Sorokyne Strata
By Tunguso4ka, fixes by noctyrnal
Sorokyne Strata, the last map left to be ported, is being added! You might have seen it in the one round that was accidentally played on it.
See below for a screenshot of the map.
Paradropping
By Dygon
Paradropping is being added!
Remember to put the parachute in your backpack slot before jumping out of the dropship, not your hands, or you will die.
Dropship fabricators can now print the "HPU-1 paradrop deployment system", installing this module in a dropship allows it to open it's doors mid-flight after selecting a viable paradrop target. Players that walk out of a dropship that is mid-flight while a target is selected will land near it.
Requisitions vendors now stock parachutes, having a parachute equipped will prevent you from falling to your death if you walk off a dropship mid-flight. If no target is selected by the pilot when you fall out you will paradrop to a random location.
Other dropship changes:
Throwing a crate out of the dropship will now make it land near the location targeted by the pilot, by Dygon.
A dropship flyby can now be canceled, reducing the flight duration to 10 seconds, by Dygon.
Launching a dropship does not automatically close the navigation computer UI anymore, by Dygon.
Flare gun
By Dygon
The flare gun is now available in the prep room and at requisitions. Its built-in scope allows you to launch flares much farther than you could throw them by hand. Flare guns can also be used to illuminate an area or mark a CAS target by firing flares into the sky, without leaving one on the ground. However, flares launched into the air are dimmer and burn for a shorter duration.
Fire sentries
By Magicocity1
This adds three sentries, the assault sentry flamer, the flamer mini sentry, and the plasma sentry, for combat technicians.
Other combat technician changes:
Early Queen building changes
By Vixting
Queen can now order construction in queen eye mode, and has thick resin, no plasma cost, remote thicken, and reduced build time for first 30 minutes of the round.
Other changes:
Added ghost previews for resin structures & when ordering construction, by Vixting. (They are also working on a PR for marine construction in a future update)
Xenonids can now choose to track the queen, a hive leader or a tunnel by right clicking their hive tracker, by Dygon.
Area alerts,
By DoguhanOzgurAkca and SigmaTheDragon
There is now an alert on the right-side of the screen that shows you whether or not the area that you are in allows supply drops, medevacs, CAS, OB, etc.
Mousing over it will tell you, but it also changes icon depending on these factors.
Both marines and xenos get this alert.
The area name from the tacmap alert has also been moved to this new alert.
Tactical map changes
By Vixting
Added:
Tactical map dynamical resize, zoom in and out with the scroll wheel, panning around with right click.
Being able to adjust the size of blips and the width of lines drawn on the tactical map.
A tacmap switch between tactical & area labels, and the ability to create custom tactical labels.
A mode to draw straight lines on the tacmap.
Changing canvas label mode on the tacmap.
Tacmap being able to centre on current blip location (live updates).
Queen in Queen eye can click anywhere on the tacmap to jump to that location.
Barricade changes
By Dygon
Barricades have had their ability to block attacks from the front ported:
Attempting to attack or tackle over a barricade from the front now has a chance to make you attack the barricade instead. The chance of this occurring ranges from 100% to 30%, depending on the barricade's current health.
Trying to leap or pounce over a barbed barricade will now stun you.
All leaps now ignore barricades without barbed wire.
Medical changes
Work is being done on a system for custom chems. So far, Neogenetic, Anticorrosive, Antitoxic and Oxygenating are implemented.
Chemicals now have their OD and critical OD listed on the guidebook. For now, this only matters for medicines that are using the new system (basic ones, mera, and derma).
This shouldn't change anything gameplay wise yet, if it does, report any bugs you find in β the bugs channel.
This also changes how some medicines are explained on the guidebook.
Other changes:
Xenos can now be dissected, by Ian321.
Added no-skill versions of pill canisters, found commonly in colonies. These are pill canisters that can be opened by anyone, by noctyrnal.
Transfer directions on reagent tanks are now visible when you examine them. No more guessing games, by Arykh.
Dexalin Plus has been added to the pressurized chemical dispenser, by Arykh.
Cryoxadone and Clonexadone can now heal CloneLoss(Genetic), by Arykh.
Inaprovaline and Leporazine's overdose now knocks patients unconscious instead of a stun and knockdown, by Arykh.
The ChemMaster eject and clear button is now only Eject Beaker button, by x5tink.
Paperwork changes
By yagwog
Paper documents now support [form] tags for fillable text fields.
Paper documents now support [signature] tags for player signatures.
Multiple form fields and signatures can be used in a single document.
Other Changes
General Changes
The motion detector and intel detector empty scratch sound now only plays for the user holding the item, not everyone around them.
Icon labels now align to the left.
Shortened the link discord account button label so the buttons stop getting squished as much.
Treating wounds with surgical line or synthgraft now breaks when moving 0.5 tiles, instead of only 0.3.
Added cornmeal and mayonnaise to the mess tech vendor.
Added admin logs for automated vendors, round end shoutouts, and xeno nesting.
Added the NP92 Pistol, NPZ92 Pistol, Type-73 Pistol, Type-74 Pistol, ZHNK-72 Revolver, Type-88 Marksman Rifle, Type-64 SMG and QYJ-72 LMG for the SPP, by noctyrnal.
Added the HE and Incend rockets for the HJRA-12, by noctyrnal.
Adds shell boxes for the heavy shotgun shells used by the Type-23 shotgun, by noctyrnal.
Added new sprites for the OW console's south and north face, by noctyrnal.
Added white gloves to CO vendor, by Arcticular1.
Added surgical case to the medilathe, by x5tink.
added M1984 AP mags to dropship crew weapon vendors, by monomethylhydrazine.
You can now roll the sleeves of the synthetic support jumpsuit and take the jacket off, by t0wnshark.
Added green and blue surgical webbings. These hold the same items as a surgical tray but can be equipped as a webbing, by t0wnshark.
Added surgical webbings to synthetic gear vendor, by t0wnshark.
Added "Vessel Map" Monitors, which will display a zoomable map of the ship with names, by noctyrnal.
Added the MAR-30 battle carbine, a carbine of the MAR-40 rifle. Security survivors have a chance to spawn with this weapon, by Dutch-VanDerLinde.
Added the industrial welder to survivor gear, by Dutch-VanDerLinde.
Added black insulated gloves, by t0wnshark.
Added various new item/loot spawners for mapping and admins, by Dutch-VanDerLinde.
Added the M13 belt holster to the SL, FTL, WS, dropship crew, surplus clothing racks, and requisition vendors, by Shromply.
Added the smokables loadout category, by Shromply.
Added the AK-4047 Assault Rifle for SPP colonists, by noctyrnal.
You can now hide your dogtags, by noctyrnal.
Added Calendars. These display the current date, and any in-universe holidays that occur on the current date, by noctyrnal.
Added the Improvised Flamethrower. A replacement for the M34 Incinerator on most planet maps, it cannot take any attachments but a rail flashlight and cannot transfer fuel to the M34 and vice versa, by noctyrnal.
Squad Leaders now start with the requisition channel by default, by noctyrnal.
The XM51 can now do a two shot burst when the stock is attached, by noctyrnal.
