anchor.diff:  
   	else if ( station_captured && !malf_dead && !station_was_nuked)
   		feedback_set_details("round_end_result","win - AI win - no explosion")
  -		world << "<FONT size = 3><B>AI Victory</B></FONT>"
  +		world << "<FONT size = 3><B>Major AI Victory</B></FONT>"
   		world << "<B>The AI has chosen not to detonate the station!</B>"
   
   	else if (!station_captured &&                station_was_nuked)
  
positive.code: 	return all_dead
  
  
  /datum/game_mode/malfunction/check_finished()
  	if(round_converted)
  		return ..()
  	if (station_captured && !to_nuke_or_not_to_nuke)
  		return 1
  	if (is_malf_ai_dead())
  		if(config.continuous_round_malf)
  			if(SSshuttle.emergency.mode == SHUTTLE_STRANDED)
  				SSshuttle.emergency.mode = SHUTTLE_DOCKED
  
negative.code: 		timer_paused = 1
  		priority_announce("Hostile runtimes within station systems now inactive. Possible relocation of AI core(s) off-station.", "Anomaly Alert", 'sound/AI/attention.ogg')
  
  	for(var/datum/mind/AI_mind in malf_ai)					//Prototype of progress stopping when AI leaves the station; for now it's just a lose
  		if(!timer_paused)
  			return
  		if(AI_mind.current.loc != ZLEVEL_STATION)
  			return
  		timer_paused = 0
  		priority_announce("Hostile runtime activity resumed. AI core(s) presumably on-station once more.", "Anomaly Alert", 'sound/AI/attention.ogg')*/
  
  	if ((apcs > 0) && malf_mode_declared)
  		AI_win_timeleft -= apcs * seconds	//Victory timer de-increments based on how many APCs are hacked
  	..()
  	if (AI_win_timeleft<=0)
  