By CyberTropic
A new planet map has been added, Kutjevo Refinery. See above for a screenshot.
Orbital Bombardment is here! The cannon is located on the far west side of the first floor and is loaded with a warhead and fuel using a power loader.
Make sure you follow the instructions on it for how much fuel to use! This number is randomized between 4 and 6 every round for each warhead type.
The overwatch console can fire a loaded and chambered OB using coordinates obtained through a rangefinder.
There will only be HE warheads on release, 3 of which can be found in the same room as the orbital cannon.
Cluster and incendiary warheads will be added in the future, alongside the ability to buy more warheads for tech points. At that point, only 2 will spawn for free.
Hive core is the only thing that can stop OBs, if targeted within 10 tiles of one.
The blast radius reaches very far, so make sure to move away when you hear the warning, as you will be gibbed if you are too close to it!
Command now also can transfer squad members between different squads. If you rolled the wrong squad, you can now beg your SL to ask Command to transfer you.
Tackles will now work as they do in 13:
Endurance now affects how long you are stunned, reducing stun time by 8% for Squad Leaders and Weapons Specialists, for example.
Being tackled down now resets your tackle counter to 0 unless you are infected.
Each caste has a different minimum number of tackles before rolling a random chance to tackle down a marine with each hit, alongside a maximum at which point the stun is guaranteed. This makes it harder for some castes to randomly tackle you, and easier for others. If you are upset about drones now being able to sometimes 2-tackle you, you should have probably complained less about the old system in #features.
The stun time is also randomized, making it so a few castes have a harder time consistently keeping a marine tackled down. This doesn't apply if the marine is infected, which will work as the current system does and maintain tackle stacks.
Xenos can no longer help another xeno in tackling down one marine. Each xeno keeps track of its own tackle counter.
As a marine, you will now spawn with a bronze, silver, gold, or platinum medal, depending on your playtime on the role, which you can attach to your uniform or armor to display it.
10 hours: Bronze medal.
25 hours: Silver medal.
70 hours: Gold medal.
175 hours: Platinum medal.
As a xeno, your name will change depending on your playtime with that caste, and it will display some chevrons to all xenos, but not marines.
0 hours: Young.
10 hours: Mature.
25 hours: Elder.
70 hours: Ancient.
175 hours: Prime.
Xenos can also choose a custom prefix and postfix, depending on total xeno playtime.
0 hours: 2 letter prefix.
24 hours: 1 letter or 1 digit postfix.
124 hours: 3 letter prefix.
300 hours: 2 letter postfix, or 1 letter 1 digit postfix.
You can also disable playtime perks, if you don't want the game to call out your experience to others.
Grenades now correctly stun and slow down xenos depending on the total explosion damage dealt, the xeno's size, and the caste's explosion resistance.
This won't stun Queen or Crushers, but a HEDP point-blank on a Drone will stun them for 4 seconds, for example.
Alongside this, grenades doing too much damage to weeds and thick resin walls has been fixed. Weed nodes and thick resin walls can now barely survive one HEDP grenade placed adjacent to them.
By Sigil
The accuracy mechanic has been implemented. Projectiles can now miss creatures and pass through them without doing damage. Accuracy depends on the specific projectile and the firing weapon's multiplier. The latter can be seen by examining any given weapon. Accuracy decays rapidly past a certain distance.
Evasion is now implemented. It is subtracted from any impacting projectiles' accuracy. The spec invisibility items now grant a massive bonus to evasion against friendly fire. Tasers ignore FF evasion.
A new attachment is now publicly available: the red-dot sight. It improves the accuracy multiplier of the weapon it's attached to. The exact values can be seen by examining it. Some other attachments also affect accuracy. Examine them to see the effects.
THIS IS A PUBLIC SERVICE ANNOUNCEMENT: THE FOCUS ORDER IS BAD. DO NOT USE IT. The focus order is now available to any marines able to use orders. It slightly improves the accuracy of all projectiles fired while under its effect.
