New update: Dropship weapons and engine attachments, Correspondent televisions, AMR and aimed shot, flags
Added 2025-04-07 07:01:34 +0000 UTCDropship LAU-444 guided missile launcher, LWU-6B laser cannon, fuel enhancer, and cooling system
More CAS weapons are finally here! Including ones that you actually have to fear, as both a xeno and marine, and bringing the rivalry of the Normandy getting angry at the Alamo if they print too many weapons or modules with the limited amount of points that the part fabricator gets without intel.
The LAU-444 guided missile launcher (which can only be shot in fly-bys, not in transit) fires expensive single-shot but very dangerous rockets, currently having 3 options:
The AIM-224B 'Widowmaker', with a large blast radius and a 3 second travel time. It costs 300 points to print.
The GBU-67 'Keeper II', with a small but concentrated blast radius and a 2 second travel time. It costs 300 points to print.
The AGM-99 'Napalm', with a large blast radius, spawning fire in a 7x7 radius second travel time and a 6 second travel time. It costs 500 points to print.
All rockets have a 3 tile inaccuracy.
The LWU-6B laser cannon (which can be shot in both fly-bys and transit) randomly covers a 7x7 area with 16 total fires with very point-efficient ammo.
These fires have a very short duration but very high intensity.
It can be shot 10 total times before having to reload.
Its ammo costs 200 points to print.
It has 1 second travel time, the shortest of any CAS weapon.
It has a 1 tile inaccuracy.
The fuel enhancer and cooling system have also been added, which can be attached to the engine attachment points (south of the wing weapon points).
The fuel enhancer reduces travel time by 25% and increases flyby time by 25%, and the cooling system reduces refuel time by 50% (both stack with diminishing returns).
Piloting skill 2 (Dropship/Gunship pilots and ASO) now also correctly reduces dropship refuel time by 25% (120s > 90s)
Buildable televisions and Correspondent camera broadcast
Televisions can now be built using a television circuit board, which will give a live view of the Correspondents' camera.
Four circuit boards can be found in the circuit board vendor, now mapped into first floor engineering.
This update also makes a few tweaks to construction, deconstruction, and general engineering:
Fixed CE, MT, and OT armor not having extra bio and explosion armor.
Fixed windows taking 4 seconds to deconstruct instead of being instant, and missing 1 screwing step (Screwdriver, Wrench, Screwdriver).
Fixed some crates not droppping 2 wooden planks when crowbared.
Fixed not being able to craft wooden floors with wooden planks.
Fixed reinforced tables missing a welding step for deconstruction.
Fixed tool sounds not playing for instant construction steps.
Fixed lathes not using the item's size for how long it takes to print. It now takes 2 seconds for tiny and small items, 3 for medium, 4 for large, and 5 for huge.
Fixed lathes not having a max print cap of 6.
Fixed autolathes being unanchorable and moved.
Fixed OB fuel being covered up by racks.
Fixed gun cases not being able to be unfolded into 1 plastic.
Fixed the tool storage machine not having light replacers and having incorrect amounts of other tools.
Fixed crowbars prying tiles not being instant.
Fixed metal floor tiles, table parts, rack parts, and metal rods not being able to be inserted into an autolathe to recycle them into metal.
Fixed reinforced tables taking 4 metal to print instead of 5.
Shotgun fixes, interact with other hand keybind, and click to eject magazines
The spread of multiple shotgun ammo types has been fixed:
Fixed flechette spread being 2.5x higher than intended.
Fixed buckshot spread being 1.33x higher than intended.
Fixed breaching spread being 2x higher than intended.
Fixed incendiary buckshot spread being 1.33x higher than intended.
The MOU53 now also has its correct firerate, which is 2 times higher than its current firerate (2 > 4).
There is also now a keybind for interact with other hand, bound to C by default. This lets you quickly insert shells into a shotgun on your other hand, and do other hand interactions such as transferring reagents between containers.
Clicking on a gun held on your hand with another empty hand will now also eject its magazine if it has one inside, instead of moving it to the other hand. Pressing C with your empty hand selected will also do the same.
