New update: Charger Crusher, Berserker Ravager
Added 2025-07-20 10:54:22 +0000 UTCCharger Crusher
Sprites by Alekshh and Sigma Draconis
This was the winner of the last Patreon feature priority poll.
The Charger is a Crusher strain that loses defensive shield, some armor, and some damage in exchange for charge being momentum-based. The further you go, the more damage and speed you will gain up to a maximum, indicated by your roar. Your armor also becomes directional, strongest on the front, but you can no longer lock the direction that you are facing.
It loses:
Its defensive shield ability.
A little bit of its armor and damage.
Its slowdown resist from turrets.
Its influence under frenzy pheromones.
Its stomp no longer knocking down talls.
Its ability to lock its direction.
It gains:
A considerable amount of health.
Some speed.
Its stomp does extra damage when stomping over a grounded tall.
Its charge is now manually-controlled and momentum-based; the further it goes, the more damage and speed it will gain until it achieves maximum momentum, indicated by its roar.
Its armor is now directional, being the toughest on the front, weaker on the sides, and weakest from the back.
It gains an ability to tumble to pass through enemies.
It gains an ability to forcefully move enemies via ramming into them.
This also changes the xenonid armor alert on the right to display side armor separately for xenonids that have it, such as the Steelcrest Defender.
Berserker Ravager
By Dutch-VanDerLinde
Berserker is a new strain which turns the ravager into a terrifying melee monster. They can build up rage which increases their attack speed, movement speed, and allows them to heal while slashing.
It loses:
Its empower, charge, and scissor cut.
Some health.
A bit of its influence under frenzy pheromones.
It gains:
Movement speed, a slight increase in armor, and gain a new set of abilities that make it a terrifying melee monster.
The ability to heal when it slashes and gain a stack of rage that increases its armor, movement speed, and it heals per slash, to a maximum of six rage.
Apprehend to increase its movement speed and apply a slow on the next target it slashes.
Eviscerate to unleash a devastating windmill attack that heals it for every enemy it hits after an immobilizing wind-up.
Clothesline to fling its target to heal yourself, even more-so if it has a rage stack that will be used up.
Storage draw methods
By Dutch-VanDerLinde
You can now toggle storage like pouches and armor to either eject the first item, the last item, or open the storage when you click on it.
This toggle can be accessed with a verb in the right click menu.
CQC skill
By Dutch-VanDerLinde
Close quarter combat skill is now implemented. It allows you to do aggressive grabs faster, do extra unarmed damage, lets you disarm/tackle other marines better, and decreases inventory strip times.
Health analyzer tips
By Vermidia
The health analyzer will now give you medical advice on how to treat specific kinds of damage. This also fixes health analyzers not showing clone damage when it's present.
Holocard sprites have been updated as well to be more distinct.
Medical and welding visors
By Verm
These are point-buyable for most squad roles and usable without any skills.
The technician helmet no longer inherently protects your eyes from welding, instead it comes with an integrated welding visor.
The corpsman helmet no longer inherently gives its placeholder medical HUD, instead it comes with an integrated visor that gives you a medical HUD.
This means don't ask the QM for a medic helmet. If you are not a corpsman, you will need to slot a medical visor into your helmet.
This also adds the M10 welding helmet, combat technicians can now choose between it and the technician helmet, as well as the squad optic, integrated into most marine helmets, and only activatable if you have nothing else to show marine icons.
The M11C, M30, M10 pattern officer now have integrated visors, and the M12 and XM12 now correctly have an additional visor slot.
The NV optic not glowing slightly when on is also fixed.
Deafness
By Dutch-VanDerLinde
Certain loud noises will prevent you from hearing chat and sounds.
This also fixes high levels of neurotoxin not deafening, by Vermidia
Other Changes
General Changes
Added a right click verb for patrons to reapply their custom weapon and armor name, removing it from the previously named item and adding it to a new one.
Added the admin-only SOF marine raider deathsquad ghost role.
Made defibrillating, surgery, and lasing have a threshold of 0.5 moved tiles before breaking the doafter, up from 0.3.
