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

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New update: T3 Boiler, SADAR and 2 new planet maps

As voted on in the Patreon feature priority poll, the Boiler has been added to the game!

It is a tier 3 xenonid that sieges marines with long-range globs of corrosive acid.

It and the Spitter share two common abilities: Acid Spray and Corrosive Tail Stab.

Acid Spray will damage and knock down any marines hit if they were recently hit with a charged acid spit. In the case of the Boiler, the charged acid spit requirement is waived, and the target is always knocked down instead.

Corrosive Tail Stab works like the regular tail stab, except it also injects the target hit with diluted molecular acid, dealing burn and toxin damage over time. This chemical can't be detected by health analyzers directly, which will instead print "Unknown Reagents Detected".

Speaking of health analyzers, they will now also point out if the patient is overdosing on any reagents!

The Demolitionist Kit for the Weapons Specialist (SADAR)

Contributed by Kaga-404

Comes with 3 high-explosive rockets and 2 armor-piercing rockets.

HE rockets will deal a large amount of damage in a small area where they land but less to explosively armored xenonids, while AP rockets have a lesser explosion but deal much more damage to a single target and stun them for six seconds, including the Queen!

Be careful not to have a teammate block you while shooting one of these though, or to shoot it too close to yourself. Where you click matters!

Fiorina Science Annex (Planet map)

Contributed by Cuir

As a marine, remember to barricade the hallways if you don't want to get flanked by xenonids, and to find the few patches of sand that are around in the landing zones to fill your sandbags.

As a xenonid, the map doesn't start with many weed nodes pre-placed, so you will need to use your time at round-start wisely.

Shivas Snowball (Planet map)

Contributed by noctis

Temperature mechanics aren't implemented yet, which means that you don't need to worry about the cold as a marine, but what you will have to worry about is crossing the large open area between the top left landing zone and the rest of the map!

Guns as melee weapons and many attachment changes

Contributed by Sigil

Any gun can now be used to melee attack with right-click, and the damage dealt is increased if a bayonet is attached to its front.

Alongside this, the magnetic harness, bipod, and M44 magnum sharpshooter stock have been added to the game.

See the full list of changes below for all of the changes to guns!

Hijack soundtracks

Contributed by Bolgarich 

The same Bolgarich that composed the Deadline track for expeditions in regular Space Station 14!

The two new tracks are Tango with Bloodshed and Hiking in The Fog.

If you haven't had a chance to listen to them yet, check them out on his YouTube channel here!

Hiking in the Fog was originally intended to be used when the fog falls in LV, however since we now have so many new maps that don't use fog, we opted to use it as hijack music as well.

M44 Revolver

Contributed by Antonio Rizzo

The revolver has now been added, alongside its speed-loaders.

If you need a sidearm for self-defense or as a backup try one of these, as its regular ammo deals 72 damage with 5 armor-piercing, and its marksman ammo deals 55 damage with 35 armor-piercing.

Primary Landing Zones

Command may now choose a primary landing zone at the start of the round.

This signals to the pilots where they should drop on the piloting UI, and prevents the other landing zone from being used for a hijack by the Queen.

Crash Landing

If you find yourself thrown into space while the dropship is traveling, you will no longer be doomed to type /ghost in chat or to AHelp, instead the game will now automatically teleport you to a random spot on the planet and instantly kill you!

Be careful walking too far into space while on the warship as well, as that will also land you face-first onto the planet.

Evolution point changes

Once five minutes have passed, the Queen must be in her ovipositor for her xenonids to gain any evolution points.

This was a missing feature that we didn't have time to add until now, but that should lower the amount of frontlining Queens.

Other changes, taken from the #changelog Discord channel:

Kaga updated:

πŸ› - Fixed wielding and caseless ammo for revolvers.

πŸ†• - Added cylinder spinning as the default RMC14 revolver unique action.

Vermidia updated:

πŸ› - Dead parasites can no longer be used to infect hosts

0xRainy updated:

πŸ› - Resin doors are no longer powered

Vermidia updated:

πŸ› - Webbings of both kinds can now properly store MREs, pill packets, pill canisters, and surgical kits.

Whisper updated:

πŸ†• - Added Simon Starseeker and Lena Milize figurines.

musicmanvr updated:

βš’οΈ - Made the standard issue flare less abrasive on the eyes.

DrSmugleaf updated:

πŸ†• - Added squad:with Toolshed filter command.

musicmanvr updated:

πŸ†• - Added bedrolls and campfires for camping in the field.

musicmanvr updated:

βš’οΈ - Reload sounds of most weapons have been changed, and new xeno attack sounds have been added.