Added M4SPR Extended, M1984 AP, M13 Extended, M13 Drum magazines to squad vendors, by Tunguso4ka.
Added welding googles to squad vendors, by Tunguso4ka.
Added the stethoscope! Anyone can use it, but only those with medical skill 2 or higher can use it properly, by Arykh.
Added new gunshot sounds for the M890 tactical shotgun, FN P90 SMG, and the M357 rival double-barreled shotgun, by Dutch-VanDerLinde.
Added uniform accessories, such as patches. United nations patches were added to the squad prep surplus clothing vendors, and squad uniforms will come equipped with a UNMC patch. Sprites by noctyrnal, by Dutch-VanDerLinde.
Added lore examines! You can inspect items more closely to see lore info about them, by noctyrnal.
Added drop pouch to medical vendors, by x5tink.
Added the V2 reactive thermal tarp, a version of the scout tarp that can be used by anyone, but has slower and worse cloaking, by noctyrnal.
Dropship parts and ammo can now be recycled at the fabricator, this returns 80% of their point value. Ammo that is partially used refunds less points based on how much ammo is left, 70% of ammo left means you only get: 0.8 * 0.7 = 56% of the original point cost refunded instead of 80%, by Dygon.
Colonists will now be an alerted when a new xeno caste unlocks, by Dutch-VanDerLinde.
Added Coffee mugs, by noctyrnal.
The Aegis fax that is meant to be sent to CIC is now a set paper that you can spawn. I am trying to get it to be auto-faxed to CIC as well, by DoguhanOzgurAkca.
Made it so that AEGIS fire system supports immunity bypassing fires, by DoguhanOzgurAkca.
Tail stabs will now temporarily blind marines for 1 to 3 seconds depending on the xeno's size. New effects have also been added for tail stabs, by Dutch-VanDerLinde.
Added more patches and armbands. You can find these in your loadout and prep vendors, along with requsitions, by noctyrnal.
You can now destroy soil nets and planter boxes, by noctyrnal.
Added squad markings for gloves, by Dutch-VanDerLinde.
More lore descriptions ported, by J C Denton.
Most headsets now have additional tracking options, accessible via the Squad Tracker menu, by Dygon.
The honor guard kit now contains the honor guard radio headset, by Dygon.
Added peregrine handcannons! These can rarely be found in colonies, and the CO can take the "Winter Wyvern" handcannon as a secondary, by noctyrnal.
Added random rare items that civilian survivors spawn with, by Dutch-VanDerLinde.
Added the Shotgun Choke attachment, by FarmWizard.
Added new health icons for synths, by Dutch-VanDerLinde.
added the FORECON Recon Synthetic role, not currently available in PVP, by t0wnshark.
Added Black Goo and AntiZed, causing and curing zombie infections respectively, by noctyrnal.
Added a megaphone that greatly increases the volume of your text in speech bubbles and also makes a special sound when used! Believe, you can't help but notice a megaphone user. The Megaphone has been added to the Commanding Officer Essentials Kit, the CO and Quartermaster closets, and can be found in the following locations on Almayer: Center of the Hangar; Medbay Reception; Center of Briefroom; CIC; CMO Room. The megaphone will also be added to planetary maps in the future, by to4no_fix.
Added FN FP9000/FN FP9k/2 PMC and MP5A5, by OmerF-afk.
Gave the Freelancers guns, ammo, and other gear, by Shromply.
Reworked the Freelancer's skills, by Shromply.
Added new mag visuals for pistols, revolvers, and the M79, by Dutch-VanDerLinde.
Added multiple new weaponry for random loot spawners and surv base spawn, by OmerF-afk.
Black Spearhead revolver variant, by OmerF-afk.
Added the weedkiller grenade, metal foam grenade for scientist survivors, by Dutch-VanDerLinde.
Added "Hide Squad Info" to the Overwatch Console, which collapses the table displaying slots in a squad, by noctyrnal.
Added a roll effect when resisting fire, by Dutch-VanDerLinde.
Added new reload sounds for the M16, by Dutch-VanDerLinde.
Added new gunshot sounds for the CMB Revolver and MK-45, by Dutch-VanDerLinde.,
Added CMB Deputy and marshal badge ID cards, by Dutch-VanDerLinde.
Added the M37-17, an improved HG that can hold 2 more shells and does x1.15 damage. Can be found on select maps and in the hands of the CMB, by noctyrnal.
The M5-ATL has received new sprites, by noctyrnal.
Walls will now turn into girders when destroyed, instead of dissapearing, by noctyrnal.
Added civilian-only loadouts for the correspondant, liaison, and survivors, by Dutch-VanDerLinde.
The HJRA-12 now has different sprites, by noctyrnal.
Decreased the minimum range required for mortars by 10 tiles in exchange for the maximum range reduction of 10 tiles. You will be able to shoot it closer but not as far by the same amount, by Whisper.
The AEGIS OB for the Admin AEGIS event has received new sprites, by noctyrnal.
Changed CLF loadouts to use unique armor, by noctyrnal.
CLF Soldiers now spawn with a P90 instead of an M63, by noctyrnal.
Corporate colonist corpse now spawns with random outfits, by Dutch-VanDerLinde.
Xenonid tunnels have received new sprites, by noctyrnal.
Updated the sprites for hydroponic tools, portable generators, computer frames, ores and the nuke disk, by noctyrnal.
Updated the survivor spawn icon, by noctyrnal.
Xenonids can no longer inspect calendars, by noctyrnal.
Headbutt ability now will activate 0.5 tiles further away, by Binbagg.
Fixed Chief Engineer not having Dropship access, by J C Denton.
IMP ammo racks can now store empty and full sandbags, by Dygon.
IO headsets now have access to the requisitions channel, by Dygon.
Underbarrel extinguishers now also fit on the following weapons: M54CE2, M63, MOU53, MP5, XM51, by Dygon.
Xenonids can now bind a key to their rest action. (Shift+R by default), by Arykh.
Prisoner corpses now start with the correct jumpsuit, by noctyrnal.
Chairs can now be folded, by noctyrnal.
Resprited the extended barrel, barrel charger, and laser sight,, by VictorJob.
Changed the announcements of factions regarding event briefly, by DoguhanOzgurAkca.
The Mateba and Winter Wyvern can now be fired into the sky if you have level 3 leadership, this will shake the screen of any nearby marines, by Dygon.
Signal flares now show their CAS designator when examined, by Dygon.
Ties and armbands are now treated as accessories instead of clothing - You clip these onto your uniforms instead of wearing them in your neck slot, by noctyrnal.
Adjusted the colour of the Squad HUD Icons, by noctyrnal.
Applying barbed wire to a barricade now increases it's max health by 50, by Dygon.
Tail Stab is now a targeted action and requires you to click on your target, by Dygon.
Warrior's Lunge, Dancer's Impale and Dancer's Tail Trip now have a 1.5-second cooldown if used on an invalid target, by Dygon.
Adjusted zombies for RMC14 use. They heal very fast, but stop healing while on fire and are weak to fire. They also are now faster, can see in the dark, and correctly target people as AI, by noctyrnal.