This also fixes being able to juggle pump shotguns to bypass their shared fire delay. This doesn't affect the underbarrel shotgun or the MOU53.
Specialist Sniper aimed shot and new AMR specialist kit
By Dygon Sniper specialist changes:
Their rifle can now be used to perform aimed shots, projectiles fired with an aimed shot will have additional effects. The bullet fired by it will chase its target to ensure that it hits. Sniper ammo no longer has its placeholder 2x damage modifier.
Their loadouts now also include a spotter kit, which contains the gear needed to transform any rifleman into a fully-fledged spotter.
Flak ammo has been implemented, which deals 55 damage against the hit target, 55 (110 for xenonids) to entities in a 1 tile radius, and half of that to any entities in a 2 tile radius.
Flak's aimed shot does either the basic effect if it hits any entity that's not the target, or deals 110 damage and superslows the target.
Incendiary ammo now does 60 damage and has double the fire intensity compared to what it had before this PR.
Incendiary's aimed shot gives the hit target an additional 10 firestacks and slightly blurs their screen for a few seconds.
All projectiles shot using aimed shot are homing.
Aimed shot has a base aim time of 1.25 seconds, this is increased by 0.05 seconds per tile of distance to the target.
Aimed shot has a cooldown of 2.5 seconds, this cooldown starts the moment you start aiming. If the sniper laser is turned on, the aim time is multiplied by 0.6; if the target is spotted, the aim time is multiplied by 0.5; and if both, the aim time is multiplied by 0.35.
This update includes a new type of specialist: the heavy sniper weapons specialist.
They get the XM43E1 anti-materiel rifle from their vendor. This rifle fires projectiles powerful enough to penetrate any obstacle in its path.
Marksman ammo's normal shot deals 125 damage with 75 AP.
Ammo penetrates entities,damage and range is reduced with every entity hit:
Any soft target the same size or smaller than a T2 xenonid multiplies the projectile damage by 0.8 and reduces the range by 3 tiles per hit.
T3 xenonids multiply the projectile damage by 0.6 and reduce the range by 6 tiles per hit.
Walls and other obstacles multiply the projectile damage by 0.4 and reduce the range by 9 tiles per hit.
An aimed shot using the XM43E1 will get a different effect based on what type of target is hit on top of the base projectile damage:
Anything smaller than a T1 xenonid will take 80% of the original damage as additional damage.
Anything the size of a T1 xenonid will take 60% of the original damage dealt and 10% of their current health as additional damage.
Anything the size of a T2 xenonid will take 20% of the original damage and 20% of their current health as additional damage.
Anything the size of a T3 xenonid will take no bonus damage from the projectile, but will take 30% of their current health as bonus damage.
Anything the size of a T3 xenonid will take no bonus damage from the projectile, but will take 30% of their current health as bonus damage.
All bonus damage will be multiplied by 0.5 on the first shot, 0.75 on the second shot on the same target and 1.0(so no reduction) on the third shot on the same target. Using an aimed shot on a different target will reset this streak.
All projectiles shot using aimed shot are homing.
Aimed shot has a base aim time of 2 seconds, this is increased by 0.05 seconds per tile of distance to the target.
Aimed shot has a cooldown of 4.5 seconds, this cooldown starts the moment you start aiming.
Plantable UN and UNMC flags
These are located in the top and bottom CIC armories, can be carried into battle, and planted with Z.
SL/Command/Hive Leader message visibility
By to4no_fix
Squad and hive leaders speech in chat bubbles is now bold and significantly larger for better visibility. All heads of department headsets, SLs, and officers significantly increase the size of text in the radio, the headset of the fireteam leader also increases the text, but slightly less.
Dragging changes
The last of the tackle/dragging mechanics have been ported, making it so:
Xenos can now drag a stage 2 infected marine, even if they are dead (by Verm).
If a crit marine is dragged by a xeno, they will quickly take damage until they die, stopping the pull.
