New update: Fireteams, Echo squad, night vision optic, sprite changes, weapon crosshairs
Added 2025-01-18 03:40:52 +0000 UTCFirst update since the Christmas break, with 500 bug fixes and some of the changes required for Intelligence Officer in a future update.
Fireteams
Fireteams are here, at the special request of @Alec "Protag" Buchanan, as a (late) birthday present. These let Squad Leaders create up to three fireteams by clicking on their squad tracker compass alert on the right side of the screen, which can have marines assigned to them and one promoted to Fireteam Leader per Fireteam. Not to be confused with the actual Fireteam Leader role, but if you are playing with @Alec "Protag" Buchanan, chances are you will be making them the leader of their own Fireteam anyways. Other marines can also click their squad tracker compass alert to view the fireteams that their Squad Leader has setup, and to change their tracker to either track their Squad Leader, or their assigned Fireteam Leader. Squad Leaders can then give individual tasks or direction to each Fireteam.
Echo Squad
Echo squad is here, which can be created by the Commander of the operation in CIC. Any marine can be transferred to it at that point, and can be used as a fifth squad for whatever plan the Commander has in mind. Echo Squad can be watched from the Overwatch Console like any other squad, and their supply drop corresponds to the fifth green E pad in Requisitions, which Req normally operates manually on their own. This change is in preparation for Intel Squad in a future update, which will also be displayed separately.
Night Vision Optics
The first of the helmet optics, the night vision optic, has been added. It can be purchased by Fireteam Leaders and Squad Leaders in their vendors (and in a future update also Intelligence Officers), but NOT by Requisitions. Please don't ask me for it in Requisitions. I don't want a repeat of people asking me for the M60 LMG as Quartermaster. It can be toggled with an action at the top left of the screen and will last for 10 minutes of continuous use before needing to be recharged in a recharger. The battery cannot be swapped like defibrillators, but it can be directly inserted into a recharger instead. It works differently from other night vision items, adding a green tint to your screen when used (and in the future some grain for the spec ops immersion), and being unable to be used at the same time as scopes or binoculars.
Other Changes
General Changes
New crosshairs have been ported, which depend on the gun you use and only display when wielding one in combat mode. Doing so will also hide your mouse cursor.
Most xenonid sprites have been made overall darker, and runner has been made smaller and larva a bit bigger, by Aleksh and Sigma Draconis.
New xeno ability icons by Aleksh! Related icons have been changed, by Verm and Aleksh.
Added dismantling rack parts into metal with a wrench, by SG6732.
Added dismantling table parts into metal with a wrench, by DummeHytteOst.
Removed explosions shaking your screen, by DummeHytteOst.
Removed the option for players to disable all recoil, by DummeHytteOst. This made it hard to account for slight differences in balance for guns between 13 and 14. Wielding a gun still prevents your screen from shaking when shooting, and attachments that reduce recoil work as expected.
Ported 5 minute cooldown to devolving then re-evolving to the same caste that you were.
Added a search bar to medal/jelly UI.
Removed unused toggle internals alert status.
Added xeno energy alert, by Kolakolanikolay.
Added 40 minute delay from round-start before a hijack can be started.
Added civilian award ribbons as a parallel to marine service medals. The colors reeflect the medal equivalents, by CyberTropic.
Increased time that landing zone turrets last for from a maximum of 35 minutes to a maximum of 40 minutes.
The emergency autoinjector has gotten its own injection sound, by DummeHytteOst.
Press armor now has a light, by DummeHytteOst.
Vanguard Cleave fling & root and Warden Aid heal & rejuvenate are now separate abilities instead of being switched with a toggle. They have a shared cooldown so should work the same as before, by Verm.
Made picking up dropped items hotkey pick up the first dropped item, instead of the last, by Dutch-VanDerLinde.
Xeno spits have different colors now depending on how much damage they do. Neuro spit is now also yellow, by Verm.
Added more words to the xeno chat replacement list, by Verm.
Phones now go to voicemail after 30 seconds if no one picks up the receiving end, by Dutch-VanDerLinde.
Added wall-mounted rotary phone, by Dutch-VanDerLinde.
Fixed idle outgoing telephone sound not playing, by Dutch-VanDerLinde.
Added squad headbands and tactical wraps, by Dutch-VanDerLinde.
Added orange and black ballistic goggles to loadouts, and change various ballistic goggle sprites, by Dutch-VanDerLinde.
Added new kitchen tool sprites, by Tunguso4ka.
Added being able to use the mask slot as an additional glasses slot, and added prescription glasses for the Corporate Liaison, by CyberTropic.
Healer drones now have a salve overlay visual that runs out when the last salve's duration runs out, by Verm.
Added an option to change the key bound to xeno wide swing, by DummeHytteOst.
Added xenonid inhands and fixed carrier parasite overlays and parasite mask sprites, by Verm.
Added inhand sprites for phones, e-tools, colony radios, and many other items, by Verm.
Added reptilian sprites for the tactical wraps, by Dutch-VanDerLinde.
Added scarves and more coifs to loadouts, by Dutch-VanDerLinde.
Added digital clocks, by CyberTropic. Found in the SEA's room and CIC, they show the current date.
Added lockers, riot tech and flashbangs to the MP armory, by RyanStrudfelt.
Added new Quartermaster hats, by Dutch-VanDerLinde.
Added round-end no EORG popup, by Tsjiptsjip.
Added a list of CM-SS13 contributors and staff to the credits, accessible in the lobby, roadmap, and escape menu. Ask us if you want to be included in it!
Added 3 new lobby backgrounds, by tobinator.
Map Updates
Updated LV, Solaris and Trijent to add some of their missing content, by Tunguso4ka.
