New update: Survivor jobs, tactical map fixes
Added 2025-04-07 07:05:53 +0000 UTCSmall update with fixes to try to exorcise the demons from the tactical map
Survivor Jobs
Survivors are no longer all homeless civilians with AR10s.
They have also been renamed from survivor to colonist to prevent questions about how the ID printer knew that they were going to be survivors one day.
Four survivor jobs have been added:
The engineer colonist, which starts with better construction and engineer skills, and gets a tool belt if they do not get a primary weapon.
The doctor colonist, which starts with medical and surgery skill and can randomly start with more medical equipment.
The security colonist, which starts with better melee weapons, fireman, and cqc skills, and can randomly start with better primary weapons.
The corporate colonist, which starts with WeYa radio access.
Custom survivor briefings have been added, informing you about your in-character situation. These will change per survivor variant in the future, when more survivor variants are added.
This also fixes corporate liaison corpses on the planet having an ID title of "Corporate Liaison" instead of "Corporate Colonist".
This change also removes the temporary access that was granted to all survivors for the tool storage machine. Public colony access is no longer sufficient, you will need colony engineering access as a survivor to access one.
They can still be hacked with a multitool by anyone with 2 engineering skill.
This also fixes planetside booze-o-mats content amounts scaling with server population, and slowly restocking with latejoins.
Primary weapons now include the Basira-Armstrong hunting rifle, the HG 37-12 pump shotgun, and the AR10, instead of just the AR10.
Secondary weapons now also include the CMB spearhead revolver.
Trypophobia sprites accessibility settings
By Verm
There is now a setting in Escape > Options > Accessibility to revert the hive structure sprite changes for people with trypophobia.
Other Changes
General Changes
Survivor now requires 5 hours of combat technician instead of 5 hours of engineering, and 5 hours of hospital corpsman instead of 5 hours of medical.
You can now destroy platforms, by noctyrnal.
Added the SSG45 Assault Rifle for We-Ya PMCs, by noctyrnal.
Evacuation pumps now have sound effects.
Added SPP paygrades, by hatemails.
The Sniper's Ghillie, Helmet and Smock have received new sprites, by noctyrnal.
The M3 sniper's smock is now the M3 sniper's waist-rig, by noctyrnal.
Added Urban camoflague to the Sniper's Ghillie, by noctyrnal.
Ported new bullet impact sounds, by DummeHytteOst.
Added area based weather and lighting to allow for a future weather cycle and round-end sundown system, by CyberTropic.
Fixes
Fixed some marines not showing up on the tactical map, hopefully.
Fixed doctor's delight healing 7 times more than intended.
(Already uploaded) Fixed laser designator and rangefinder dots getting hidden under things like xenos and doors.
Fixed cigar case fitting anything.
Fixed carrots having oculine instead of imidazoline.
Fixed the mess technician's seed extractor not being powered.
Fixed ghosts being able to empty some autoinjectors.
Fixed thin ice walls not being corrodible with xeno acid.
Fixed the laser cannon not having its initial damage when it first hits of 100 and fix its fire applying more than 5 stacks of fire. The fire DPS is the same total but its easier to resist and pat for both marines and xenos.
Fixed xeno spits being able to destroy unpowered streetlights before they are turned on.
Fixed corrosive tail stab not injecting neurotoxin if the target's bloodstream is too full of chemicals.
Fixed some planet fax machines being powered and being able to send faxes to the Almayer. Faxes unanchored and then moved to the planet through a dropship will still work normally.
(Already uploaded) Fixed Steelcrest Defender having 20 too much armor when fortified (80 total frontal armor when fortified instead of 60), by exincore.
XM43E1 Magazines now fit in magazine pouches and all other related storages, by Djvarik.
Potted plants can now only hold Tiny items, by Djvarik.
Fixed hive weeds having 5 hp instead of 15, by DummeHytteOst.
Fixed map inserts not spawning, by CyberTropic.
Fixed boiler gas armor effecting damage being 1/2 as much as its supposed to be, by Verm.
Fixed marines armor reducing melee damage slightly more than it should have, by Verm.
Fixed parasite infect blindness being applied incorrectly, by Dutch-VanDerLinde.
Spray acid now works more like spit and pierce and allows targeting past max range (it clamps the spray max range), by Verm.
Fixed Nesart Onan Figurine not containing Ice Cream inside, by Arykh.
Fixed larva being able to be ignited and take damage for 1 second after bursting, by Verm.
Fixed some marines not showing up on the tactical map, again.
Fixed defibrillators not healing genetic damage. Dylovene temporarily heals genetic damage until the chemicals to heal that are in.
Fixed colony we-ya-med-pluses not being all access.
Fixed crates and cases dropping 2 stacks of 1 wood instead of 1 stack of 2 wood.
Fixed OB warheads getting hidden under racks.
Fixed the mess tech not getting a seed extractor.
Fixed projectiles sometimes making a flesh sound when hitting anything, including walls, by DummeHytteOst.