Corporate colonists now rank up from corporate survivor time instead of liaison time, by Dutch-VanDerLinde.
Flamethrowers now require slightly less range between the user and the first spawned fire tile, by Dygon.
Crayons no longer contain upstream reagents, by Arykh.
SL squad management menu and supply drop console have become prettier UI!, by NotInButIn.
Adjusted the Overwatch Console's UI, by noctyrnal.
Liaisons now spawn with the country club outfit instead of the black suit pants, by Dutch-VanDerLinde.
Map Changes
Added CORSAT, by CyberTropic.
Added OCP-583, a WeYa station intended for ERT spawns, admin events, and PvE, by SharkSnake98.
Added New Varadero survivors! This includes the Beach Bum, Miner, Priest, Cargo Technician, Engineering Technician, UN Peacekeeper, ICB Liaison, Medical Technician, and the vacationing Lt. Colonel Commander, by crazy1112345.
Added all the missing Cargo Containers, by noctyrnal.
Solaris has received a large update, by noctyrnal.
Fiorina has recieved a large update, by noctyrnal.
Shiva has received a large update. It should be more inline with parity now, by noctyrnal.
Added Nightmare Inserts to Trijent Dam, by Tunguso4ka.
Added Flare Gun and Belt spawns to New Varadero, Sorokyne Strata and Fiorina, by J C Denton.
There is now a marine announcement when the Hybrisa caves lockdown is lifted. You can no longer lift the lockdown until 25 minutes has passed, by Dutch-VanDerLinde.
Kutjevo has recieved a large update, by noctyrnal.
Corporate dome map insert to LV, by CyberTropic.
Chances Claim has recieved a large update, by noctyrnal.
Added more soul to Big Red (Solaris Ridge), by Dutch-VanDerLinde.
Changed the Fax Responder map to be more 'appealing' visually, by noctyrnal.
Filled the contents of staff officer lockers, by Arcticular1.
Added more soul to LV-624 Lazarus Landing, by Dutch-VanDerLinde.
LV has received a large update, by noctyrnal.
Fiorina updated. Including, but not limited to: Medilathe, Armory equipment, Atmos props, Computers, Random weapon spawners, Cases and Barrels, Powerloader pamphlets, HEFA Knights holy texts, by J C Denton.
Added some items, rooms, and cosmetic changes to the Admin fax rooms and OCP-583, by SharkSnake98.
Fixes
Fixed the default mode (the only one we have right now) for the underbarrel flamer attachment being stronger than intended. Intensity 20 > 10, duration 24 > 10.
Fixed short delay before showing all channels on some headset examines.
Fixed active laser designators breaking too easily, when being moved 0.1 tiles instead of 0.5 tiles.
Fixed short delay before showing the tacmap when using the action or clicking the alert. Doing so when it is already open now also closes it.
Fixed AEGIS access card being drawn under tables.
Fixed short delay before the health scanner UI opens when using it.
Fixed some items having duplicate Unequip and Put in hand verbs.
Fixed transfer all button not refreshing the chem master UI.
Fixed being able to duplicate chems with the chem master.
Fixed some cases of equipment visuals causing your client to endlessly lag and refresh the screen.
Fixed the last charge on a defibrillator not being usable.
Magazines no longer wrongly display as contraband, by noctyrnal.
SPP now spawn with the correct weapons, by noctyrnal.
Fixed CLF headset not having a CLF HUD, by Dutch-VanDerLinde.
Provost Enforcers and Provost Team Leaders now require 5 hours of MP playtime, by noctyrnal.
Fixed barricade collision breaking when upgrading a barricade, by Dutch-VanDerLinde.
Fixed custom autoinjectors not working properly, by Arykh.
Fixed bayonet pouch coming out empty when vended from surplus uniform and req armaments vendors, by Arykh.
Fixed radiation first aid kits containing Russian Red pill bottles instead of pills, by Arykh.
Fixed LACN mention in lucky strike mini pack description, by crazy1112345.
Improperly folding the bipod attachment now applies a weaker slowdown effect, by Dygon.
The bipod attachment now correctly applies it's scatter reduction effect when toggled, by Dygon.
Fixed synths being affected by xeno neurotoxin spit and slashes, by Dutch-VanDerLinde.
Fixed synths having a crit threshold, by Dutch-VanDerLinde.
Fixed syringe cases not fitting into the 3-slot and 5-slot webbings, by x5tink.
Fixed corporate colonist headset having UNMC faction HUD, by Dutch-VanDerLinde.
Fixed vanguard cleave abilities not being weaker without shield, by Vermidia.
Fixed FORECON rifleman not having medical skill of 1, by Dutch-VanDerLinde.
Fixed faction assignment for fax responders and CLF roles, by crazy1112345.
Fixed bullets hitting tesla coils when not being targeted directly, same as sentries, by TornadoTechnology.
Pills are now created with the correct colour selected, by x5tink.
Fixed the success chance on high tackle streaks being too high, and the tackle chance on low tackle streaks being too low, by Dygon.
Fixed Staff Officers spawning with a regular cap instead of an officer cap, by Dutch-VanDerLinde.
Fixed MAR-40 burst firerate being too slow, by Dutch-VanDerLinde.
Fixed burst cooldown for MAR-40 being 0, by Dutch-VanDerLinde.
You can now reload the MAR-50 Drum magazine with MAR Magazines, by noctyrnal.
Fixed security colonist corpse not spawning with an armor vest and helmet, by Dutch-VanDerLinde.
Fixed fire immune xenos taking damage when crossing fire tiles, by Vermidia.
Fixed fire tiles doing more damage on cross than intended, by Vermidia.
Fixed close Queen scream stacking with far queen scream effects, by Vermidia.
Fixed Cryoxadone healing too much Brute and Airloss, and not enough Genetic damage, by Arykh.
Fixed Clonexadone healing too much Burn and Toxin, and not healing Genetic, by Arykh.
Fixed SpaceDrugs and Psilocybin not making you see psychedelic colors because it was too weak, by Arykh.
Fixed Neurotoxin not blinding, by Vermidia.
Fixed Neurotoxin not causing hallucinations, by Vermidia.
fixed typo in the names of flower vases, by t0wnshark.
Fixed UNMC turrets not targeting CLF, by Dutch-VanDerLinde.
Fixed some roles that have leadership skill not having marine orders, by Dutch-VanDerLinde.
Fixed xenos that hibernate when the queen launches the hijack shuttle not being able to instantly become a burrowed larva, by Dutch-VanDerLinde.
Fixed biosuits not having 100 biohazard protection, by Dutch-VanDerLinde.
Fixed some Asphalt tiles being pryable, by J C Denton.
Pill0 intergration test bugfix, by x5tink.
Fixed Warriors being able to tackle targets that are stunned by their own lunge effect, by Dygon.
Fix lurker and praetorian tackles applying a stun that was up to twice as long as intended, by Dygon.
Fixed Queen Acid Spit and Spitter Charged Spit range being 1 tile too long (6 > 5), by Dygon.
Fixed belts not layering above armor and jackets for some mobs, by Timemaster99.