Added some missing content to Chance's Claim, by AverageNotDoingAnythingEnjoyer.
Fixes
Fixed some visual bugs and jank when using the chemical dispenser and transferring chemicals between bottles and other containers, by Inconnu1337 and DrSmugleaf.
Fixed marking and signal flares not being visible in xeno night vision while lit.
Fixed the XM88 not increasing its damage on a successful hit, by Rainbeon.
Fixed the XM88 getting stuck at maximum damage for extended periods of time, by Rainbeon.
Fixed XM88 stacks not resetting once the timer runs out, by Rainbeon.
Fixed XM88 stacks resetting when hitting something that is not an alive Xeno, it now only resets after the timer runs out, by Rainbeon.
Fixed the XM88 not consistently giving a popup that its stacks have reset, by Rainbeon.
Fixed the XM88's stacks lasting for 4 instead of 2 seconds, by DummeHytteOst.
Fixed parasites not being able to use the larva roar emote.
Fixed light bulbs not leaving behind an empty fixture when destroyed.
Fixed xenos being able to shoot spits directly at corpses.
Fixed not being able to swap hands by pressing X while stunned.
Fixed the command tablet not being able to give medals for Commanding Officers.
Fixed being able to place eggs on tunnels.
Fixed pick up verb being displayed twice for undeployed magazine boxes.
Fixed plasteel max stack being 40 instead of 50. You will still get 40 for free as a comtech, this only changes the max you can stack it to.
Fixed move order giving move speed to marines without armor.
Fixed dropship terminal weapons camera offset affecting each other. Offsetting your camera as the Alamo will no longer adjust it for the Normandy, and vice-versa.
Fixed hive leader stars sometimes being drawn at 0,0 while observing as a ghost.
Fixed overwatch console looking funny when rotating your camera.
Fixed air vents hiding traps.
Fixed being able to place resin tarps on tunnels and resin structures on sentries.
Fixed some bugs that made dialog windows flicker or not open.
Fixed acid resin traps triggering through walls if placed in a corner.
Fixed being able to unanchor and move the medilathe.
Fixed pull chains through ladders and stairs sending you to space.
Fixed duplicate wrench in comtech tools vendor.
Fixed magazine boxes taking too long to craft (1 > 0.25 seconds).
Fixed prepared meals, protein bars and MRE components not being grindable into nutriment, for Iron Nutriment pills.
Fixed mortar belts being able to carry 7 items instead of 5. The fifth is a sidearm.
Fixed poppies giving lowercase bicaridine and golden apples giving doctor's delight.
Fixed Burrower burrow range being larger than intended.
Fixed the Scout Specialist's thermal cloak cooldown being too high (3 > 0.5).
Fixed Queen screech not stunning parasites within 11 tiles for 8 seconds through walls.
Fixed surgery clamp bleed not removing surgery wounds.
Fixed CMO, Doctor, Nurse and Maintenance Technician starting with a headset, BY AverageNotDoingAnythingEnjoyer.
Fixed survivors not spawning with a colony key in their headset, by AverageNotDoingAnythingEnjoyer.
Fixed XO and ASO not starting with a rangefinder in their pouch, the XO not starting with 2 large pouches, the SO not starting with a rangefinder in their hand and two large pouches, the SEA not spawning with a flash, large pouch, whistle, and binoculars and the QM's starting pocket contents being swapped, by AverageNotDoingAnythingEnjoyer.
Fixed Warden rejuvenate not removing slows from ammo, by Verm.
Fixed being able to devour currently nested hosts, by DummeHytteOst.
Fixed Praetorian spit's doing slightly less damage than intended (25 > 30), and acid ball range being higher than intended (4 > 3), by Verm.
Fixed welding tanks not exploding, by Verm.
Fixed glass shards blocking doors from closing, by Rainbeon.
Fixed tunnels not costing plasma when placed not on a node, by blueDev2.
Fixed the nailgun not accepting repair materials, by CyberTropic.
Fixed M4SPR custom barrel using the wrong sprite, by DummeHytteOst.
Fixed rods not fitting into the construction rig, by DummeHytteOst.
Fixed healer drones sometimes surviving sacrifice, by blueDev2.
Fixed some gun attachment visuals being incorrectly positioned, by SG6732.
Fixed healer drone salve healing being too slow and healing over 10 seconds instead of 5.
Fixed healer drone salve cooldown being 1 second instead of 0.5 seconds.
Taking a Xeno ghost role that previously belonged to someone else no longer causes your ghost to commit identity theft, by Rainbeon.
Fixed the Queen's ghost staying immature forever. It will now update correctly to change into the playtime rank when she matures, by Rainbeon.
Fixed Solaris top comms tower not being powerable.
Fixed M96S sniper rifle spawning as classic on jungle maps, by MACMAN2003.
Fixed arachnids not getting default emote sounds, by Verm.
Fixed Patreon named items perk not being applied to items in cases.
Fixed revival mix being named incorrectly in the hospital corpsman vendor, by Verm.
Fixed rementoring as an active mentor sending you duplicate messages.
Fixed the Underbarrel Grenade Launcher grenade timer starting on fire instead of on landing.
Fixed the Underbarrel Grenade Launcher grenade timer being 1 second instead of 1.5 seconds.
Fixed defender crest preventing the stun when resisting fire.
Fixed standing still on top of fire not setting you on fire again after a resist.
Fixed Queen and other explosive armored xenos taking way more explosive damage than intended.
Fixed tuck in features helmets not updating while using the verb, by Dutch-VanDerLinde.
Fixed flechette shooting one less projectile than intended, by FungiFellow.
Made Dave 'Big Dave' Small 50% wider.