Day Two Update]]></title>
			<link>https://forums.sweptthr.one/thread-85.html</link>
			<pubDate>Sun, 14 Jan 2024 18:33:37 +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-85.html</guid>
			<description><![CDATA[More suggestions and ideas have been coming up and I appreciate all of the feedback!  Here's what's been changed today:<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">General</span></span><br />
Reduced starvation speed from 3 to 1.<ul class="mycode_list"><li>Players starved way too quickly, so I toned it down a bit.  I feel like food still needs a buff, so that may be coming soon.<br />
</li>
</ul>
Reduced the sound level of switching to and from weapon safety.<ul class="mycode_list"><li>This should make it so that you can't hear clicks through the whole map.<br />
</li>
</ul>
Props no longer cost money to spawn.<ul class="mycode_list"><li>This was annoying and unnecessary for several reasons.<br />
</li>
</ul>
Placed a new ATM next to the Gun Store property.<ul class="mycode_list"><li>I'll see how this one works.  Theoretically, the police should be able to intercept bank robbers before they get there, and normal players will have more convenient access.<br />
</li>
</ul>
Medkits can no longer be dropped.<ul class="mycode_list"><li>The Medkit was meant to be exclusive to the Chemist anyway.<br />
</li>
</ul>
Money bags from the Bank Vault now spawn in the robber's direction instead of always in front of the vault.<ul class="mycode_list"><li>It's just nicer this way.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[More suggestions and ideas have been coming up and I appreciate all of the feedback!  Here's what's been changed today:<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">General</span></span><br />
Reduced starvation speed from 3 to 1.<ul class="mycode_list"><li>Players starved way too quickly, so I toned it down a bit.  I feel like food still needs a buff, so that may be coming soon.<br />
</li>
</ul>
Reduced the sound level of switching to and from weapon safety.<ul class="mycode_list"><li>This should make it so that you can't hear clicks through the whole map.<br />
</li>
</ul>
Props no longer cost money to spawn.<ul class="mycode_list"><li>This was annoying and unnecessary for several reasons.<br />
</li>
</ul>
Placed a new ATM next to the Gun Store property.<ul class="mycode_list"><li>I'll see how this one works.  Theoretically, the police should be able to intercept bank robbers before they get there, and normal players will have more convenient access.<br />
</li>
</ul>
Medkits can no longer be dropped.<ul class="mycode_list"><li>The Medkit was meant to be exclusive to the Chemist anyway.<br />
</li>
</ul>
Money bags from the Bank Vault now spawn in the robber's direction instead of always in front of the vault.<ul class="mycode_list"><li>It's just nicer this way.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Day One Update]]></title>
			<link>https://forums.sweptthr.one/thread-78.html</link>
			<pubDate>Sat, 13 Jan 2024 19:06:24 +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-78.html</guid>
			<description><![CDATA[The server had a great opening day, and a lot of things have already come up.  Here's what's been changed today:<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">General</span></span><br />
Only shotguns can break down doors instead of all weapons.<ul class="mycode_list"><li>This should make all doors more secure and give the KeypAdder more of a reason to exist.<br />
</li>
</ul>
Reduced the delay before firing after turning off the safety on weapons.<ul class="mycode_list"><li>When using a bolt-action rifle, you'd have to wait a very long time after readying the weapon before firing.  It will now take a quarter of a second at most.<br />
</li>
</ul>
Bank Vault money now persists across server restarts.<ul class="mycode_list"><li>I thought this was true anyway but I guess it wasn't.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Chef</span></span><br />
All food takes 2.5x longer to spoil.<ul class="mycode_list"><li>This was one of the main complaints during day zero.<br />
</li>
</ul>
Chefs can now buy up to two refrigerators for &#36;120 each.<ul class="mycode_list"><li>These new fridges prevent spoilage of any food inside, which further remedies the main complaint from yesterday.<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Chemist<br />
</span></span>Quadrupled the time it takes for the Medkit to regenerate ammo.<ul class="mycode_list"><li>The Medkit gained ammo way too fast.  It should now be less effective mid-combat.<br />