Fixed the M54CE2 HAR not having full auto without a bipod, by Dutch-VanDerLinde.
Fixed the M54CE2 HAR spawning with a bipod attached, by Dutch-VanDerLinde.
Fixed Praetorian spray acid having a delay before being used, by Dutch-VanDerLinde.
Fixed all xeno spit abilities (except praetorian's)'s cooldown being 0.5 seconds too short, by Vermidia.
Green fire now reduces the armor of fortified defenders and the queen, by Dygon.
Fix some knockback effects knocking you back too far, by Dygon.
Fix the Defender's Tail sweep, Valkyrie's Dislocate, Warrior's Punch and Oppressor's Tail Seize abilities slamming you into obstacles while they shouldn't, by Dygon.
Fixed being able to point while unconscious, by Dutch-VanDerLinde.
Lurker tackles now convert into a light attack when Crippling Strike is active, by Dygon.
Fixed Shiva's Snowball north LZ shutter buttons not working, by J C Denton.
Fixed many Shiva's Snowball buckshot spawners using generic ones instead of colony-specific, by J C Denton.
Space cleaner now uses the correct sprite, by noctyrnal.
Fixed SOs having XO-level access, they now have less doors to open, by J C Denton.
Fixed IOs having Pilot access and Cockpit with Nav. computer having one, both now have Dropship access, by J C Denton.
Fixed autolathe's starting glass being too high, by Arykh.
Fixed various lathe recipe costs being incorrect, specially the medilathe's recipes with half of them being cheaper than intended, by Arykh.
Fixed being able to use LOOC while unconscious from parasites or explosions, by Dutch-VanDerLinde.
Fixed FORECON not being able to use spotter equipment, by Dutch-VanDerLinde.
Fixed the squad vendor having too many magnetic harness, S5 RedDot and S6 Reflex attachments, by Tunguso4ka.
Fixed Lesser Drones being able to plant weed nodes out of range of other nodes, by Dygon.
Fixed floor resin, resin structures, and resin constructs not taking fire damage over time, by Dygon.
Fixed Boilers being able to acid spray during the Bombard action's DoAfter, by Dygon.
The ChemMaster buffer side, all reagents button can now send everything to disposals, by x5tink.
Fixed resin surge not instant growing fruits. It now gives a cooldown depending on the fruits base growth time, by Vermidia.
Fixed base fruit harvest and consume times. Gardener drones now feed and harvest fruits faster than other xenos, by Vermidia.
Fixed fruits and hardy weeds not showing their effects on examine, by Vermidia.
Fixed spore fruit's effect lasting 30s too short (60 > 90), by Vermidia.
Fixed feeding fruit doafter not having a medical doafter effect, by Vermidia.
Fixed resin fruit in hand eat doafter not canceling if you switch hands, by Vermidia.
Fixed not being able to eat multiple planted fruits at once, by Vermidia.
Fixed reinforced resin not having a visual, by Vermidia.
You can unload unchambered warheads and fuel from the orbital cannon, by Dygon.
Resin structures can no longer be placed on tiles that are already occupied by another structure, by Dygon.
Weed nodes can no longer be planted on tiles occupied by certain objects, including tables, window frames and floodlights, by Dygon.
Fixed Hybrisa windows not becoming frames when destroyed, by noctyrnal.
Fixed Hybrisa hull windows being corrodible, by noctyrnal.
Fix some xeno castes not being able to add plasma to hive structures, by Dutch-VanDerLinde.
Fixed hive clusters and hive pylons taking too long to repair. They now take 4 seconds to repair, and only start reweeding after 15 seconds has passed, by Dutch-VanDerLinde.
Fixed baton slugs permanently blinding xenos sometimes, by Dutch-VanDerLinde.
Fixed the animation of AEGIS crates being all on client side and the crate looking closed if you reset your client, by DoguhanOzgurAkca.
Fixed being able to use actions while being devoured by a xeno, by Dutch-VanDerLinde.
Fixed deafness not hiding radio messages, by Dutch-VanDerLinde.
Starshell ashes won't clip inside walls anymore, by Dygon.
Fixed FORECON having almayer comms, by Dutch-VanDerLinde.
Renamed FORECON radio channel to 'SOF', by Dutch-VanDerLinde.
Fixed escape pods not exploding when it's launched over the maximum occupancy, and not reopening the door, by Dutch-VanDerLinde.
When falling out of the dropship you can't land at underground areas anymore, by Dygon.
Fixes xeno alert ordering, by DoguhanOzgurAkca.
The grenadier armor's leap protection no longer blocks ravagers and praetorians, by Dygon.
Fixed Airburst grenade projectiles hitting corpses, by Dygon.
Fixed Oppressor's Tail Seize ability going over barricades, by Dygon.
Fixed Oppressor's Abduct ability going through resin walls, by Dygon.
Fixed not being able to give gibbed marines medals, by to4no_fix.
Fixed berserker rav having 40 extra crit health, by Vermidia.
Fixed suicided marines appearing as revivable on the health hud, by Dutch-VanDerLinde.
Fixed a bug related to the fact that in speech bubbles without names the text of the squad leader was not enlarged, by to4no_fix.
tunnel blips not displaying, by Vixting.
Fixed a typo in the "personal locker" entity, by t0wnshark.
Fixed a redundant item entry in the synthetic gear rack, by t0wnshark.
Fixed clicking on blip on the tacmap overriding drawing, by Vixting.
Light fixtures now have the correct colours, by noctyrnal.
Fixed FORECON Sniper spawning with the rest of the squad, by AverageNotDoingAnythingEnjoyer.
Fixed the lightweight combat pack (the PMC one) having less storage space than intended, by Dutch-VanDerLinde.
Flamethrower fire, acid sprays, and the Vanguard's Pierce action no longer pass through resin walls, by Dygon.
Fixed Mar-50's firerate Type23's missing buckshot HG3712's Typo on YML, by OmerF-afk.
Folded keffiyehs no longer hide your hair and your head top / side markings, by noctyrnal.
Xenonid emotes now have a cooldown, by noctyrnal.
Changed the Freelancer Standard's rank from Mercendary to Mercenary, by Shromply.
Fixed the Beretta M92FS having errors, by Dutch-VanDerLinde.
Glass sheets no longer let you place upstream glass tiles, by noctyrnal.
Fixed motion detectors pinging the person holding it, by Dutch-VanDerLinde.
Fixed pod door buttons not requiring power, by Dutch-VanDerLinde.
Neatened up paperwindow.xaml.cs to make it easier to work with for aspiring paperwork contributors, by yagwog.
Fixed breaching charges not requiring 1 engineering skill, by Dutch-VanDerLinde.
Fixed WeYA PMC headsets having the incorrect sprite, by Dutch-VanDerLinde.
Fixed the XM88 having 2 bullet examine texts, by Dutch-VanDerLinde.
Fixed the MK-45 not automatically ejecting empty mags, by Dutch-VanDerLinde.
Fixed Airlock assembly being non-corrodible, by J C Denton.
Fixed the liaison's ID card name, description and icon, by noctyrnal.
