Intel items spawn at random spots on the planet.
Paper scraps, progress reports, folders, and technical manuals are found with a data detector, read, and then stored in the Almayer's intel room for points.
Progress reports may require a paper scrap to be read first, and its data submitted to the Intel computer inside the Intel room; these clues are listed on the View Intel Objectives window available to all Intel-trained personnel.
Similarly, folders may require reading a progress report first, and technical manuals may require reading a folder first.
These items can't be destroyed by explosions or corrosive acid.
Other sources of intel are:
Dead xenos, which can be fultoned.
Perma-dead humanoid bodies from the colony (which can't be fultoned yet).
Rescuing live survivors onto the Almayer, after which they may re-deploy, and you will keep your points.
Restoring colony power.
Restoring colony communications.
Intel points can be exchanged for requisitions budget, dropship part fabricator budget, and additional explosive and incendiary warheads in CIC through the tech tree console.
Buying cluster warheads, foxtrot awakening, awakening an additional spec, and the ARC will all be added in a future update.
This update also brings the requisitions budget, dropship part fabricator budget, and starting amount and types of warheads to parity. Make sure you secure intel if you want to get more.
Intelligence Officers get their own equipment, gear, and weapon racks. Their XM4 armor has an integrated motion detector but does not allow webbing to be used alongside it and can only be worn with an intel officer uniform.
They are assigned to Intel squad by default, which can be overwatched normally. More marines may be transferred to it, and they may be given a field support intelligence kit by IOs.
Fultons are also added. These can be attached to crates and dead xenos and instantly picked up by a dropship with a fulton recovery system attached to its utility point.
Plastic explosives will also be live, letting you collapse xeno tunnels in less than three hours of constant shoveling.
These are similar to breaching charges but deal more damage around them, and can be attached to xeno tunnels to quickly collapse them, unlike regular breaching charges. They may also be attached to walls.
Some roles can buy these, and others like Scout specialist and Demolitionist specialist, get them for free.
The Demolitionist specialist now also gets their loader kit, with extra rockets. This kit can be given to another squad member, usually a rifleman, to help you load rockets faster.
By Dutch-VanDerLinde
Headsets can now be right clicked to temporarily deactivate or activate specific radio channels.
This is specially useful for command roles that only want to pay attention to one or a few squads.
Some head-role headsets (CE, CMO, QM, CMP, IO) now correctly start with some channels disabled, so check if you want to enable them!
Alongside this, rotary phones now also send an emote to chat and popup when ringing, to catch your attention when QM Nyx Sparkdrawn is asking you for the seventh time to fire a supply drop.
Headsets have also had their iconic send-sound radio ported, played when someone speaks through one. It can only be heard by the sender, and anyone within 3.75 tiles of them.
Two of the survivor guns planetside now start with their random attachments.
They each have a chance of starting with any attachments, at which point they are randomly chosen from all the valid ones.
This change also maps in nailguns, barrels, and plastic explosives to each planet map where appropriate.
Survivors have also had their missing fireman skill added.
As we move forward we will be porting more emergency response teams from 13. The ones included in these update are preset spawners for provost, the pizza deliverer, and freelancers (freelancers by Tunguso4ka).
Provost and the pizza deliverer have also had playtime trackers added, which should let you see how much time you have spent playing those roles, if spawned by an admin.
Work on this system will go towards making it possible to have foxtrot and additional specialist awakening with intel points, without keeping me up at night from how god awful ghost role code is.
Once it is more fleshed out, it will also make it easier for us to work on PvE events, which will run sessions on a second server directed by a game master.
CO and SEA whitelists will be opening soon once we are done processing the backlog.
Another announcement will be made once that is the case.
General Changes
Added the thunderdome, where admins may spawn ghost roles.
Added squad colored arrows for Squad Leaders.
Added alec plushie, by UnicornOnLSD.
Avalis now have their own laugh sound, by Verm.
Added Provost stamp, by PursuitInAshes.
Added dragging dead larva to the hive core to turn them back into burrowed larva, by N0lim.
Made rotary phones emote when ringing, by Timemaster99.
Added night vision film grain, by Dutch-VanDerLinde.
Added fist-bumping and high-fiving emotes. Right click on a fellow marine to initiate the action, by Dutch-VanDerLinde.
Added tailswiping with other xenos emotes. Right click on a fellow xeno to initiate the action, by Dutch-VanDerLinde.
Added Queer and Autism pins to loadouts, by Tunguso4ka.
Some marine uniforms can now be toggled to roll sleeves and take off the jacket. Right click on a uniform to toggle it, by Dutch-VanDerLinde.
Spam cans are now available to be built in the construction menu, for 1 cardboard per can, by Dicerson.
Alt-Clicking on a spam can with a valid magazine in hand now load all bullets from the magazine into the can after a 5 second doafter (Try HAR Magazines!), by Dicerson.
Added admin-spawned freelancer mercenary ghost role, by Tunguso4ka.
Removed old long ears for humans and added new ones, by Farrellka-dev.
Added admin commands to change the current requisitions budget and intel points.
Added Provost playtime trackers and ghost role spawners, used by admins.
Added a verb for admins to spawn someone with a certain job.
Added pizza deliverer admin spawn role as its own job with playtime tracking, and fixed its starting loadout to be correct.
Updated the roadmap.
Fixed xenos being able to destroy mortars. They now make them drop the kit on the floor in one hit.
Fixes
Fixed Boilers leaving behind a body after dying and exploding.
Fixed being able to damage yourself by touching lights.
Fixed Requisitions not having M1984 AP magazines and signal flare packs in their vendor.
Fixed throwing cooldown being higher than intended (0.5s > 0.25s).
Fixed the smart gun's motion detector automatically turning off when dropped.
Watching a xeno no longer closes the UI.