</li>
</ul>
Morphine production price reduced from &#36;750 to &#36;480.<br />
Heroin production price reduced from &#36;2,500 to &#36;1,200.<br />
Meth production price reduced from &#36;2,000 to &#36;800.<br />
LSD production price reduced from &#36;1,250 to &#36;540.<br />
Antidote production price reduced from &#36;750 to &#36;270.<ul class="mycode_list"><li>The scarcity of the economy has already been on full display.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Botanist</span></span><br />
Botanists can now buy up to two refrigerators for &#36;120 each.<ul class="mycode_list"><li>These new fridges prevent spoilage of any food inside, which further remedies the main complaint from yesterday. <br />
</li>
</ul>
Weed growth price reduced from &#36;500 to &#36;220.<br />
Cocaine growth price reduced from &#36;1,500 to &#36;680.<br />
Shrooms growth price reduced from &#36;1,000 to &#36;510.<br />
Grapefruit growth price increased from &#36;12 to &#36;13.<ul class="mycode_list"><li>The scarcity of the economy has already been on full display.<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Miner</span></span><br />
Halved the value of all minerals.<ul class="mycode_list"><li>Mining was a little too lucrative.  This should tame it a bit.<br />
</li>
</ul>
Mining Refinery price reduced from &#36;750 to &#36;600.<ul class="mycode_list"><li>The scarcity of the economy has already been on full display.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[The server had a great opening day, and a lot of things have already come up.  Here's what's been changed today:<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">General</span></span><br />
Only shotguns can break down doors instead of all weapons.<ul class="mycode_list"><li>This should make all doors more secure and give the KeypAdder more of a reason to exist.<br />
</li>
</ul>
Reduced the delay before firing after turning off the safety on weapons.<ul class="mycode_list"><li>When using a bolt-action rifle, you'd have to wait a very long time after readying the weapon before firing.  It will now take a quarter of a second at most.<br />
</li>
</ul>
Bank Vault money now persists across server restarts.<ul class="mycode_list"><li>I thought this was true anyway but I guess it wasn't.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Chef</span></span><br />
All food takes 2.5x longer to spoil.<ul class="mycode_list"><li>This was one of the main complaints during day zero.<br />
</li>
</ul>
Chefs can now buy up to two refrigerators for &#36;120 each.<ul class="mycode_list"><li>These new fridges prevent spoilage of any food inside, which further remedies the main complaint from yesterday.<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Chemist<br />
</span></span>Quadrupled the time it takes for the Medkit to regenerate ammo.<ul class="mycode_list"><li>The Medkit gained ammo way too fast.  It should now be less effective mid-combat.<br />
</li>
</ul>
Morphine production price reduced from &#36;750 to &#36;480.<br />
Heroin production price reduced from &#36;2,500 to &#36;1,200.<br />
Meth production price reduced from &#36;2,000 to &#36;800.<br />
LSD production price reduced from &#36;1,250 to &#36;540.<br />
Antidote production price reduced from &#36;750 to &#36;270.<ul class="mycode_list"><li>The scarcity of the economy has already been on full display.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Botanist</span></span><br />
Botanists can now buy up to two refrigerators for &#36;120 each.<ul class="mycode_list"><li>These new fridges prevent spoilage of any food inside, which further remedies the main complaint from yesterday. <br />
</li>
</ul>
Weed growth price reduced from &#36;500 to &#36;220.<br />
Cocaine growth price reduced from &#36;1,500 to &#36;680.<br />
Shrooms growth price reduced from &#36;1,000 to &#36;510.<br />
Grapefruit growth price increased from &#36;12 to &#36;13.<ul class="mycode_list"><li>The scarcity of the economy has already been on full display.<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Miner</span></span><br />
Halved the value of all minerals.<ul class="mycode_list"><li>Mining was a little too lucrative.  This should tame it a bit.<br />
</li>
</ul>
Mining Refinery price reduced from &#36;750 to &#36;600.<ul class="mycode_list"><li>The scarcity of the economy has already been on full display.<br />
</li>
</ul>
]]></content:encoded>
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