Fixed space cash not having different sprites with larger stacks, by Dutch-VanDerLinde.
2025-07-20 11:16:00 +0000 UTC
View Post
Smart Fridge and new Chem Master UI
The smart fridge and a new chem master UI have been ported!
The smart fridge stores pill bottles, pills, injectors, and other items containing chemicals, for corpsmen to grab in the chem line.
The chem master now lets you work on multiple pill bottles at once and changes to its UI are not delayed by your ping.
This also fixes many bugs with the chem master interface.
Other medical changes:
Mapped in janitorial buckets to the Almayer. These hold 500 units and can be used in the chemical dispenser and chem master. This also adds more preset transfer settings for them, and a 240 unit setting for high capacity beakers and the janitorial bucket.
Icon labels on pill bottles and other items now show 3 characters, up from 2.
Fixed pressurized canisters allowing transfer from non-reagent dispensers and non-reagent tanks, by Vermidia.
Fixed custom autoinjectors being refillable from bottles, by Vermidia.
Fixed damage done from overdoses being too low, by Arykh.
Fixed Tricordrazine's healing 0.5 asphyxiation instead of 0.25, by Arykh.
Added custom autoinjectors that work like the default autoinjectors (slow without skill but don't need skill), printable from the medilathe, by Vermidia.
Canister Pouches now show when they have a tank (and what color reagent is in it) and when they have an injector inserted, by Vermidia.
Added colored stripes to autoinjectors based on volume, pressurized canisters now have different fill sprites, by Vermidia.
Changed custom autoinjector names to be consistent, by Vermidia.
You can now flush canisters in reagent container pouches, by Vermidia.
Narcotics have been added! Mindbreaker Toxin, Space Drugs, and Psilocybin, by Arykh.
Antidepressants have been added! Methylphenidate, Citalopram, and Paroxetine, by Arykh.
Added the "Holy texts of the High Explosive Fragmenting Anti-personnel hand grenade" bible, by Arykh.
You can now create water by mixing hydrogen and oxygen. (Very inefficient), by Arykh.
Added Lexorin! By Arykh.
Added Russian Red and Radiation First-Aid Kit, by Arykh.
Dylovene can now remove Space Drugs and Mindbreaker Toxin, by Arykh.
Dylovene was missing it's damaging effects at the critical OD of 50u, by Arykh.
Dylovene can now treat patients that are high and seeing psychedelic colors, by Arykh.
Dexalin and Dexalin Plus can now remove Lexorin!, by Arykh.
Arithrazine's OD and passive damage was lower than intended, by Arykh.
Clicking a pill canister within a medical belt now pops out a pill, by Timemaster99.
CPR time now depends on medical skill, by Utmanarn.
New xenonid tunnel UI
By Vixting
Added a new tunnel UI that shows you where each tunnel is on a map when selected.
The map on the new UI also lets you directly click on a tunnel to select it.
Construction skill
By Dutch-VanDerLinde
This is the last skill that was tracked as unfinished on the roadmap, aside from vehicles.
This change reworks the construction system, letting you press Z with a material inhand to open a new menu.
The G menu for construction still works for those that prefer it, with the added construction skill requirements that some objects now have.
As a Combat Technician (Construction skill 2), you are able to build everything except for machine frames.
Examples of objects requiring the construction skill level 2 that comtechs have are the folding metal barricade and folding plasteel barricades, but not regular barricades, which require construction skill 1 instead.
The engineer instructional pamphlet that squad roles (including Riflemen) can buy for points gives you Construction 1 and Engineer 1, which allows the construction of regular barricades, but not foldings. Req also starts with a free 1 at base scaling.
Combat Technicians do not need to use the pamphlet.
You will now also be restricted to building objects one at a time, and only on the tile you're currently on.
This also fixes not being able to barb multiple barricades at once.
Other Changes
General Changes
Added hidden identities between marines and xenos. Marines can only see a xeno's caste and number (Defender XX-565), but not their rank, prefix, or suffix, because apparently people do not understand that they shouldn't refer to "PRO" in character. Xenos see a marine's gear and held items with a randomized appearance for each marine depending on the character's species, but not their name nor medals. The name they see instead depends on the species of the marine (tall host, scaled host, etc).
Added admin logs for lobby messages and character descriptions, make hive command admin perms instead of varedit perms, and added an admin verb to randomize someone's name.
Added a command to erase someone's chat messages without banning them, and one to force the next round to use a specific planet map.
Increased the maximum paper character length from 6 thousand to 10 thousand.
Skill examine now repeats the word skill fewer times
Temporarily gave Forecon Commander ShipMasterAccess until the ID card access console is added.
Added APC status lights, by CyberTropic.
Added a white neckerchief to loadouts, by noctyrnal.
Added different job spawn menu names for FORECON and WeYA PMC operators, by Dutch-VanDerLinde.
Added the WEYA mug, accessible through the Liaison's Automated Storage Briefcase, by SharkSnake98.
Added new sprites for SPP weaponry. Type 71s for everyone!, by SG6732.
Added a guidebook named "Xenonid Map Icons", it shows what each xenonid icon represents, and goes over some of their colors, by DummeHytteOst.
The M3-G4 Grenadier Armor now protects against front-facing leap attacks, stunning the attacker, by Dygon.
Added the burrowed larva cooldown. You now need to be dead for atleast 2.5 minutes to take a burrowed larva, by Dutch-VanDerLinde.
ERT Shuttles are now in the game, includes Generic, PMC, SPP and TSE ones, by J C Denton and DeFFoL.
The Golden Mateba now has rail and barrel attachments, by Arykh.
The Mateba and it's variants now have burst fire, by Arykh.
Added the M2100 "NgΓ‘jhe" machete and it's scabbard, by Arykh.
Added the (incomplete) absurdly sharp katana! By Arykh.
Added the katana scabbard! By Arykh.
Added the Syringe Case! By Arykh.
Added fill visuals for shotgun shell pouch and loading rig, by Dutch-VanDerLinde.
Mess Techs can now stack up an additional 6 kinds of sandwich(Plain, Big Bite, Super Bite, Five Alarm, Mcguffin, Bacon Burger), by SurfinNinja1.
18 new microwave recipes have been added, by SurfinNinja1.
2 new reagents (Peanut Butter and Cherry Jelly) can be created, by SurfinNinja1.
9 seeds added to MegaSeed Servitor, by SurfinNinja1.
5 new crops (White Beets, Peanuts, Sunflowers, Plump Mushrooms, and Grass), by SurfinNinja1.
Added Chicken, Bacon, and White beet to the Galley Ingredient Vendor, by SurfinNinja1.
Root Beer has been added to the soda dispenser, by SurfinNinja1.
There is now a chemistry recipe for salt using RMC Chems, by SurfinNinja1.
FORECON Survivors Squad Leader, Marksman, Smart Gun Operator, and support technician now require some extra playtime, compared to normal survivors, by Dutch-VanDerLinde.
Added additional Xeno chat sanitization, by noctyrnal.
Added a 70 hour playtime reward for security survivors, senior officer rank, by Dutch-VanDerLinde.