Attempting to devour a crit marine will also instantly kill them and cancel the devour.
Other Changes
General Changes
Added a dedicated ziptie box slot to Squad Leader B12 and M4 armor. The ziptie box that they start with has been moved into it.
Added 25x HEFA and 25x AGM-I purchasable crates in Requisitions for 10000 dollars.
Added Requisitions line sign.
High capacity beakers now start at 100u transfer and have more appropriate quick settings. Vials also have more appropriate quick settings. Canteens start at 60 unit transfer.
Added Colten 'Ripcord' Bailey figurine.
Added Spike Light-Foot Fluff-Usta figurine.
Added Gnarp Gnarp plushies, by Verm.
Added multiple Weapons/Ammunition for SPP, by MerFaruk.
Added new sounds for the M54C, by Tobi-nator.
Added lucky feathers for helmet garbs. Available through loadouts, by SG6732.
Added updated sprites for cigarettes, cigars, and lighters when put in your helmet. Chainsmokers celebrate!- COUGH COUGH wheeze, by SG6732.
Added 3 new lobby screens: Cornered, Eyes Up, and Focus Fire, by L9gie.
Added aresannounce command for admins, by hatemails.
The current tech tier can now be seen in the intel objectives window, by Ian321.
Added MAR-50 LMG and Basira-Armstrong hunting rifle survivor/ERT weapons, by MerFaruk.
Intelligence Officers and Senior Enlisted Advisors can now take both armor and cosmetic items separately, no longer blocking taking the other, by Whisper.
Changed nailgun sprites, by VictorJob.
Updated 4 flashlight grip sprites and 2 magnetic harness sprites, by SigmaTheDragon.
Doafter bars now have the same opacity as the entity performing the action, except for some types of hostile doafters, by Dygon.
Added camouflage in-engine colouring and changed the Specialist's M83 grenade launcher sprite, by Ramiris.
Added multiple Weapons/Ammunition for SPP, by MerFaruk.
M34 Incinerator Unit no longer has a cold flame. Now you can light your smokes and paper with it! By stranthbackup.
Requisitions can now directly vend filled ammunition boxes, by Ian321.
Added setting your character's pose. This can be updated in-round with a right-click menu verb, useful for giving your character time-specific flavor text, by Dutch-VanDerLinde.
Defibrillators now heal Genetic damage.
Added a lot more items to the mess technician vendors, including garlic seeds, onion seeds, onions, garlic, rice, twice the meat, twice the milk, mugs, and kitchen tools.
Map Changes
Fixed the alpha overwatch console not being accessible with a table in the way. The table has now been restored.
Fixed map insert pass through, by CyberTropic.
Added multiple props for telecommunications and ARES AI Core, by MerFaruk.
Fixed Solaris not having M890s, added 2 missing black webbing vests in the marshal armory, and 7 deputy jackets in the security lockers next to armory, by texas1234567889.
Fixed Shiva's missing MK1s and magazines, ammo belts in the panic room, removed upstream gun lockers and put the guns into their lockers, by texas1234567889.
Fixed Solaris having M42A2 shotguns instead of the HG37, MAR-40 instead of MAR-50, AR10 instead of Basira, riot armor in marshals instead of CMB armor and masks, and MK45s instead of CMB spearheads, by texas1234567889.
Fixed Solaris missing baton slugs and RC6 helmets in mining, and a pair of binoculars and a cigar in admin dorms, by texas1234567889.
Hybrisa's Cave Lockdown no longer automatically despawns at 45 Minutes, by noctyrnal.
Added the Cave Lockdown button to Bio-Genomic Lab in Hybrisa, by nyctornal.
Added LV-624 inserts for sand temple, nexus barricade, armory, and gym, by CyberTropic.
Fixes
Fixed Riflemen not starting with Endurance 1 and not being able to use some pamphlets with others.
Fixed the loader pamphlet not increasing endurance to a max of 2.
Fixed some cases of sitting on a chair making the player be drawn under some objects.
