New update: MK1 assault rifle, bullet boxes, random ARES crates and Requisitions improvements
Added 2025-01-26 12:54:16 +0000 UTCFew more prerequisites for Intel, please get me out of the Intel mines, and more fixes.
MK1 Assault Rifle
The M54C MK1 assault rifle has been added.
It has 95-round magazines instead of 40, less scatter, and one more round in burst fire compared to the MK2 that you are used to.
Its under-barrel grenade launcher also carries 5 grenades instead of 3, but fires slower.
The only place you can get it from as a squad member is Requisitions. They get a minimum of 3 for free, scaling with population, please I don't want every line to be 100 people asking for the MK1.
This is the gun that a lot of Intel Officers use in 13 as it lets them be more efficient with their storage space, so instead of waiting for all of Intel to be done before adding it, it has been added in advance as a prerequisite for other roles to try as well.
This change also adds the Upper Medbay, Requisitions, Engineering, and CIC armories. The bottom CIC armory also has MK1s.
Before you start asking your SO for MK1s, here's a snippet from Marine Law, which is almost done being written into the guidebook by @quietlywhisper and has been put on the wiki as well by @tunguso4ka:
Special equipment found in armories such as the M890 Tactical Shotgun are not allowed to be handed out to non-officers without a clear, understandable, and urgent reason. The Commanding Officer's weapons may also not be handed out.
Equipment stored in armories may not be part of a supply drop, rewards or prizes, and may not be used to form a squad.
Armory equipment may be given to all personnel during a Code Red or Code Delta scenario. Officers must be prioritized before enlisted.
Bullet boxes
Bullet boxes or spam cans are now in.
Requisitions can buy these, carry 50% more ammunition for the same price, and can be clicked on with an empty magazine to refill it.
There are rifle, rifle AP, SMG, and SMG AP boxes. They can also be worn on your back slot.
This update also adds an option to disable auto-ejecting magazines from guns, defaulting to on as it is right now. If you disable it, you will have to eject it manually, either with a hotkey or through the right-click menu. This lets you preserve your magazines for when you want to refill them with a bullets box.
Remember to pick up and store your empty mags, specially your AP mags. If you ask me for new AP mags as a QM because you were too lazy to pick yours up, I will personally come and find you.
Random ARES crates and Requisitions vendor magazine boxing
Random ARES crates are in, which are given to Requisitions every 10 minutes depending on the amount of live xenos on the planet.
These can be magazines, bullets, and supply crates.
The first 5 sets of free crates (minutes 10, 20, 30, 40, and 50) will always have a minimum of 4 crates.
The Requisitions budget has been adjusted to compensate for this, and it now correctly uses the same scaling factor as vendors.
Requisitions will also be able to dispense filled magazine boxes instead of being forced to get a wrist injury. The right-side Requisitions vendor has a section at the bottom for them, which drains the magazines from the vendor when dispensed.
This should be the last of the Requisitions changes before the Intel update comes out, at which point they will have the intended budget experience.
Dropship hijack crashing effects and explosion
By Dutch-VanDerLinde
The dropship crashing into the Almayer now has its signature sounds and massive explosion to drive the point home that there is now a giant hole in the Almayer's hull.
You will be able to see these in-game if you are unlucky (or lucky) enough to be in a hijack.
Xenos can pat out the fires like usual to get out of the dropship.
Other Changes
General Changes
Removed APC access checks until cutting the access wire is implemented. This lets anyone with the skill such as FTLs but not the access interact with an APC.
Added opening barrels with crowbars to get 2 metal sheets each.
You can now as Xenonids hold down your attack, wide swing and tackle keybinds, to continue the action, by DummeHytteOst.
Added M1984 AP magazines, and made them purchasable, by DummeHytteOst.
Added labcoats (for docs and CMO) that can be unbuttoned and medical aprons (for docs, nurses, and CMO) to med equipment racks + CMO now gets their peaked cap and special labcoat, by Verm.
Added guidebook guides for the Communications Tower, Sensor Tower, Combat Technician, and Maintenance Technician by Kynthos on Discord.
Map Updates
The reagent tanks in the Ordnance Technician workshop and Engineering have been confiscated by Second Lieutenant Io Soifae after a series of marines were unable to keep themselves from raiding Engineering equipment without permission. A paper note has been left behind in their place as a receipt, to get them back once an Ordnance Technician wakes up from cryo.
Mapped in the Command Tablet locker to the Almayer CIC.
Fixed some phones on the Almayer having gone missing.
Fixed the Ordnance Technician workshop door not being correctly access locked.
Mapped in the new kitchen tools to the Almayer kitchen.
Moved the Experimental Sensor Tower to its intended spot in Solaris Ridge, by AverageNotDoingAnythingEnjoyer.