Added the TSEPA Peaked Cap, Jacket, High-Vis Vest / Jacket and the TSEPA Synthetic role. These are exclusive to PVE outside of admins, by noctyrnal.
PMCs now have job spawners, for PvE, by noctyrnal.
Chain of Command has been replaced with "Commander Succession", by Whisper.
FORECON marksmen now spawn with infiltrator boots, by Dutch-VanDerLinde.
Changed the Lurker's minimap blip, to match the icons of Runner and Ravager, by DummeHytteOst.
Made all FORECON survivor icons visible to marines, by Dutch-VanDerLinde.
Allowed camo to be applied to 5 layers at once, by Ramiris.
Renamed FORECON squad to 'Recon', from Reconnaissance, by Dutch-VanDerLinde.
Changed FORECON job prefixes to be shorter, by Dutch-VanDerLinde.
Weed nodes will now have 5 health when they're first made and will get 11 health when they stop spreading, by Dutch-VanDerLinde.
Added new booze to the Booze-O-Mat, by Dutch-VanDerLinde.
Resin traps now have weeds as part of their sprite, making them more visible and easier to target, by Dygon.
Xeno acid effects now have their hitbox reduced to match the size of fire tiles, meaning you'll only get hit if a larger portion of your sprite clips into the acid, by Dygon.
Increased the M2132 machete's throw damage from 4 to 10, by Arykh.
The HEFA sword now looks like a proper HEFA sword, by Arykh.
Tweaked Amasec and Beepsky Smash recipes to use RMC Iron, by SurfinNinja1.
Updated 5 recipes to be more accurate, by SurfinNinja1.
Updated grape plant name, by SurfinNinja1.
Updated Fried Egg sprite, by SurfinNinja1.
Changed 4 pizza recipes to produce RMC versions, by SurfinNinja1.
Updated RMC pizza slice sprites to match their whole counterparts, by SurfinNinja1.
The television can now be rotated, by nocturnal
Map Changes
Fixed moving near some containers on Hybrisa getting you stuck.
Fixed Admin Fax having 451 Fahrenheit temperature and levitating rats, by J C Denton and noctyrnal.
Fixed leaky roof on the Normandy, by CyberTropic.
Actually fixed FORECON commander not ignoring the max survivor limit, by Dutch-VanDerLinde.
Fixed there being an infinite amount of FORECON Commander slots, by Dutch-VanDerLinde.
Fixed FORECON CO icon not appearing, by Dutch-VanDerLinde.
Fixed booze-o-mats and WEYA med vendors on the colony starting with full contents and reagents, by Dutch-VanDerLinde.
Fixed the Chess-O-Mat not having any contents, by Dutch-VanDerLinde.
Added ash trays, mirrors, heavy cables, overhead cargo crane tracks and fire extinguisher cabinets along with edge tiles for the Almayer, by noctyrnal.
Added tents! By Ramiris.
Added armylathe and casings for a future Ordnance Technician, by AlexisMoonlight.
Added missing content for Hybrisa, by noctyrnal.
Hybrisa's LZ2 is now filled with fog which drops at 15 minutes, by noctyrnal.
ERT Shuttles now spawn on Thunderdome map, by J C Denton.
The "ON" Phonebox now glows, by nocturnal.
Fixes
Fixed error from being able to wear multiple cassettes at once.
Fixed typo in the UNMC sniper uniform description.
Fixed cassette players being too quiet, increased by 6 decibels.
Fixed force feeding including pills stopping when moving 0.01 tiles, instead of the default 0.3 tiles.
Fixed reagent tanks phasing through each other.
Fixed TSEPA roles not being able to tune communications towers with TSE comms.
Fixed the chem master playing the eject sound twice.
Fixed the tunnel rename UI not popping up when making a tunnel.
Fixed Vampire Lurker Tail Jab being able to hit through walls.
Fixed roller beds not fitting into crates.
Fixed censor character nudity overlaying over armor and not working for some species.
Fixed not being able to barb multiple cades at the same time.
Fixed survivors not spawning with a fireaxe as random gear, by Dutch-VanDerLinde.
Fixed the pump shotgun only holding 9 shells instead of 10, by Dutch-VanDerLinde.
Fixed using tail seize during melee cooldown not properly cancelling the ability, by Vermidia.
Fixed being able to attach a bipod to the Mar-50, by DummeHytteOst.
Fixed custom rifle bullets not having a maximum range of 24 (they no longer do damage past that), by Vermidia.
Fixed custom rifle incind and impact bullets not having a minimum range of 4 (they lose accuracy if too close or too far), by Vermidia.
Fixed custom rifle incind bullets just having different accuracy falloff from the other custom rifle bullets, by Vermidia.
Fixed acid ball cooldown being 0 and applying before the doafter finished, by Vermidia.
Fixed req being able to order an SG kit, by Vermidia.
Fixed the Warrior's fling ability stunning and slowing for too long. It now stuns for 1 second instead of 2 seconds, and slows for 4 seconds instead of 8 seconds, by Dygon.
Fixed the Ravager's Clothesline ability applying the wrong effect, it now dazes for 4 seconds instead of slowing for 8 seconds, by Dygon.
Fix lifesaver bags being able to hold blood packs, by Vermidia.
Fix medical storage rig not storing some items, by Vermidia.
Fixed unconscious not being it's own status effect. Various causes of it now correctly treat it as such, and it can be shaken out of, by Vermidia.
Fix AP M5-ATL Rockets not causing unconsciousness, by Vermidia.
Fixed abduct's range being 1 too long (7 > 6), by Vermidia.
Fixed hive clusters being able to be placed on unweedable surfaces, like grass, by Dutch-VanDerLinde.
Fixed a random space being in front of the weapon specialist prefixes, by RangerXVII.
Fixed melee weapons not having 20 AP, by Dutch-VanDerLinde.
Fixed the katana dealing less damage than intended, by Dutch-VanDerLinde.
Acid traps no longer apply or reapply their paralyze effect when you are already downed, by Dygon.
Fixed light armors having better explosion protection than medium. Their values are now swapped, by Vermidia.
Added M5 bayonetβs missing description. It now tells you it can be attached to the end of a rifle, by Arykh.
Fixed base crusher's charge not deleting or doing enough damage against some objects, by Vermidia.
Fixed screech not stacking with existing stuns, by Vermidia.
Fixed ground acid stunning if you were downed, by Vermidia.
Fixed sentries not being able to be deployed if you have 0 skill, by Dutch-VanDerLinde.
PvE Changes
Added an admin-spawn variant of the synth vendor for colony synth.
Added the Two-Point Sling for PVE - A magnetic harness that offers benefits when one handing a gun, by noctyrnal.
Fixed PvE showing planet map votes until cancelled by an admin.
Added a large map table, found on the Golden Arrow and potentially the Almayer, by noctyrnal.
Added Gun Racks for the M54C Mk1-2 / M42A2 and M35. These can be found on the Golden Arrow, by noctyrnal.
Added a new version of the "Golden Arrow" map for PVE, by noctyrnal.
Added multiple missing props found on the Golden Arrow, by noctyrnal.