Whisper updated:

βš’οΈ - Rules: Xenonids are now allowed to sneak onto the shuttle at any point in the round, at their own risk.

DrSmugleaf updated:

πŸ› - Fixed being forced to refer to "Solaris admin" as "Solaris high command"

DrSmugleaf updated:

πŸ†• - Added RMC Admin UI.

πŸ†• - Added marine:randomizewithjob command.

DrSmugleaf updated:

πŸ†• - Added Orion Blackburn, Lilly 'Pipsqueak' Harding, Bites-The-Dust figurines.

DrSmugleaf updated:

πŸ› - Fixed being able to attach magazine boxes to yourself by clicking some inventory items.

πŸ› - Fixed magazine boxes getting placed and stuck inside walls.

DrSmugleaf updated:

πŸ› - Fixed marines not being able to shake stunned marines awake. Any marine can now click on another marine with an empty hand to remove stuns on them. This includes xenonid tackles, Warrior lunge, Queen screech, and any other kind of stun. Cooldown of 1 second between shakes.

Kaga updated:

πŸ› - Made smartgun and shotgun projectiles face the target.

DrSmugleaf updated:

πŸ› - Fixed flashes not requiring police skill. They now require a police skill of 1 (ASO, XO, SO, CE, CMO, QM, CO, CMP, MP, Warden and SEA).

πŸ› - Fixed stun batons stunning for a shorter time and taking more hits than intended. They now stun marines for 12 seconds in a single hit.

βš’οΈ - Stun baton usage now requires a police skill of 1.

Vermidia updated:

πŸ†• - All armors can hold more types of items, mostly different medical items

Cu1r updated:

πŸ†• - Ported Fiorina Science Annex

musicmanvr updated:

πŸ› - Directional windows no longer mess up layering when you press against them.

DrSmugleaf updated:

πŸ› - Fixed explosions making elevator tiles weedable.

πŸ› - Fixed underplating using the wrong sprite.

βš’οΈ - Changed the popup that shows when trying to plant weeds on an invalid tile.

DrSmugleaf updated:

πŸ› - Fixed Requisitions not being able to buy more breaching charges. They can now order a crate of 4 breaching charges for $4000.

DrSmugleaf updated:

βš’οΈ - The turrets guarding landing zones round-start now shoot twice as fast and pierce all armor, with a DPS of 120 (up from 90)

DrSmugleaf updated:

βš’οΈ - The ASRS console is no longer corrodible.

Dutch-VanDerLinde updated:

πŸ†• - Added MK80 hand cannon pistol case

DrSmugleaf updated:

πŸ› - Fixed lathes making upstream buckets instead of RMC-14 buckets, which also had an unintentionally higher capacity.

DrSmugleaf updated:

πŸ†• - Added crash landing back to the planet when outside the dropship or in space far away from the warship. Ending up outside the dropship during FTL will now crash land you to a random spot on the planet and instantly kill you.

πŸ› - Fixed xenos being able to hug the outsides of the dropship to hitch a ride.

πŸ› - Fixed the command tablet in Savannah not being accessible to anyone but the CO. It is now located in the CIC.

πŸ› - Fixed Savannah having two groundside operation consoles.

DrSmugleaf updated:

βš’οΈ - The Dropship landing gibbing you now has half a tile less range.

Whisper updated:

πŸ› - Pretzels are no longer made of meatballs.

DrSmugleaf updated:

πŸ†• - Added designating primary landing zone. This will make an ARES announcement and make the other landing zone unable to be hijacked by the Queen. If no landing zone is made primary after 25 minutes, one will automatically be chosen.

πŸ› - Fixed there being no initial 15 minute cooldown for calling down a ship for a hijack.

πŸ› - Fixed being able to call two dropships down to the same spot for hijack.

Dutch-VanDerLinde updated:

βš’οΈ - The xeno pheromones menu is now a radial menu rather than a window

Whisper updated:

πŸ› - Fences and catwalks are no longer buildable. Fences are still able to be deconstructed.

πŸ› - catwalks are no longer able to be deconstructed.

Vermidia updated:

πŸ†• - You can now inject and draw from blood bags, but they will only inject blood in them

ShadowCommander updated:

βš’οΈ - Holster keybinds now equip to equipped holsters before inventory slots.

DrSmugleaf updated:

πŸ†• - Added Spray Acid ability for the Spitter. This replaces the placeholder scattered spit ability that Spitters temporarily had.

musicmanvr updated:

πŸ†• - Added floodlights to help be a light in the darkness.

blueDev2 updated:

πŸ› - Multiple people wiring the same barricade no longer wastes barbed wire.

