New update: Fire, Burrower, Dancer and Vanguard Praetorians, vendor population scaling
Added 2024-12-18 06:17:49 +0000 UTCFire, incendiary orbital bombardment, mortar, ammo and grenades
Fire is here!
This includes the incendiary OB warhead, incendiary mortar shell, incendiary shotgun shells and specialist ammo, M40 HIDP incendiary grenade, and molotovs, but not the flamer yet. The flamer will be added in a future update. Please send help, it is 6 AM.
Incendiary shotgun shells can only be obtained as map loot.
Squad roles can buy M40 HIDP incendiary grenades in their vendors, and Requisitions can also buy more.
Molotovs can be crafted by clicking paper onto a bottle of alcohol, which is especially useful to survivors. This doesn't include all of the alcohol bottles that you can find on the Almayer. This replaces the placeholder HEDP that survivors sometimes spawned with. They can also find both alcohol bottles and paper around some maps, and molotovs or incendiary ammo in others.
Molotovs also have a random 1 to 4-second detonation timer, so be quick while using them. M40 HIDP incendiary grenades do not have this random timer.
There are three types of fire:
Red fire, caused by molotovs. It deals an average amount of damage and takes 4 to 5 resists or pats to disappear.
Green fire, caused by M40 HIDP incendiary grenades and incendiary mortar shells. It deals an average amount of damage and disappears in a single resist or pat, but it slows down anyone inside and halves the armor of xenos inside it.
Blue fire, caused by incendiary orbital warheads. It deals a lot of damage and takes 4 to 5 resists or pats to disappear.
All fires cause more damage while moving through them and disable any kind of healing for xenos while they are on fire.
Other notes about fire:
Lighting a xeno on fire will immediately make them drop any parasites on their hands, and kill those parasites instantly. Being on fire will also prevent a xeno from picking up a parasite, and prevent a Carrier from retrieving a stored parasite. This doesn't kill parasites stored on a Carrier.
The Boiler now has its signature 3x fire damage vulnerability.
Marines and xenos can click teammates outside of combat mode to put out fires on others.
Xenos can swipe at fire to slowly extinguish it.
Marines can use fire extinguishers to extinguish fires or to put out fires on other marines.
Xenos can use acid splatter to extinguish other xenos, but not oneself.
The Almayer now starts with 1 HE orbital warhead, 1 incendiary orbital warhead, and 1 random orbital warhead in the orbital cannon room.
Shiva's Snowball has 32 vodka bottles named after chess pieces, making the map less abysmal dogshit for @frog6645 and other survivor players.
Vendor population scaling
Vendor contents now correctly scale with the amount of marine players, and slowly restock as more marines late-join, leaving you some hope of finding any attachments in the preparation rooms.
This results in every vendor having twice the amount of items at around 100 role weight (squad roles have 1 role weight, while shipside roles have 0.25).
This includes the squad ammo and weapons vendors, ammunition vendors, attachment vendors, and requisitions vendors.
Requisitions can now also buy a crate of 25 HEDP nades for $10000 ($400 per nade instead of the usual $500 per).
They can also buy more incendiary mortar shells and incendiary grenades, but not any kind of orbital warheads.
Burrower
By bluedev2
Burrower, the last remaining T2 evolution for Drone, is here!
It can dig tunnels that allow any xeno to travel between them almost instantly. Marines can destroy these tunnels by using an entrenching tool.
It can also burrow itself into the ground to become invisible, then unburrow at another location, even through walls.
It also has a 7x7 stomp that stuns any nearby marines and can place traps like the Carrier can.
@shouldn.t can rest easy now.
Dancer and Vanguard Praetorian strains
By Vermidia
Two more strains have been ported for the Praetorian: Dancer and Vanguard.
The Dancer Praetorian focuses on high single target melee damage, while the Vanguard Praetorian has a strong one hit shield and various melee AOE moves.
Battery swapping on APCs
APCs can now have their battery swapped, letting you power on communications towers or other areas by swapping the battery inside, without being forced to setup colony power first.
Examining an APC with Shift+Left Click will show you what steps you need to perform to do this.
Porting this was entirely motivated by me having to sacrifice my life to setup power in Solaris Ridge after CIC expertly ordered us to avoid every generator found on the map, and by @max_.power going insane any time they were deployed on Shiva's.
Remember that Requisitions can buy 8 high-capacity power cells for $1000! A low price to pay for functioning comms.
Other changes:
Fixed being knocked down causing you to be dragged faster by ~25%, by Rainbeon.
Fixed under-plating slowing pulls by ~10%, by Rainbeon.
Fixed not being able to transfer bullets between magazines, by Rainbeon.
Fixed xenos ghost names being incorrect, by Rainbeon.
Added combat technician's small tool webbing and construction ring, by Dutch-VanDerLinde.
Added repairing cades with nailguns, by CyberTropic.
Ported M3 officer armor, M10 officer helmet, M3 CO armor, and made M10 CO helmet available to the CO, by MACMAN2003.
Fixed XOs spawning with SO loadout instead of its own, by DummeHytteOst.
Fixed marines having 25 less crit health than intended. (125 > 150)
Fixed the M54CE2 and XM88 not coming loaded.
Fixed xenos being able to toggle communications towers.
Fixed communications towers being too resistant to damage.
Fixed parasites being able to hide under generators.
Fixed Kutjevo Refinery having no shipside announcement.
Fixed being able to store armed grenades.
Fixed a visual bug where acid splatters looked as if they blocked bullets.
Fixed a visual bug where it looked as if shotguns were shooting a delayed projectile.
Fixed taking over a xeno ghost role not updating its name.
Fixed strains consuming points when turned into, by Rainbeon.
Fixed humanoids being too slow without armor and some xeno slows not being strong enough, by Vermidia.
Added evacuation cancel sound, by Dutch-VanDerLinde.
Fixed xenos being stunned for 50% too long, by Rainbeon.
Fixed resin traps being drawn under weeds if the weeds they are on are destroyed and then replaced, by blueDev2.
Fixed new stasis bag mechanics not working, by Vermidia.
Added evacuation fuel pump animation, by CyberTropic.
Fixed the Queen and Defenders sometimes being launched into lower orbit by Demolitionist Specialist rockets.