Smaller update while we work on Intel Officer and tech tree.
By Noctyrn
A new planet map has been ported: Chance's Claim.
It is a large map, which will, in the future, have FORECON commanding officer survivors spawning on it round-start.
Make sure that you don't get sniped by the turret in the colony operations center (light blue).
Also, make sure that you OB A-Block and wipe as a marine in the reactor north of it.
See below for a picture of the map.
By bluedev2
Medevac is a module that pilots can attach to their dropship's utility point mounts, which are located inside the dropship near the back.
To use them, corpsmen must deploy their medevac stretcher and buckle someone to it. All corpsmen receive one free in their loadout as part of their essentials kit, and three more are available in the medbay.
If the medevac stretcher's beacon is enabled, the pilot can then select the stretcher in the Equip tab of the UI, and immediately move them to the dropship. The medevac stretcher's beacon starts on by default but can be toggled, and it has a light in the bottom right to indicate its status.
The medevac stretcher is reusable, and the dropship's medevac system has a twenty-second cooldown.
Stasis bags can now be buckled to roller beds and medevac stretchers and will properly slow you down if you do not use a roller bed to move them.
The F1 menu now allows you to message both admins for rule issues and mentors for questions about the game.
Any whitelisted Senior Enlisted Advisor can reply to these messages, and so can any admin.
If you have a question about the game, don't be afraid to ask there.
By Macman
Armor camos have been ported, which automatically change the colors of armor and equipment given by vendors depending on the planet's map.
By Dutch-VanDerLinde
Loadouts have been added, letting you customize what items you spawn with as a marine.
They can be changed per character in the Customize menu.
By Dutch-VanDerLinde
Quickly picking up recently dropped items has been ported, and can be done by pressing R by default.
This will let you grab an item if it was knocked out of your hands, either from a stun or you accidentally dropping it if you are within range of it.
By Dutch-VanDerLinde
Senior officers (CMO, ASO, CE, CMP, and QM) now get their own vendor, with the contents being different per role.
They are located near your spawn point or office.
By Rainbeon
Armors now correctly compensate for the slowdown that you get from wielding a gun, with heavy armor compensating the most against wield slowdown.
By CyberTropic
13's carryover voting has been ported, making any planet map that doesn't win the vote carry over its votes for future votes, ensuring that all maps eventually get played.
You no longer need to play around democracy and settle for second best.
Previously, new characters would not have playtime perks enabled by default.
If you want these turned off, you will have to turn them off again after the update, as they will be enabled for every existing character to fix the bug.
Fixed fire damage not piercing humanoid armor.
Fixed fire not spreading through doors.
Fixed being set on fire not dealing bonus damage. This doesn't apply to incendiary ammo.
Added fire scorch marks, by CyberTropic.
Added visual effect during treatment, by MetalSage.
Fixed Queen Screech not stunning parasites.
Fixed windoors, fences and handrails having more health than intended, by DummeHytteOst.
Fixed Burrower being able to acid and perform other do-afters while burrowing.
Fixed Crusher stomp size being too small, by Rainbeon.
Fixed auto-regurgitation stunning, by Vermidia.
Fixed tunnels being renameable by non-drone castes, by bluedev2.
Fixed pre-mapped tunnels not being named correctly, by bluedev2.
Fixed xenos being able to go into tunnels while being unable to move, by bluedev2.
Fixed burrower tunnels not showing up on the tactical map, by bluedev2.
Fixed burrowers not being visible to fellow xenos in night vision, by bluedev2.
Fixed xenos being able to use actions while in tunnels, by bluedev2.
Fixed burrowed larva not appearing on round-end card, by Rainbeon.
Added colored fire lights, by DummeHytteOst.
Fixed not being able to switch hands while using a bipod, by Rainbeon.
Fixed burrower traps not working when marines stand up within their range, by Rainbeon.
Fixed frenzy pulling speed being too fast by ~10%, by Rainbeon.
Fixed M3 pattern officer and CO armor having lower armor, speed and slots than intended.
Fixed evac pods and lifeboats crash-landing being offset by half a tile, by CyberTropic.
Fixed incendiary slugs not working.
Fixed defenders not being stunned by explosions.
Fixed xenos being able to see ID/dogtags in the examine popup.