New update: Tacmap area labels, M79 launcher, Foxtrot, Oppressor Praetorian, Hive structures
Added 2025-03-02 19:51:43 +0000 UTCTactical map area labels
The tactical map will now show you the names of some commonly-used areas directly on it, without having to open up a browser window to see them.
These can be disabled with a checkbox.
Alongside this, the rangefinder will now tell you if a set of coordinates can be supply dropped, mortared, CAS'd or OB'd.


M79 grenade launcher
By Dygon
The M79 grenade launcher is now in! It is available for points to every rifleman. It (currently) has 5 grenade types:
M74 AGM-F 40mm Grenade, which disperses jagged shrapnel in a cone in front of itself. It suffers from overpenetration on a direct hit.
M74 AGM-S 40mm Grenade, which spreads a smoke cloud.
M74 AGM-H 40mm Hornet Shell, which shoots off holo-targeting .22lr rounds, the equivalent to buckshot at range.
M74 AGM-S Star Shell, which bursts into burning phosphor that illuminates the area.
HIRR Baton Slug, which stuns, slows, and knockbacks the target that it impacts directly.
All of these can be bought for points, and Requisitions starts with a few of each type. A few as in, around 4-5 of each scaling with pop (except for 8 HIRR and 2 star shells), please do not ask me for 30 in the line.
Foxtrot Squad
By Ian321
Tier 3 intel unlockables have been added:
Wake up additional troops, which will spawn 1 SL (or FTL after the first purchase), 1 combat technician, 1 hospital corpsman and 2 riflemen. This costs 6 points, and raises in cost by 6 points for every time that it is bought.
Wake up additional specialist, which spawns an additional specialist. This costs 8 points and cannot be purchased multiple times.
Both of these can be taken by ghosts that are currently observing, in the form of ghost roles. An announcement is sent in chat when they are unlocked, for marines and ghosts to see.
Mortar changes
Couple of mortar fixes and some tweaks:
Fixed HE mortar shells doing 20% less damage than intended to humanoids and xenos.
Fixed HE mortar explosions getting completely eaten by a single 3000 health planet wall, if it lands on top of an intact one.
Fixed mortar random fire offset being -1,0,1 instead of -1,0,0,1, making it more likely that it will not be offset at all with each shell.
Fixed mortars having infinite range. They now have a min range of 25, and max range of 75. Req also now starts with a kit for the mortar instead, which comes with mortar operator pamphlets, by Verm.
Fixed Incindiary mortar shells exploding on impact. They only create fire now, by Verm.
Mortar Shells are now cheaper to buy from req, you can no longer get them from ASRS random crates, by Verm.
Oppressor Praetorian strain
By Verm, sprites by Alekshhh
The fifth and last Praetorian strain has been added! It focuses on pulling in and pushing away foes.
Warding Pheromones
By Verm Warding pheromones now actually do something useful: extend your crit grace period as a xenonid. At the moment there is no base critical grace period for xenos, but warding will make it so that xenos in crit can keep moving around for a couple of seconds. Non-lesser warding pheromones add a second or two of grace period. Other changes, also by Verm:
Fixed warding giving twice as much crit health as it should have.
Fixed warding not slowing bleedout off weeds, and not healing crit xenos slightly on weeds.
Fixed xenos bleeding out while on fire (they only take the fire damage, not bleedout damage).
Fixed warding not persisting in crit on weeds even when there's no producers.
Fixed frenzy being a flat 10% melee damage multiplier. It's now +2 damage per level, and properly adds to tailstab damage.
Hive Structures
By blueDev2
Some remaining hive structures have been added:
The hive cluster, a hive limited structure that spreads hive weeds around it.
The eggmorpher, a hive limited structure that requires hive weeds and passively creates parasites, passively storing a maximum of 6. It generates 1 parasite every 120 seconds, or 60 seconds while the Queen is in ovi.
The recovery node, a hive limited structure that requires hive weeds and slowly heals a single nearby xeno.
This also ports the change that xeno eggs must now be planted on hive weeds, alongside marines now needing to be nested on weed walls that are created from hive weeds, or on resin walls with hive weeds under them.
M5 Camera Gear
By SubjectD9341, PursuitInAshes
The M5 camera gear has been added, an alternative to helmets that still allows overwatch to be able to watch the marine, if they have equipped the camera gear from the uniform surplus vendor.
Note that this does not change the SOP requirements for roles that are required to wear helmets.
