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

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New update: Survivors, shotgun handfuls and the Gardener Drone strain

Survivors

Survivors spawn on the planet at round-start and must loot anything they can find if they hope to survive long enough to be rescued by the marines. You will also spawn with random gear but are guaranteed a flashlight in your survival pouch. Remember to turn it on!

This update also adds many missing weapons, magazines, materials, lootable corpses, and armor to our five-planet maps. Six survivor weapons have also been ported: the AR10 and 96FS by @Adam (Stacks), M16, MP5, MK45, and holdout pistol.

This is a very hard role to play that isn't expected to live most rounds.

This will only include one survivor type at launch, but its starting gear will still be properly randomized for each round. More to come soon.

Alongside this, doors and accesses have been updated so that CIC is no longer a walk-in clinic.

This includes an update to prying; doors will now properly use power from the APC in their area and are instantly pryable with a crowbar if unpowered. A gun with a bayonet attached can also pry them at a slower rate. With these two changes now ported, it is no longer possible for humanoids to pry a door with their bare hands, nor for a knife not attached to a gun to pry one.

This change also adds suicides, which can be done by alt-left-clicking yourself with a loaded gun or by right-clicking yourself while holding a loaded gun.

Survivors are also held to one more rule: they aren't allowed to rush the hive round-start. Doing so will result in a role-ban or game-ban. If the hive rushes you, however, you can defend yourself as the founding fathers intended.

Handfuls of shotgun shells

These are now implemented. You no longer have to carry whole shell boxes, and you will have much more flexibility regarding where you want to store your shells.

This also means that shotguns can't be reloaded with a shotgun shell box anymore, as they are regular storage with five handfuls of five shotgun shells each.

The large shotgun shell pouch has also been added. It is available to squad leaders, some command roles, and pilots. Requisitions also starts with one in their vendor.

Alongside this, the under-barrel shotgun attachment has been fixed. It now correctly one-shots resin and thick resin doors with buckshot and three-shots thick resin walls. Remember to attach one to your M54C if you are going breaching!

Magazine boxes have been added to these as well, by CyberTropic.

Gardener Drone strain

By crystalHex

This strain sacrifices its resin constructions and corrosive acid to grow various resin fruits, plant hardier weeds, and surge resin.

Resin surge allows you to speed up fruit growth, create temporary walls, and make existing resin walls temporarily nigh unbreakable.

The fruits have one of the following effects: instant healing, health/plasma regeneration, overshield, movement speed increase, passive recovery pheromones, and ability cooldown reduction.

Lurker invisibility fixes

By Rainbeon

Lurkers can now:

Other changes, taken from the Discord #changelog channel

DrSmugleaf updated:

๐Ÿ› - Fix armor and squad goggles not having squad coloring.

Vermidia updated:

๐Ÿ› - Fix parasites dying when manually being used to infect from their leap limit

deltanedas updated:

๐Ÿ› - Wehny is not real. Rouny is not real. Ravager is not real. Burrower is not real.

DrSmugleaf updated:

๐Ÿ› - Fix the dropship landing rotated at Trijent Dam's LZ2.

๐Ÿ› - Fix the Liaison's escape pod crashing if launched early.

๐Ÿ› - Fix a visual bug with laser designators always saying that you can't use them there.

deltanedas updated:

๐Ÿ› - Fixed tail stab looking like you hurt your fellow xenos on your client.

DrSmugleaf updated:

๐Ÿ› - Fixed the SEA not starting with 45 vendor points.

CyberTropic updated:

๐Ÿ†• - Added linen bins.

DrSmugleaf updated:

๐Ÿ†• - Added handfuls of shotgun shells. These are bundles of five shells which can be used to quickly reload a shotgun, stored in the shotgun rig, shotgun pouch, armor and regular ammo load rig.

๐Ÿ†• - Added the large shotgun shell pouch, available to squad leaders, some command roles, pilots. Requisitions also starts with one in their vendor.

โš’๏ธ - Updated the shotgun shell pouch and shotgun shell loading rig to fit more handfuls instead of one or a few boxes.

โš’๏ธ - Boxes of shotgun shells now properly eject a handful of shells when clicked in hand with your other empty hand, and no longer load shotguns directly.

๐Ÿ› - Fixed error sprites for some window frames in Trijent Dam.

Whisper updated:

๐Ÿ› - Fixed lesser drones from the hive core not being raffled.

Whisper updated:

๐Ÿ†• - Added Does-The-Dishes figurine

DrSmugleaf updated:

๐Ÿ› - Fixed the underbarrel shotgun attachment doing too little damage to xeno resin structures. It will now properly one shot both resin door types with one buckshot shot at point-blank, and three shot thick resin walls.

๐Ÿ› - Fixed the half-second delay to taking items out of storage.

๐Ÿ› - Fixed 300u upstream jugs fitting into satchels.

Vermidia updated:

๐Ÿ› - Pulling any xeno that's big is now in general slower

๐Ÿ› - Runner and warriors are no longer super slow to drag

๐Ÿ› - Boiler neurotoxin applies 5 on direct hit, and boiler tailstabs now differ based on gas toggled, with neuro injecting 16 neuro instead of injecting acid.