βš’οΈ - Attempting to wire another cade while already wiring does not cancel the original wiring.

musicmanvr updated:

πŸ†• - Ported the M44 combat revolver, find it in your nearest vendor!

DrSmugleaf updated:

πŸ› - Fixed xenonids being able to open UIs that they shouldn't be able to.

Dutch-VanDerLinde updated:

πŸ†• - Added SU-6 magazines to squad vendors

Cu1r updated:

πŸ› - Fixed windows not having any destructible functionality.

πŸ†• - Windows now leave vaultable frames when smashed and can be repaired or deconstructed entirely.

0xRainy updated:

πŸ› - Xenos can no longer get in hypersleep chambers

Vermidia updated:

πŸ› - Fixed xenonids being able to pull eggs.

DrSmugleaf updated:

πŸ†• - Added two tracks by Bolgarich that play during hijack: Hiking in the fog and tango with bloodshed.

Whisper updated:

πŸ†• - Added Kate Fleming, Kaylie Rowleyininski, Amari 'Dropping Hot' Williams figurines

DrSmugleaf updated:

πŸ†• - Added the Spitter's missing charged spit + spray acid combo. Hitting a marine with both in that order will make them take extra damage and be knocked down. Remember to click the status on the right as a marine to resist the acid!

Tunguso4ka updated:

πŸ†• - Added handheld Broadcasting Camera for Correspondents!

musicmanvr updated:

πŸ†• - The Hot Foods machine now stocks familiar items.

gorillagaming updated:

πŸ†• - The current planet is now displayed in the lobby

Vermidia updated:

πŸ†• - Parasites can crawl back into open eggs, and drone castes can also put them back in

Dutch-VanDerLinde updated:

βš’οΈ - Defibrillating someone now requires their armor to be off.

Vermidia updated:

πŸ› - Smartgunner combat-sight giving permanent far sight

DrSmugleaf updated:

πŸ› - Fixed xenos being 20% faster than intended at pulling marines. Marine on marine pull speed remains unchanged.

DrSmugleaf updated:

πŸ› - Fixed tackle stacks lasting for longer than intended. All tackle stacks now expire after a fixed 4 seconds for all xenonid castes, after which they all need to be reapplied. This specially affects castes with long stun times and makes it harder for a single xenonid to keep many people down at the same time.

πŸ› - Fixed a graphical client bug where tackling would sometimes briefly knockdown a marine then instantly expire, or make a marine be permanently horizontal until tackled down again.

noctyrnal updated:

πŸ†• - Ported Shiva's Snowball

Kaga updated:

πŸ†• - Added the M5 Anti-Tank Launcher, the Demolitionist Weapon Specialist, and their associated gear.

πŸ†• - Added Demolitionist ammo to the requisition console.

πŸ†• - Added M276 pattern grenade belts to most vendors they're supposed to be in. They're empty, but can hold a decent amount of grenades.

πŸ†• - Made limited max range possible for some weapons, which can differ between ammo types. Currently, this only applies to the M5-ATL.

πŸ› - Fixed some bullets appearing backwards.

βš’οΈ - Weapons specialists are now limited to 2 kits of each type, meaning that there can ever only be 2 snipers, 2 grenadiers or 2 demolitionists. 13's limit of 1 per will be introduced once we have more specialist kits.

DrSmugleaf updated:

πŸ› - Fixed devoured knife damage and attack rate being higher than intended and not piercing armor. The damage is now a fixed 15, down from 45, and the attacks per second have been lowered from 1 to 0.55.

Sigil updated:

πŸ†• - Ranged weapons can now be used to attack in melee. Right-click to do so. The base damage for most guns is 5, but attachments may modify it.

πŸ†• - A new attachment has been added: the magnetic harness. If your weapon is knocked out of your hands or you drop it, this attachment will make the gun snap to your armour. It fits on the M54C, the M4SPR, the M77, the M83, the M42A2 and the M63.

πŸ†• - A new attachment has been added: the bipod. You can examine it ingame to see the modifiers. It fits on the M54C, the M4SPR and the M96S.

πŸ†• - A new attachment has been added: the M44 magnum sharpshooter stock. It fits on the M44 revolver. While inactive, the stock prevents the weapon from being fired. When active, it strongly reduces wielded scatter.

πŸ†• - Attachments can now be toggled through the verb menu. Toggling attachments on items you don't have equipped or held takes longer.

πŸ†• - Cycling firemodes now has a keybinding. The default is control+spacebar. This can be changed in the options menu.

πŸ†• - The BFA now adds burst fire to weapons that don't have it, like it's supposed to.

πŸ†• - Examining attachments how lets you check their modifiers. Click the question mark icon in the corner of the examine window to do so.

