New update: Supply drops, sensor tower, motion detector, energy chemistry
Added 2024-12-18 05:32:40 +0000 UTCSupply drops
Supply drops are here, letting Command and Requisitions drop a crate with supplies at the given coordinates if the area's ceiling doesn't prevent them. No longer are you forced to have your entire metal resupply filtered by Bravo through osmosis.
These coordinates are the same that mortars use, and can be obtained by using rangefinders.
The supply pads are located in Requisitions, one for each squad labeled with a colored letter. Placing a closed crate on each pad allows Command staff in the CIC to dial in coordinates into their overwatch console and shoot it there. Be careful of its landing indicator, as it will instantly kill you if it lands on you!
Requisitions get an additional computer hooked up to one more supply drop pad, letting them operate independently from Command if needed.
Promoting acting squad leaders through the overwatch console
The overwatch console is also getting the ability to promote acting squad leaders, which will replace who your squad tracker tracks, give that person Command+JTAC comms, and give them the ability to give order buffs.
This update also adds the bigger green arrow for leadership roles (promoting and demoting squad leaders also gives and takes away this) and the bigger purple arrow for the Queen.
Sensor tower
Each planet map will have a sensor tower that can be repaired by those trained in engineering. When enabled, this tower will give Command staff a live-updating view of all xenonids on the planet.
This tower starts destroyed and can be destroyed by xenos, and will also randomly break while active.
Updating the tactical map with it on will allow the rest of the marines to see a snapshot of where the xenos were, as it currently does with marine positions. This will make it easier for the marines to chase down the few remaining Xenos.
Motion detector
The motion detector is here, both as a stand-alone item (purchasable by all squad roles) and as an integrated part of the smart gun.
It will periodically give audible pings on the screen of any unknown nearby movement from both survivors and xenos.
The standalone motion detector can be toggled between a faster scanning mode for a shorter range and a slower scan for a longer range.
Requisitions also get 4 of these for free and can buy crates of 2 more for 4000 dollars each.
Fireman carry
Fireman carry is now also implemented, letting you carry marines around without the regular pull speed penalty if your skills allow you to.
To do it, you need to pull someone twice to trigger an aggressive grab and then drag them onto you. If they move, they will attempt to break free from your fireman carry.
Energy chemical dispenser, pressurized reagent canister pouch and other medical changes
The chemical dispenser now uses energy instead of being limited to an entire 200 carbon for the whole operation. This energy automatically regenerates over time.
Reagent tanks have also been added, which carry 1000 reagent units. They allow you to mix chemicals more easily. Please God use them to make a good mix of medicine for marines.
Alongside it, medical staff and hospital corpsmen can now buy the pressurized reagent canister pouch. This pouch easily holds 570 units of any chemical mixture, either a preset mix purchased or one requested from medical personnel. Inside the pouch is a 90-unit autoinjector that automatically refills whenever it is inserted.
Stasis bags also no longer require the target to be lying down. You can close them on someone that's standing up. You no longer need to tackle or inaprovaline them before bagging them.
Pills now also metabolize at their correct speed, 10 seconds, down from 20 seconds.
Defibrillators will now also properly revive someone that died purely from bloodloss, and you can now switch hands while using them.
Xenonid speed fixes
Xenos have had their speed values revised to more accurately represent 13, notably:
Updated all xenonid pull speeds, notably slowing down the Runner's pull speed by 23.5% and the Warrior by 10%, and slightly increasing the speed for other castes, by @rainbeon
Fixed frenzy pheromone movement speed buff being 40% stronger than intended.
Fixed Boiler Bombard projectile being 2.6 times faster than intended.
Fixed weed spread being 3 times faster than intended.
Fixed pulling marines pulling marines and xeno corpses being slower than intended.
Other changes
Added the missing early hive spread protection near landing zones, which blocks the spread of weeds and construction of resin near landing zones for the first 45 minutes of the game.
Added a second ear slot, for holding screwdrivers and penlights. Two headsets cannot be worn at the same time.
Added the M63 SMG holster rig, letting you carry an SMG and two mags in your belt or suit storage slot.
Added the missing +25% melee weapon damage buff to Specialists and the CMP.
Fixed the tactical map not showing a green heart on dead but defibbable marines.
Reverted the change that allows some xenonids to instantly move through window frames until pulling marines through them is fixed to not be instant.
Fixed some cases where the guaranteed hivelord and carrier slots would not work, by @vermidia
Fixed Gardener Drone weeds not being able to spread onto semiweedable tiles, by crystalHex
Fixed Scout Specialist gear being acidable.
Fixed being able to akimbo MOU53s.
Fixed barricade welding inconsistencies from 13, by @vermidia
Parasite traps are now more consistent, by @vermidia
Successfully infecting someone as a Parasite now correctly lets you skip the delay before becoming a new one, by @rainbeon
Updated MK80 falloff to start at 6 tiles instead of 3, by @Verm
Updated suicide delay to its new value, 2 seconds, down from 4.
Added Avali speech sounds, by Nefuki.
Comments
Yes, we are posting the backlog of missing update notes from Discord to here
RMC14
2024-12-18 06:05:45 +0000 UTCUhh… Isn’t this already in?
Steven Karnes
2024-12-18 05:59:10 +0000 UTC