SakeTami
Rouny's Marine Corps 14
Rouny's Marine Corps 14

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New update: Fire, Burrower, Dancer and Vanguard Praetorians, vendor population scaling

Fire, 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:

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:

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:


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