Rainbeon updated:

๐Ÿ› - Fixed Xeno Health Regeneration being half of what it should be in 13.

Vermidia updated:

๐Ÿ†• - Added Avali species

Rainbeon updated:

โš’๏ธ - Bullets will now only hit Eggs when directly aimed at

Dutch-VanDerLinde updated:

โš’๏ธ - Cargo tech, warden, and maint tech uniform can now be folded for an alternate style

FungiFellow updated:

๐Ÿ†• - Added the missing stun on direct hit effect of the Boiler's Bombard.

๐Ÿ†• - Acid Bombard direct hits now properly applies the same effect as a Charged Spit

CyberTropic updated:

๐Ÿ†• - Added soap

Vermidia updated:

๐Ÿ†• - Add hazard vests, hard hats, and rebreathers to maintenance tech vendors

๐Ÿ› - Flashlights, penlights, and tripods no longer use powercells and won't run out of power

๐Ÿ› - Fixed boiler gas spreading one less tile than intended.

CyberTropic updated:

๐Ÿ†• - Added magazine boxes for handfuls of shotgun shells.

Rainbeon updated:

๐Ÿ› - The Lurker and Runner Leap sound effect now correctly only plays when hitting an enemy with the leap.

TeaTotalTemplar updated:

๐Ÿ› - Added the missing plasma cost to the Carrier's "Plant Resin Hole" ability tooltip

crystalHex updated:

๐Ÿ†• - Added the gardener drone. The gardener drone sacrifices its resin constructions and corrosive acid for the abilities to grow a variety of resin fruits, to plant hardier weeds, and to surge resin. Resin surge allows you to speed up fruit growth, create temporary walls, and make existing walls temporarily nigh unbreakable.

๐Ÿ†• - Added the gardener's fruits, the effects of which include instant healing, health/plasma regeneration, overshield, movement speed increase, passive recovery pheromones, and ability cooldown reduction.

TeaTotalTemplar updated:

๐Ÿ†• - Added the AR10, AR10 magazine and 7.62x51 cartridge

FungiFellow updated:

๐Ÿ†• - Added the MOU53 Shotgun & the Double Barrel

Vermidia updated:

๐Ÿ› - Fix shields blocking more damage on break than they should

DrSmugleaf updated:

๐Ÿ› - Fixed receiving acid damage resulting in examine test that said you have cold and shock burns.

Whisper updated:

๐Ÿ› - Fixed some minor structures and objects having arbitrary damage reduction, resulting in doors and floodlights taking more damage to destroy than intended.

TeaTotalTemplar updated:

๐Ÿ†• - Adds the Beretta M92FS pistol and magazine

Rainbeon updated:

๐Ÿ†• - Lurkers can now manually toggle off their invisibility, which refunds 90% of the remaining cloak time.

๐Ÿ†• - Lurkers can now attack structures and wideswing without losing invisibility, as long as they do not hit a Marine.

๐Ÿ†• - Lurkers can now shove Marines without losing invisibility.

โŒ - Lurkers can no longer devour while invisible. Doing so de-cloaks them and refunds 50% of the remaining cloak time.

๐Ÿ› - Fixed Revolvers not correctly reloading from Speedloaders when the Revolver is partially loaded.

๐Ÿ› - Speedloaders will now prioritize loading the active and upcoming chambers in a Revolver when the Speedloader is only partially filled, rather than the ones farthest away.

Dutch-VanDerLinde updated:

โš’๏ธ - Made the M3-VL vest and M3-VL flak vest have light armor speed

Rainbeon updated:

๐Ÿ› - The Rest action description no longer falsely claims to regenerate plasma, as resting has no effect on plasma regeneration.

๐Ÿ†• - Pheromone and Resin Walker descriptions now state how much Plasma they consume per second.

TeaTotalTemplar updated:

๐Ÿ†• - Adds the M07 Training Grenade - this grenade functions identically to the M40 HEDP and HEFA but contains no explosive charge, allowing new recruits to familiarise themselves with the M40 in a safe environment. Can be loaded into grenade launchers, or thrown by hand.

Rainbeon updated:

๐Ÿ› - Fixed player-controlled Parasites not hearing their own infection noise when infecting a marine.

DrSmugleaf updated:

๐Ÿ› - Fixed hivemind chat not working for xenonids.

๐Ÿ› - Fixed dropship doors being unpowered.

๐Ÿ› - Fixed radios on corpses starting on.

๐Ÿ› - Fixed MOU53 being listed for 0 points.

๐Ÿ› - Fixed ejecting full handfuls from the MOU53.

Vermidia updated:

๐Ÿ› - Fixed Boiler corpses injecting you with neurotoxin.

DrSmugleaf updated:

๐Ÿ› - Fixed hivemind chat not working but for real this time.

๐Ÿ› - Fixed Trijent window frames having error sprites in some directions.

๐Ÿ› - Fixed resin surge mentioning sticky resin which is not implemented yet.

Vermidia updated:

๐Ÿ› - Fruit speed modifiers are now additive instead of multiplicative (it has less effect the faster you are)

DrSmugleaf updated:

๐Ÿ› - Fixed survivors not being listed on the ghost warp UI.


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