Fixed M16 bump stock modifying stats and being removeable.
Fixed the M16 not being able to have any underbarrel attachments.
Fixed Requisitions not being able to vend filled grenade packets. They are at the bottom of the middle vendor.
Fixed small visual delay when unwielding before unblocking other hand.
Fixed weeds not spreading through closed resin doors.
Fixed Praetorian being able to move while preparing acid ball.
Fixed larva and parasites being able to break the sensor tower.
Fixed feeding range being 1 tiles instead of 1.5.
Fixed rubberband when exiting lockers before it stuns you.
Fixed HEFA knight armor, PMC gun operator armor, provost armor and other faction armors having incorrect sprites.
Fixed larvas and parasites being able to turn off flashlights and other light sources.
FIxed curtains not having an interaction outline.
Fixed elements not showing up on the chemicals guidebook page.
Fixed iron overdoses dealing 2x the intended amount of toxin damage.
Fixed canteens holding 50 units instead of 60, and the metal flask not starting empty.
Fixed wooden barricades not being vaultable.
Fixed the nailgun dealing less damage if two are wielded at the same time.
Fixed the M3-G4 grenadier helmet being acidable.
Fixed larva and parasites being able to pat out fires.
Fixed directional windows deconstructing into upstream glass.
Fixed not being able to syringe nutriment out of food.
Fixed donuts and snacks not allowing chemicals to be injected and not being grindable.
Fixed tile stacks becoming different tiles when split.
Fixed tiles stacking up to 30 tiles instead of 60.
Fixed player job titles being delayed in examines.
Fixed the right click verb menu bouncing on uniforms before the butcher verb appears.
Fixed underbarrel shotgun and underslung grenade launchers being small instead of normal sized items.
Fixed not being able to put flashlights into your belt slot.
Fixed some items like helmets and night vision huds being rotated in storage.
Fixed mentorwho not working with more than 1 mentor.
Fixed the Queen having numbers in her name.
Fixed sometimes not being able to repair a sensor tower until reconnect.
Fixed reconnecting causing your vendor to say access denied before opening anyways.
Fixed bottles not starting at 60 units transfered by default, and changed the default settings that they can be changed to.
Fixed breaching charges not fitting into the engineer kit storage item.
Fixed dragging dead bodies that are on top of Parasite traps triggering the trap, by Rainbeon.
Fixed welder packs not refueling by just clicking on them, by Dutch-VanDerLinde.
Fixed Acid Resin Traps not triggering around open corners. (Traps will still not trigger if they are entirely obstructed), by Rainbeon.
Fixed ME3 hand welder (the small one) blinding you without eye protection, by Dutch-VanDerLinde.
You can now dig up graves with the entrenching tool, by Tunguso4ka.
Made it possible to wear tactical wraps/scarves around the accessory slot as well as mask slot, by SG6732.
Fixed chairs are now instantly deconstructed with a wrench, instead of a screwdriver, by Arendian.
Fixed the MK1 having camo, by Dutch-VanDerLinde.
Fixed MOU53 being too loud, the sound was not mono, by Whisper.
Fixed hypospray tactical reloads not working in most cases, by Verm.
Fixed Executive Officer not starting with a marine service peaked cap, by Dutch-VanDerLinde.
Fix senior enlisted advisor not being an auxiliary support job, by Dutch-VanDerLinde.
Fixed SG drum belt not having two drums, by FungiFellow.
SOP clarification; The deconstruction of crates and barrels are not considered ship modifications, by Whisper.
Increased the volume of dropship startup and landing, by Whisper.
Fixed resin surge reinforcing non-walls and doors, by Verm.
Fixed resin surge making sticky weeds if a non-wall non-fruit entity was targeted on weeds (it now makes a wall as intended), by Verm.
Reverted weed node layering changes for now, by Verm.
Ported Burrower Unburrow stunning marines in a 0.5 tile range for 4 seconds, by blueDev2.
Fixed the CE not getting a shotgun case and M54C MK2 case, by Dutch-VanDerLinde.
Fixed ability slows rarely not wearing off, by Verm.
Fixed weed killer effects not playing correctly for marines on the dropship, by Dutch-VanDerLinde.
Fixed Riflemen not being able to buy M1984 AP ammo in their vendor, by Tunguso4ka.
Fixed the small document pouch being half the intended size.
Fixed ghost role menu sometimes not showing any ghost roles, including larva ghost roles.
Fixed not being able to transfer IOs to other squads.
Fixed burrower unburrow stunning allies
Fixed CT, SL, SGO, Specs and FTLs not being able to buy fultons.
A guidebook page explaining intel has been added, Ian321.
Fixed slows lingering forever in some cases.
Fixed the XM4 armor not showing motion detector blips.
Fixed returned fultons that crash back to the planet still being listed on the dropship fulton target UI.
Fixed picked up fultons still being listed on the dropship fulton target UI.
Fixed not being able to buy T1 techs after unlocking T2.
Fixed ARES always listing all points as being new in the command and intel radio announcement.
Fixed intel officers not getting squad trackers.
Fixed the ghost role amount shown on the button at the bottom sometimes being incorrect.
Fixed repurchasable intel tech tree options only ever increasing in price the first time they are bought.
Fixed 2 missing breaching charges in Chance's Claim.
Fixed thunderdome humanoids and xenos showing up bioscans and being counted for round end conditions.
Fixed thunderdome humanoids being able to talk with or hear humanoids outside the thunderdome.
Fixed the thunderdome having no lights.
Fixed snow camo marine uniforms appearing invisible when sleeves are toggled, by Dutch-VanDerLinde.
Fixed dropship weed-killer effects, for real this time, by Dutch-VanDerLinde.
Fixed M42A2 shotgun not fitting into its scabbard.