Added synthetic vendors, by noctyrnal
Added Experimental Meson Goggles, The Custom Nailgun Holster, Compact Defib and Smartpacks. These are exclusive to UNMC Synthetics, by noctyrnal
Playing DP now requires 5 hours of DCC time, up from 2, by Ian321
Playing GP now requires 5 hours of DP, up from 0. Existing GP time also contributes to this requirement, by Ian321
The Corporate Liaison now slowly gains vendor points over time, by Ian321
Added Corporate goon spawners for admins, by Ian321
Added Long Messy, Pulato Long, Pulato Long 2 and Ponytail 9 hairs, by noctyrnal
Faction Spawners have been heavily adjusted. They should all be more consistent now, by noctyrnal
Added missing content to existing faction spawners, such as icons, by noctyrnal
Freelancers, Provost and Royal Marines now have their own squads, by noctyrnal
Freelancers now have icons, by noctyrnal
Added settings to disable emote sounds per species. These are separate from the voiceline settings that toggle grenade callouts, for example. A new tab has been added in the options tab for both of these settings, the Voicelines tab next to the Audio tab, by Dutch-VanDerLinde
Added shockwave effect to the HE orbital bombardment warhead, by Dutch-VanDerLinde
Added faction stamps for SPP, CLF, TSE, and the Free Press, by crazy1112345
Added the ability to examine armor values with a button, by Whisper
Changed D50 in hand + wielded sprites, by Arcticular1
Added dress blues jacket, dress blues uniform, dress blue officer hat, marine formal service jacket, and marine service peaked cap to the CO clothing rack, by Arcticular1
Added M54C rubber magazine to the CO weapon rack, by Arcticular1
Replaced insulated gloves with deluxe combat gloves in the CO equipment rack, by Arcticular1
Fixed how stamina works. It's been overhauled, so you can no longer shake someone in stamina crit, and different stamina levels will slow you down different amounts, by Vermidia
Added 4 new vests for the Corporate Liaison, by SharkSnake98
The M4SPR custom scout rifle now has a quick 2-shot burst, by Dutch-VanDerLinde
Fixed ghost marine HUD toggle action not hiding marine health bars, by Vermidia
You will no longer see job icons of factions you are not apart of. For example, if you have a WeYa PMC headset and you see a marine, they will have a generic 'UN' icon instead of their marine one, by Dutch-VanDerLinde
Civilian Correspondent and Liaison may no longer equip marine armor. Non-combat armor such as press armor and emergency ballistic vests provided by code red situations are not affected, by Whisper
Ported hijack burrowed larva surge. When hivecore is up, burrowed larva will be generated overtime depending on the initial disparity in numbers between marines and xenos. It generates slightly faster each time a new burrowed is made but speedup resets if hivecore is destroyed, by Vermidia
Map Changes
Colony floodlights now use colony power, by CyberTropic
Destroyed Hydro insert on LV-624 now contains SSG-45s and their ammo instead of the placeholder M54C, by J C Denton
Added lightning effects when it rains, by CyberTropic
Fixed rmclight command for ambient lighting changes, by CyberTropic
Fixed some upstream objects in maps, by CyberTropic
Fixed the M890 tactical shotgun on Fiorina being a ghost item, by Dutch-VanDerLinde
Fixed the MK80 attachment spawning on Hybrisa, by Dutch-VanDerLinde
Fixed Shiva loading error, by CyberTropic
Admin Fax Outpost now has newly added SPP, TSE, CLF and Press stamps, by J C Denton
Added edges to snow and ice tiles, by CyberTropic
Fixes
Fixed Vanguard Praetorian pierce sometimes hitting the same target multiple times if they are in-between tiles.
Fixed large amount of xenonid eggs on one spot lagging the client.
Fixed jellies and medals getting cut off at 200 characters instead of 1000. This also adds a character count to the UI.
Fix ID card roles getting cut off at 30 characters.
Fixed incendiary orbital warheads crashing the game. This reenables them, unfortunately for CICs worldwide.
Fixed uniforms being butcherable. This also fixes the right click menu on them bouncing after a delay.
Fixed being able to put webbings on uniforms that are within a storage container such as inside a bag.
Fixed xenonid eggs not being destroyed by weed killer.
Fixed RMC admin UIs being too tall or wide.
Slow and super slow effects are now significantly more effective against xenonids, by Dygon
The effectiveness of slow and super slow effects now scales with the speed of the affected entity, by Dygon
Fixed grenade launchers being able to shoot past 7 tiles, by Vermidia
Fixed xeno structures (tunnel, hivecore) showing up with the sensor tower active, by Vermidia
Fixed underbarrel extinguishers not being attachable to the M4SPR, M4SPR Custom Rifle, and M54CMK1, by Dygon
Fixed underbarrel shotgun not being attachable to the M4SPR Custom Rifle, by Dygon
Fixed barrel chargers not being attachable to the XM88, by Dygon
Fixed underbarrel grenade launchers being attachable to the M16, by Dygon
Fixed HIRR baton slugs having their acid removed from them when fired, by Dygon
Fixed airburst grenades ricocheting off of marines or xenos when shot from an underbarrel grenade launcher, by Dygon
Fixed starshell projectiles not having working IFF when shot from an underbarrel grenade launcher, by Dygon
Eggmorphers and Recovery nodes now show up on the tactical map, by Vermidia
Fixed bleedout still occurring on fire, on weeds, and to larva in most cases, by Vermidia
Fixed the health analyzer lying about Arithrazine's OD, by Arykh
Fixed clothing camo, you can now rep your CamoTech™️ weapons on your back/belt!, by Ramiris
Fixed Custom SPR doing slightly too much damage base (31 > 26), by Vermidia
Fixed the duration of the slow and daze effects applied by tesla turrets being too low. Super slow 4 > 6, daze 8 > 10 for most and 8 > 15 for the overclocked, by Dygon
Fixed Mateba, M59a and Winter Wyvern being able to be melted!, by Arcticular1
Changed M59a to have the same stats as a MK1 but with added IFF, by Arcticular1
Fixed the Mateba not having the correct ammo loaded, by Arcticular1
Fixed the Mateba not being able to use barrel attachments and mateba barrels at the same time, by Arcticular1
The M13 and M44 now appear in the pistol pouch when inside it, by Magicocity1
Fixed Neurotoxin not dazing, by Vermidia
Fixed neurotoxin gas not causing blurry vision, by Vermidia
Fixed morgues preventing rot, by Vermidia
Airburst grenades now rebound at the angle of incidence instead of always rebounding at 180 degrees, by Dygon
Airburst grenade projectiles now receive the overpenetration penalty only when a target is directly impacted by the grenade. For example, with the Hornet grenade, you can potentially hit all 15 projectiles if you aim directly in front of a target, instead of the previous limit of 5, by Dygon
Changed the option name "Xeno wide swing" to "Xenonid thrust attack", by DummeHytteOst
Fixed crate drag slowdown mispredicting. (Rubberbanding when you pull them), by Dutch-VanDerLinde
Entities hit by the sniper's flak ammo area of effect now show that they got hit, by Dygon
Fixed groundside xenos not becoming burrowed larva once hijack begins, by Vermidia
Comments
isn't it the old update from may?
Dishwasher
2025-07-20 10:59:43 +0000 UTC