πŸ†• - Guns can now have different stats depending on the selected firemode. Most of the time, semi-auto will have lower scatter than the other modes, while burst fire will fire slower overall, but have lower scatter than full-auto.

πŸ†• - Implemented CM-style scatter calculation. It only increases when firing on burst or full-auto. It's set to zero the moment you stop shooting. Full-auto and burst fire generally have higher scatter and are more adversely affected by the gun not being wielded.

βš’οΈ - The UGL can now only be fired if the gun it's attached to is wielded.

βš’οΈ - Added use delays for attachments. You can no longer spam toggle rail and grip lights.

βš’οΈ - All implemented weapon stats adjusted to match their CM counterparts.

πŸ› - The smartpistol can now hold the barrel charger, the extended barrel, the recoil compensator, the suppressor, the rail light, the reflex sight, the red-dot sight, the burst fire assembly and the laser sight. Like it was supposed to from the start.

πŸ› - The UGL and the masterkey no longer uncock if you shoot the gun they're attached to.

πŸ› - The arm brace no longer causes an error when its user is handcuffed.

πŸ› - The bayonet no longer deals 20 extra damage when used as a knife.

πŸ› - Guns with size-changing attachments should no longer spontaneously shrink down and fit in your pockets.

πŸ› - Xenos are no longer capable of removing attachments from items.

πŸ› - RDS removed from the SG equipment rack, as its only modifiers are for an unimplemented mechanic and it's not supposed to be publicly available yet.

πŸ› - The rail light now fits on the smartgun.

πŸ› - The MK2 UGL can no longer shoot further than 7 tiles away. The UGL no longer overshoots your cursor.

DrSmugleaf updated:

πŸ†• - Added the tier 3 Boiler xenonid, it has an ability to shoot a glob of corrosive acid gas after a delay, a toxic tail stab, an an acid shroud ability to escape danger. It also has the ability to see further in one direction and glows in the dark so that marines can see it. The neurotoxin glob is not implemented yet. The Boiler's spray acid always stuns.

πŸ†• - Added toxic tail stab to the Spitter and Boiler, which injects the target hit with 1 unit of molecular acid, dealing burn and toxin damage over time unless treated. This will show up as an unknown reagent on the health analyzer.

πŸ†• - The health analyzer will now tell you if someone is overdosing on a specific chemical.

πŸ› - Fixed tail stab hitting more targets than intended. It now only hits a maximum of 1 target, down from 3.

πŸ› - Fixed tail stab having no popups missing a sound.

πŸ› - Fixed bleeding also removing chemicals from your bloodstream. This will later be added in the form of a dyalisis machine in medbay.

0xRainy updated:

πŸ› - Xenos can no longer interact with a LOT of items

DrSmugleaf updated:

πŸ› - Added the missing requirement for the Queen to be in her ovipositor for other xenonids to gain evolution points past round-start. After 5 minutes pass, xenonids will not gain evolution points if the Queen is not ovipositing.

DrSmugleaf updated:

πŸ› - Fixed xenonids being able to watch other xenonids without a Queen.

DrSmugleaf updated:

βš’οΈ - Dropship travel and cooldown times are the default from 13 again, 100 seconds to travel and 120 seconds to cool down. This gives marines more time to prepare after a hijack announcement. Be ready to cycle dropships or wait for dropship upgrades outside of that.

DrSmugleaf updated:

πŸ› - Fixed hyposprays not having a delay on use for medically unskilled marines.

DrSmugleaf updated:

πŸ› - Fixed weapons specialist ammo erroneously saying that a limit was reached when trying to buy them. This limit only applies to kits.

DrSmugleaf updated:

πŸ› - Fixed the Boiler's bombard ability not taking plasma to use. It now correctly takes 200 plasma to use.

DrSmugleaf updated:

πŸ› - Fixed the Boiler's Bombard putting Spray Acid on cooldown, Bombard now correctly only puts Acid Shroud on cooldown, and Acid Shroud puts both Bombard and Spray acid on cooldown.

DrSmugleaf updated:

πŸ› - Fixed Requisitions not getting their free 80 m44 speed loaders round-start.

DrSmugleaf updated:

πŸ› - Fixed the Boiler's Bombard projectile colliding with xenonids of the same hive. It can now be shot through friendly xenonids.

πŸ› - Fixed dropships taking 1 second to travel.

πŸ› - Fixed the pheromones radial appearing in kingdom com. It now appears centered on your character.

πŸ› - Temporarily remove heavy assault rifle mags from vendors until the heavy assault rifle is available, to not confuse people about where to get it.


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