Fixed xeno health regen being too fast and recovery not having enough of an impact on it, for a total reduction of 25% to 50% overall.
Fixed vials not changing sprite between 15 and 20 units.
Fixed mortar backpacks having 6 slots instead of 12, and mortar belts having 5 slots instead of 9.
Fixed restart vote failed message showing for everyone on the server instead of just the one that tried to start it.
Fixed sprite offset items looking offset in your hand and inventory.
Fixed tactical map canvas update cooldown not updating when the window is popped out. Popping it out also temporarily hides the canvas color setting, as using it while popped out crashes your game.
Fixed HEDP and AGM-F 25x nades not coming inside a carriable box in Requisitions.
Fixed Kutjevo having a lizard plushie that grinds into weh juice.
Fixed larva and parasites not being stunned on dropships that take off and not being buckleable to roller beds when dead.
Fixed piloting skill 2 (Dropship/Gunship pilots and ASO) not reducing dropship refuel time by 25% (120s > 90s).
Fixed being able to make saline.
Fixed being able to melee while burrowed as a burrower.
Fixed Vanguard shield starting to decay when taking 5 or less damage, by Verm.
Fixed Vanguard Praetorian Pierce not having a target cap. It can now hit a maximum of 4 targets.
Fixed broken fences blocking some abilities and flamers.
Fixed pulling sometimes putting the pulled thing on top of your sprite. This affects Warriors and anyone going through stairs or ladders the most.
Freezer crates will now actually keep things inside fresh, by Tyzemol.
Colony Corpses are now random species, by Verm.
Fixed bipod not breaking on drop, by Verm.
Fixed bipod not slowing you down if toggled by anything but the action. Manually undeploying the bipod with the action still won't slow you down, by Verm.
Fixed bipod being instant deployable on non-anchored barricades, by Verm.
Hivecores' broken via Hijack no longer cause cooldown, by blueDev2.
Repairing a weed producing hive structure properly cause reweeding, by blueDev2.
Hive pylon duplication no longer occurs, by blueDev2.
Adjusted the colour of the M54CE2 HT Magazines, by noctyrnal.
Fixed lesser drones being able to plant new weed nodes further than 5 tiles away from another weed node, by N0lim.
Fixed tail stab range being 0.5 tiles too short (2 > 2.5), by DummeHytteOst.
Fixed car hitbox rotation in Hybrisa, by Djvarik.
Fixed the crematorium and morgue having a maximum capacity of 1. They now have a maximum capacity of 30, by stranthbackup.
Fixed acid taking 4.5x as long as it should be to melt most things. Walls melting lasted 1.5x as long as they should have, by Verm.
Fixed acid on barricades lasting 5 seconds too long, by Verm.
Fixed hive weed sources (hive cluster/core) not spreading weeds onto semi-weedable tiles directly, by Tyzemol.
Fixed Queen building speed being half the intended amount, by N0lim.
Fixed resin traps being placeable under dead bodies, by Verm.
Fixed dead infected hosts not being draggable if they're been infected for awhile (stage 2 or higher), by Verm.
Fixed armors using the same value when resisting bullet and melee damage. This makes the M3-VL and M3-EOD heavy armor better at resisting bullet damage for example, by stranthbackup.
Paper now turns to ashes, by stranthbackup.
Fixed Hive core not being able to be destroyed and rebuilt without a cooldown in the first 20 minutes of the game, by Tyzemol.
Fixed the grenadier spec getting the wrong kind of nades. They now get 2 AGM-F and 1 AGM-I instead of 2 more HEDP and 1 more HEFA, and 6 AGM-F and 3 AGM-I instead of 6 more HEDP and 3 HEFA. This also removes the specialist's ability to buy more HEFA and HSDP grenades, with the new grenade types that they can now buy.
Fixed not being able to fit the M12 blast grenade into grenade launchers.
Fixed being able to insert anything into an XM51 breaching scattergun case.
Fixed the seed extractor in the mess tech botany area being unpowered.
Fixed the soda fountain being drawn under the table its on.