The PVE version of Hybrisa has received a massive update, adding lots of missing content and fixing many issues with it, by noctyrnal.
2025-07-20 11:08:31 +0000 UTC
View Post
FORECON survivors
By Dutch-VanDerLinde
FORECON survivors are here! These are exclusive to Chance's Claim and can be chosen separately in your job preferences (Customize > Jobs).
This includes the FORECON CO survivor, which is only playable by whitelisted COs.
This change also fixes civilian survivors not spawning with primary weapons.
Cassettes
Cassette tapes and the cassette player are being added! See the two videos for a demonstration.
These can be bought in Rec-Vends. One is next to the outer eastern wall of lower medbay, left of briefing.
Tapes can be inserted into a player, and the player itself worn in either one of your ear slots.
Each cassette is named after the artist who created the tracks that it contains.
There is one additional cassette, the custom cassette, that allows you to listen to any song file on your computer in ogg format.
Cassette songs can only be heard by the person that is wearing the cassette player, and they add a small visual effect around your head to show that you are listening to one.
Other Changes
General Changes
Added being able to examine xenonids with Shift+Left Click to see their armor values.
Added an examine button to see a humanoid's skills.
Removed the "not holding anything" and "not hurt" examine text from xenos, they will only show up if they are holding something or are hurt.
Replaced placeholder Berserker Ravager sprites and ability icons. New sprites by Aleksh and Sigma Draconis, icons by Aleksh.
Changed the letter for SPP Command radio to make room for the FORECON radio channel.
Updated the Roadmap.
Added more shark plushie colours, by x5tink.
Felinids can now take a new cat snout marking and can also have whiskers, by Vermidia.
Felinids can now be any color. Their current colors have shifted slightly because of this, by Vermidia.
Felinids can now stop wagging their tail, by Vermidia.
Various emotes now have their own icons, by Vermidia.
Added Fax Responder Ghost/Admin Roles, by crazy1112345.
Added CLF ranks, by crazy1112345.
Added High Command Admin Roles, by crazy1112345.
Adds playtime ribbons for CL and Correspondent, by crazy1112345.
You can now deconstruct rollerbeds with a wrench, by DummeHytteOst.
Added MW stamp, by AlexisMoonlight.
Added loadouts to UNMC Synthetics, by noctyrnal.
One additional variant for Navigation Console (transport shuttle) and Passenger Seat (dark seat), by J C Denton.
Weapons specialists now get custom icons, role names, and radio prefixes depending on their chosen kit (except for the scout, who has no custom icons). This also adds custom radio prefixes for mortar operators, loaders and spotters, by to4no_fix.
Fixed the camo on the CLF and Royal smartguns, by noctyrnal.
Civilian survivors now spawn with random outfits, by Dutch-VanDerLinde.
The pistol belt has new urban camo, by noctyrnal.
Added a spearhead revolver belt, by noctyrnal.
Changed floodlight brightness values, no more blinding floodlights, by CyberTropic.
Map Changes
Added containment walls to the Almayer's Research and Liaison rooms.
Added prisoner outfits into the lockers in the Almayer's Brig.
Added 2 corpse spawners: WeYa PMC and Corporate Supervisor, by J C Denton.
PMC corpse spawners on Hybrisa Biogenom and Cave Camp, Solaris Lambda and ETA labs, by J C Denton.
Corporate Supervisor corpse spawners on 624 Hydro Nightmare insert, Northwest colony streets on Hybrisa, by J C Denton.
Added medbay, We-Ya Med Plus, and Blood dispenser access to pilots and dropship crew chiefs, by AlexisMoonlight.
LV-759 got updated with guns, P90s, SSG-45, HG 37-12s, Spearhead Revolvers and Incinerators: check out the Police Authority armory, Biogenomic lab as a whole and the streets north of it, by J C Denton.
Vault area north of caves checkpoint now has a missing MOU53 shotgun, by J C Denton.
Changed the hitbox of filing cabinets to make them less obtrusive, by nocturnal
Fixes
Fixed Praetorian acid ball being able to hurt friendly xenos if it detonates on top of one.
Fixed Praetorian acid ball going on cooldown if cancelled or used without enough plasma.
Fixed Resin Whisperer not being able to build through windows and all xenos not being able to build resin through a corner.
Fixed Resin Whisperer Hivelord not being able to open doors by just left clicking them without holding Alt while on weeds.
Fixed the brief delay before a door opens when opened from afar by a Resin Whisperer Hivelord.
Fixed resin doors showing a Pry Door verb.
Fixed being able to use the incinerator unit through some walls.
Fixed rangefinder and laser designator dots being hidden by xenonids and other mobs with night vision enabled.
Fixed the headset radio transmission sound playing when talking near shortwave radios and other items that transmit your messages over radio.
Fixed reagent tanks getting stuck on chairs.
Fixed larva and parasites not being able to hide under reagent tanks.
Fixed the xenonid hide action making it look like you aren't hiding on your screen.
Fixed xenonid eggs being hidden by dead bodies.
Fixed xenonids not being able to click themselves or a nesting surface with the blocked hand to devour or nest a marine while pulling them.
Fixed xenonids not being able to click themselves while in combat mode to devour a marine while pulling them.
Fixed Berserker Ravager being able to keep its rage stacks by attacking the air.
Fixed Berserker Ravager losing partial rage stacks too quickly (0.5s for all stacks > 3s for one stack).
Fixed Berserker Ravager being 17% too fast at base and 25% too fast at maximum rage stacks.
Fixed resisting fire removing 20 stacks instead of 10.
Fixed explosions moving nested humanoids.
Fixed being able to get stuck in Queen eye when detaching from ovi.
Fixed some planet maps having upstream flashbangs instead of RMC14 flashbangs.,
Fixed being able to hide in graves.
Fixed Queen not being able to detach from ovi while resting.
Fixed landing zone turrets on one LZ activating when a dropship lands on a different LZ. The ones in the other LZ will remain inactive even if a dropship later lands there, until dropships are able to drop turrets during their first landing sequence.
Fixed being able to put resin traps on the same tile as Almayer ladders.
Fixed ravagers having the wrong tacmap icon, by Vermidia.
Fixed Valkyrie not having corrosive acid, by Binbagg.
Fixed deafness audio clipping while crit, by Dutch-VanDerLinde.
Fixed deafness blocking LOOC messages, by Dutch-VanDerLinde.
Fixed lightning continuing to happening after weather is over, by CyberTropic.
Fixed tasers, beanbags, and rubbers not doing stamina damage, by Vermidia.
Fixed Warrior punch ability damage being 25 instead of 27.5, by DummeHytteOst.
Fixed taken burrowed larva dying in transit, by Vermidia.
Fixed the SSG-45 having a 1.1x damage multiplier instead of 1.25x, by J C Denton.
Fixed corporate survivor job having no description, by J C Denton.
Fixed CMB Deputy corpse not having their jacket, by J C Denton.
Fixed being able to attach underbarrel flamethrowers on shotguns, by DummeHytteOst.
Rollerbeds no longer drop upstream metal sheets when destroyed, by DummeHytteOst.
Fixed skill-locked visors not deactivating correctly on equip, by Vermidia.