Commanding Officer Honor Guard Kits
By J C Denton
The top CIC armory now contains a secure box, locked to the Commanding Officer, which contains 2 honor guard kits.
These contain an M890 tactical shotgun, some pills, buckshot, and in the future, a tracker pointing to the CO.
This update also adds the Commanding Officer's D50 Winter Wyvern pistol, by IceStormTheDragon, RyanStrudfelt, Dygon, Boaz1111.
The CO does not spawn with a mateba belt anymore, and needs to get it from their vendor, being able to choose between it and the new D50 Winter Wyvern belt.
Chem master changes
Some quality of life changes and fixes:
Fixed the pressurized chemical dispenser sharing energy with medbay.
Fixed the chem master not having a max cap of 500 units.
Fixed chemicals not mixing in the chem master.
Made the selected color and dosage not get reset when you close the UI, by Ian321.
Fixed the initial pill count being twice the usually intended amount, by Ian321.
Fixed chemicals being dumpable onto the chem master by sprite dragging onto it, by Skarletto.
This update also adds a right click verb to medic and ez injectors that empties them of chemicals, and maps the janitorial buckets into the Almayer, which are a container with a capacity of 500 units.
Tackle fixes
Getting knocked down now correctly resets all tackle stacks on a humanoid.
This makes it so any kind of stun that knocks you down resets all current tackle stacks on you, giving you more time before you are tackled down again.
This includes Runner leaps, and short-range Queen screeches.
This also fixes shaking with left click not removing tackle stacks if not fully tackled.
Another big change: being able to return to your body if you ghost while nested, and you later get unnested.
You will get a big message in chat if this happens, and the button at the bottom will re-enable.
Other Changes
General Changes
Updated the roadmap.
Added a setting to enable damaging yourself, disabled by default. This disables shooting yourself point-blank, and hitting yourself with melee weapons.
Added hacking automated vendors with a multitool with an engineering skill of 2.
Added the old rpg glasses with their old look back in as an alternative in some vendors after they were ripped away from Wesley Jemison.
Added a popup for yourself and others when pressing door buttons.
Added admin-only ghost role spawners for the HEFA Knight Shrapnelsworn.
Made the overwatch console and intel objectives windows taller by default.
Renamed some freelancer equipment to Duke's.
Added Commanding Officer Essentials Kit to CO vendor, by Arcticular1.
The pheromone menu now has different icons for the pheromones depending on their strength, by Verm and Alekshhh.
Added buttons to MP jacket, CO bomber jacket, and formal service jacket, by Arcticular1.
Added display of delay between flamethrower shots, by ArtemDerp.
Warning cones now fit on your head, by UnicornOnLSD.
Hijack now automatically calls General Quarters, by to4no_fix.
All t1 xenos can now evolve into Queen, by Verm.
Added Keffiyehs, Smocks and Neckerchiefs, by noctyrnal.
Added Multiple new Goggles and Glasses, by noctyrnal.
Added Most Helmet Garbs, by noctyrnal.
Pride Pins and Welding Goggle can now be put onto your helmets, by noctyrnal.
Updated the sprites for fast and sticky resin, by Alekshhh.
Added 3 new suitskirt options in the Corporate Liaison vendor, by chaussettes1999.
Map Changes
Fixed Doc not spawning in research on the Almayer.
Added lifeboat medical cabinet and wall cabinet vendors.
Fixed the Thunderdome not having atmos, and the Thunderdome ERT area not having lights, correct floors, and power. Its barriers now delete you instead of crash landing you to the current planet.
Added some missing pizzas to maints below the kitchen.
Fixed the intel room starting unpowered.
Added a missing rat to Charlie bunks.
Added missing plates, toolboxes, motion detectors, M16 ammo boxes, bipods, couches, clothing, shotgun shell loading rig, plasteel, crayons, kitchen items, and the powerloader operator card to Fiorina, by OmerF-afk.
Added invisible walls to the ship on Hybrisa, fixed ultra reinforced podlocks being acidable, fixed some rotated hitboxes, and shrank the hospital divider hitbox, by noctyrnal.
Solaris Caves north of Mining now have rock walls that disappear 40 minutes into a round, by Tunguso4ka.
Fixed map nightmare inserts not clearing all previous objects, by CyberTropic.
Added map nightmare insert variants. Shiva LZ2 South Caves can now spawn as default, built up, or destroyed, by CyberTropic.
Added missing MK1 assault rifles and belts to Shiva's Snowball, by texas1234567889.