Fixes
Ported squad transfers not being able to make a squad have more than 1 squad leader, 1 specialist, 1 smart gun operator, 2 fireteam leaders, 3 combat technicians, or 4 hospital corpsmen. Because apparently people can't control themselves when making Echo squad. Any complaints should go to your XOs.
Fixed the Liaison having XO access. Their correct access is We-Ya, Command, Research, Medical, Medical Prep, Colony Public, Colony Research, Colony Engineering, Colony Logistics, Colony Brig, Colony Medbay and Colony Command.
Fixed Command roles other than CO/CMP/XO/SO/ASO being able to access brig. MP roles and the SEA can still access it.
Fixed the Dropship Crew Chief not having Command access and not being able to access the medbay.
Fixed cargo technicians being able to access the automated weapons rack and surplus uniform vendor. They can still access the automated munition, automated utilities and squad attachments vendors. The Quartermaster can still access all of them.
Fixed throwing giving you camera recoil and added a lunge to your character when you throw something.
Fixed night vision optics lasting for 5 hours instead of 10 minutes. Added examine text to helmets on how to take optics out, which is with a screwdriver.
Fixed showing non-acting squad leaders buttons to modify fireteams, which do nothing for them.
Fixed the automated utilities squad vendor not having an engineer kit.
Fixed dropship rotary phones not being able to be used.
Fixed night vision optics not being marked as recommended, and the SL one costing 20 points instead of 25.
Fixed the mateba holster not fitting into the suit storage slot.
Fixed protein bars, prepared meals, and MRE components not being able to have chems injected with a syringe.
Updated the description of move order to clarify that it does not speed you up without armor equipped.
Fixed thermal cloak cooldown still being 3 seconds instead of 0.5.
Fixed knives not being deleted by explosions.
Fixed holstering and unholstering being inconsistent, specially with belt holsters.
Fixed the mouse cursor being invisible while wielding and having disabled combat crosshairs in the options or hovering over an UI element such as the chat.
Fixed knocking on a window not saying who knocked on it for other players.
Fixed bedrolls being able to delete items.
Fixed welding goggles being stored sideways.
Fixed survivors not getting accents and other traits.
Fixed cryoing as a non-rifleman squad role sometimes breaking which squad a late-joining player would be in.
Fixed being able to secrete resin on top of generators.
Fixed Requisitions stamped invoices giving 300 credits back instead of 100.
Fixed throwing not making you face towards the direction you threw something at.
Fixed fire spreading through dropship doors, such as those from an incendiary OB.
Tweaked the barrel attachment node for the M44, M63, and M54CE2 to better fit the weapon sprites, by SG6732.
Fixed Dancer Praetorian being able to use corrosive acid, by Dutch-VanDerLinde.
Fixed cargo technicians not spawning with a M1984 belt, by Dutch-VanDerLinde.
Fixed maint techs spawning with insulated gloves and pouches, by Dutch-VanDerLinde.
Fixed flashbangs stunning xenonids, by MalorMorfin.
Fixed the XM88 doing more damage than intended, and its base firerate and accuracy being lower than intended (buffed firerate is the same), by Verm.
Fixed parasites filling up xeno tunnels, by blueDev2.
Fixed most Almayer tiles being able to have Burrower tunnels placed on them, by blueDev2.
Crayons now have 30 uses each, increased from 25, crayon colors have also been changed slightly, by DummeHytteOst.
Fixed larva burst animation looping, by Dutch-VanDerLinde.
Fixed armor variants not being Patreon named, by Dutch-VanDerLinde.
Fixed Staff Officer vendors not having gun belts, and marked Squad Leaders' belts as full, by Dutch-VanDerLinde.
Fixed Vulpkanin hair not hiding with helmets, by Dutch-VanDerLinde.
Fixed underbarrel flashlight grip moving when on, by SG6732.
Tweaked the M54CE2 Sprite and attachment node, by SG6732.
Fixed healing lesser drones giving Healer Drones energy, by blueDev2.
Fixed ballistic goggles worn mask sprite, by Dutch-VanDerLinde.
Digital clocks now show the proper date from the server, by CyberTropic.
Fixed Burrower damage sprites, by Verm.
Fixed the phone busy sound not stopping, by Dutch-VanDerLinde.
Fixed some stray pixels in xenonid sprites, by Verm.
Fixed the salve overlay visuals sometimes being incorrect, by Verm.
Mapped in the 19 missing water reagent tanks, kitchen tools, and sauces to the Almayer.
Fixed MK1 mags not being transferable between each other and M54C/M54CE2 magazines.
Fixed bullet boxes not updating visually and not having examine text for rounds left.
Fixed barrels leaving behind the ghost of metal sheets past when destroyed with a crowbar, by blueDev2.
Fixed radio telephone pack inhand sprites being incorrectly swapped.
Fixed shooting both underbarrel grenade launchers launching grenades everywhere except where you are actually aiming.
Fixed the CO's M59A prototype rifle not starting with a locked M54C collapsible stock.