PBs have been implemented. A "PB" is a point-blank shot. You need to click directly on the target creature in melee range of you to make a PB. A PB always hits the target, ignoring its evasion, the shot's accuracy and any creatures between the shooter and the target. If the target is prone, it takes +20% damage from the PB. Note that you can't PB yourself on full-auto and will instead shoot normally.
Dual-wielding weapons in the same weapon group now worsens their scatter and accuracy. Dual-wielding weapons no longer affects their damage.
The mobility order buffs the evasion of any marines under its effect.
The laser sight is now available in the SG gear rack.
By Vermidia
The Acider Runner strain is here, which can apply acid to marines on hit and gains acid reserves, which they can spend on boiler-level acid that can be applied quickly or become a living time bomb For The Hive!
This also fixes corrosive acid ignoring barricade resistances for damage.
Added vulpkanins, by PolarTundra.
Colorblind friendly mode (in Escape > Options > Accessibility) now changes the color of Almayer radio messages from gray to green.
Fixed getting pulled stopping your movement until you tap a movement key again.
Fixed joining as burrowed larva sometimes leaving behind a catatonic larva.
Fixed dead xenos counting towards hive pop, by Vermidia.
Fixed the underbarrel shotgun needing to be pumped and it not starting loaded with 5 buckshot shells.
Add barricade upgrading through a radial menu, by Dutch-VanDerLinde.
Add M5-ATL assisted reload, by Rainbeon.
Added visual bullet holes, by CyberTropic.
Fixed fortified/crested defenders not getting stunned by rockets, by Vermidia.
Fixed Boiler and Spitter molecular acid from tail stabs lasting 5 times longer than intended, by Vermidia.
Boiler now explodes into gas on death, by Vermidia.
Fixed Fix boiler gas not doing armor ignoring damage, it now does greater damage with only a small portion being effected by armor
Added xeno leader crown to tactical map, by Vermidia.
Fixed XM51 ammo changing into buckshot ammo when split, by Boaz1111.
Fixed several entities dropping the wrong resources, by Nairodian.
Fixed body bags preventing rot, by Vermidia.
Fixed Bipods using the wrong deployment direction when being deployed after a manual un-deploy. Bipods should no longer seem to "randomly" undeploy when being fired, by Rainbeon.
Fixed nutriment not healing blood if not hungry, and iron now correctly heals more blood but also requires nutrition, by Vermidia.
Fixed some cases of Warrior lunge being faulty at high ping, by Rainbeon.
Fixed marines in lockers not counting as evacuated for round-end conditions, and xenos can no longer see through lockers during hijack, by Dutch-VanDerLinde.
Fixed XM51 beaching shells not having 4 bullets, by Vermidia.
Fixed the automated munition squad vendor not having 2 boxes of breaching shells.
Fixed the XM51 breaching scattergun getting dual-wield penalties.
Fixed fire axe and pickaxe doing bonus structural damage, by Vermidia.
Fixed non-smart gun operators being able to use a smart gun operator's night vision sight.
Fixed staff officers not being able to buy a radio telephone pack for 15 points in their vendor.
Fixed the command tablet's tactical map button not working and it incorrectly having an overwatch button.
Fixed the nanomed blocking movement.
Fixed Gardener Drone weak resin walls being upgradeable by hivelords.
Fixed hivelords being able to upgrade resin structures from infinite range.
Fixed parasites and larva being able to destroy fusion reactors and geothermal generators.
Fixed being able to repair multiple generators at once.
Fixed thick vines in LV not occluding vision.
Fixed some xeno castes doing too little damage with tail stab, by Binbagg.
Fixed leaving a container not stunning you for 4 second, by Vermidia.
Fixed stasis bags not running out of stasis time during use. They now have 15 minutes of stasis time per bag, by Vermidia.
Fixed xenonids not being able to devour standing but unmoving marines, by DummeHytteOst.
Fixed Scout Specialists not being uncloaked after infection, by Dutch-VanDerLinde.
Fixed food trays leaving behind an empty tray, by DummeHytteOst.
Pulling now rotates the puller, by Dutch-VanDerLinde.
Fixed being able to move closets.
Disconnected xenos are now automatically made into a ghost-role after 5 minutes.
Fixed sentries having 1 tile less range than intended, by FungiFellow.