Added missing M890 in lambda, 2 black webbing vests to marshal armory, and 7 deputy jackets in the security lockers next to armory in Solaris Ridge, by texas1234567889.
Removed OB protection from Kutjevo caves and reactors, by DoguhanOzgurAkca.
Fixed area names in kutjevo caves being mixed up, by DoguhanOzgurAkca.
Fixes
Fixed buckling to chairs sometimes incorrectly layering the chair over or under. Xenonids are also offset vertically on roller beds.
Fixed Jim Bob also failing surgery school. Staff Officers now have surgery skill 1, up from 0, and vehicles skill 2, up from 1.
Fixed xeno alacrit fruit speed being too high when stacked with other sources of speed.
Fixed the short delay when closing and opening storage UIs.
Fixed not being able to place magazine boxes on catwalks.
Fixed racks being unanchorable. You can still deconstruct them into rack parts.
Fixed rotating in place, clicking, or turning in combat mode as a xeno setting off motion detectors.
Fixed not being able to label reagent tanks.
Fixed the MK1 assault rifle having higher scatter than intended while on full auto.
Fixed survivors not being able to open colony gun cabinets.
Fixed being able to put boxes of breaching shells back into the XM51 breaching scattergun case.
Fixed not being able to insert magazines when clicking on other mags in a storage window.
Fixed not being able to click on other un-interactable items to insert an item wiithin belts, pouches, webbing, and armor.
Fixed medical and research chemical dispensers sharing energy.
Fixed overwatch console not showing OB cooldown.
Fixed announcement console closing without feedback when announcing while on cooldown.
Fixed not showing role icons in the fireteams UI.
Fixed eating and drinking taking more time than intended (1 > 0.5 seconds).
Fixed being able to fulton while moving.
Fixed reconstructing lathes giving free materials.
Fixed the HIDP incendiary grenade detonation sound sounding like glass breaking instead of like a flamethrower.
Fixed being able to buckle dead xenos to medevac stretchers.
Fixed the engineering skill now speeds up how fast you deconstruct and repair objects, by Dygon.
Fixed Parasite roles being able to be taken before 15 minutes have passed in the round, by Dygon.
Fixed Parasites and lesser drones not being muted for 3 minutes when they spawn, by Dygon.
Fixed xenos not getting double non-hivecore evo points before 15 minutes, by Verm.
Fixed desert grass layering over mobs, by Tunguso4ka.
Fixed boiler neuro tailstab not injecting enough neurotoxin (16 -> 20), by Verm.
The marksman M44 speedloader box can now be refilled, by Ian321.
Fixed sentinel scatter spit cooldown being too low (6 -> 7 seconds), by Verm.
Fixed sentinel paralyzing slash delay and stun amount. The delay is back to 4 seconds (up from 3) and the stun is now 4 seconds (down from 5). Also it now makes people jitter when it successfully hits, by Verm.
Fixed knockback from ammo stuns and neurotoxin forced movement being too slow, by Verm.
Fixed knockback from ammo stuns not applying in certain cases, by Verm.
Fixed jackets not having the correct armor, by Arcticular1.
Fixed CO berets not having camo, by Arcticular1.
Fixed there being no delays between PB shots. There is now a 1.1 second interval between when you PB anything, before you can PB again. Shots will just register as normal shots until the delay is over, by Verm.
Fixed PBing not putting a gun on melee cooldown. Meleeing also puts a gun on PB cooldown, by Verm.
Fixed m81 riot not accepting smoke nades, by Verm.
Fixed Xeno pheromone UI no longer spawns in screen corners when watching other xeno, by Tyzemol.
Fixed fultons and the data detector not having in-hand sprites, by Verm.
Fixed healer drone's tailstab damage being too high, and melee being slightly too low, by Verm.
Fixed warrior, lurker, and runner not healing slightly faster while resting, by Verm.
Fixed being able to drop and walk away from a piece of intel you're reading, by Kickguy223.
Fixed Vanguard pierce being a straight line, and no longer goes over cades, by Verm.
Fixed warrior punch and fling having a lower range than most melee moves (1 > 1.5), by Verm.
Fixed spray acid/flamers not going through doors, by Verm.
Fixed lunge and blitz persisting after stun (and death) in some cases, by Verm.
Fixed lesser drones having no damage overlays, by Verm.
Dogtags can no longer be melted by acid, by Whisper.
Fixed fuel pouches on the weapons specialist vendor being free instead of costing 5 points, by Arcticular1.