Fixed arachnids not making a sound on infect, by Vermidia.
Fixed Praetorian acid ball and non-airburst grenades having lost their max amount of times that they can hit the same target when splitting, by Dygon.
Fixed cutting a cheese wheel only giving you 4 wedges instead of 6, by Dygon.
Fixed Berserker Ravager Apprehend bonus movement speed being removed after an attack instead of lasting for the full 5 seconds, by Tyzemol.
Fixed weeds being able to spread onto fire tiles, by Dutch-VanDerLinde.
Fixed tactical compact nailguns not fitting into tool storages, by Timemaster99.
'Officer' and 'OW' will no longer be changed in the dwarf accent, by RangerXVII.
Fixed Acider Runner's For the Hive radius being slightly too small, by Vermidia.
PvE changes
Added the Berserker Ravager and Defender as AIs for gamemasters to spawn, with increased health, showcased in the last PvE round. The list of currently working xenos are: Drone, Defender, Runner, Boiler, Crusher, Vanguard Praetorian, Ravager, and Berserker Ravager.
Added TSEPA personnel, Hybrisa's policing force, and their respective gear - Designed for the PVE server, by noctyrnal.
Added new colony jobs for PVE, by noctyrnal
2025-07-20 10:59:49 +0000 UTC
View Post
Charger Crusher
Sprites by Alekshh and Sigma Draconis
This was the winner of the last Patreon feature priority poll.
The Charger is a Crusher strain that loses defensive shield, some armor, and some damage in exchange for charge being momentum-based. The further you go, the more damage and speed you will gain up to a maximum, indicated by your roar. Your armor also becomes directional, strongest on the front, but you can no longer lock the direction that you are facing.
It loses:
Its defensive shield ability.
A little bit of its armor and damage.
Its slowdown resist from turrets.
Its influence under frenzy pheromones.
Its stomp no longer knocking down talls.
Its ability to lock its direction.
It gains:
A considerable amount of health.
Some speed.
Its stomp does extra damage when stomping over a grounded tall.
Its charge is now manually-controlled and momentum-based; the further it goes, the more damage and speed it will gain until it achieves maximum momentum, indicated by its roar.
Its armor is now directional, being the toughest on the front, weaker on the sides, and weakest from the back.
It gains an ability to tumble to pass through enemies.
It gains an ability to forcefully move enemies via ramming into them.
This also changes the xenonid armor alert on the right to display side armor separately for xenonids that have it, such as the Steelcrest Defender.
Berserker Ravager
By Dutch-VanDerLinde
Berserker is a new strain which turns the ravager into a terrifying melee monster. They can build up rage which increases their attack speed, movement speed, and allows them to heal while slashing.
It loses:
Its empower, charge, and scissor cut.
Some health.
A bit of its influence under frenzy pheromones.
It gains:
Movement speed, a slight increase in armor, and gain a new set of abilities that make it a terrifying melee monster.
The ability to heal when it slashes and gain a stack of rage that increases its armor, movement speed, and it heals per slash, to a maximum of six rage.
Apprehend to increase its movement speed and apply a slow on the next target it slashes.
Eviscerate to unleash a devastating windmill attack that heals it for every enemy it hits after an immobilizing wind-up.
Clothesline to fling its target to heal yourself, even more-so if it has a rage stack that will be used up.
Storage draw methods
By Dutch-VanDerLinde
You can now toggle storage like pouches and armor to either eject the first item, the last item, or open the storage when you click on it.
This toggle can be accessed with a verb in the right click menu.
CQC skill
By Dutch-VanDerLinde
Close quarter combat skill is now implemented. It allows you to do aggressive grabs faster, do extra unarmed damage, lets you disarm/tackle other marines better, and decreases inventory strip times.
Health analyzer tips
By Vermidia
The health analyzer will now give you medical advice on how to treat specific kinds of damage. This also fixes health analyzers not showing clone damage when it's present.
Holocard sprites have been updated as well to be more distinct.
Medical and welding visors
By Verm
These are point-buyable for most squad roles and usable without any skills.
The technician helmet no longer inherently protects your eyes from welding, instead it comes with an integrated welding visor.
The corpsman helmet no longer inherently gives its placeholder medical HUD, instead it comes with an integrated visor that gives you a medical HUD.
This means don't ask the QM for a medic helmet. If you are not a corpsman, you will need to slot a medical visor into your helmet.
This also adds the M10 welding helmet, combat technicians can now choose between it and the technician helmet, as well as the squad optic, integrated into most marine helmets, and only activatable if you have nothing else to show marine icons.
The M11C, M30, M10 pattern officer now have integrated visors, and the M12 and XM12 now correctly have an additional visor slot.
The NV optic not glowing slightly when on is also fixed.
Deafness
By Dutch-VanDerLinde
Certain loud noises will prevent you from hearing chat and sounds.
This also fixes high levels of neurotoxin not deafening, by Vermidia
Other Changes
General Changes
Added a right click verb for patrons to reapply their custom weapon and armor name, removing it from the previously named item and adding it to a new one.
Added the admin-only SOF marine raider deathsquad ghost role.
Made defibrillating, surgery, and lasing have a threshold of 0.5 moved tiles before breaking the doafter, up from 0.3.
Added synthetic vendors, by noctyrnal
Added Experimental Meson Goggles, The Custom Nailgun Holster, Compact Defib and Smartpacks. These are exclusive to UNMC Synthetics, by noctyrnal
Playing DP now requires 5 hours of DCC time, up from 2, by Ian321
Playing GP now requires 5 hours of DP, up from 0. Existing GP time also contributes to this requirement, by Ian321
The Corporate Liaison now slowly gains vendor points over time, by Ian321
Added Corporate goon spawners for admins, by Ian321
Added Long Messy, Pulato Long, Pulato Long 2 and Ponytail 9 hairs, by noctyrnal
Faction Spawners have been heavily adjusted. They should all be more consistent now, by noctyrnal
Added missing content to existing faction spawners, such as icons, by noctyrnal
Freelancers, Provost and Royal Marines now have their own squads, by noctyrnal
Freelancers now have icons, by noctyrnal
Added settings to disable emote sounds per species. These are separate from the voiceline settings that toggle grenade callouts, for example. A new tab has been added in the options tab for both of these settings, the Voicelines tab next to the Audio tab, by Dutch-VanDerLinde
Added shockwave effect to the HE orbital bombardment warhead, by Dutch-VanDerLinde
Added faction stamps for SPP, CLF, TSE, and the Free Press, by crazy1112345
Added the ability to examine armor values with a button, by Whisper
Changed D50 in hand + wielded sprites, by Arcticular1
Added dress blues jacket, dress blues uniform, dress blue officer hat, marine formal service jacket, and marine service peaked cap to the CO clothing rack, by Arcticular1
Added M54C rubber magazine to the CO weapon rack, by Arcticular1
Replaced insulated gloves with deluxe combat gloves in the CO equipment rack, by Arcticular1
Fixed how stamina works. It's been overhauled, so you can no longer shake someone in stamina crit, and different stamina levels will slow you down different amounts, by Vermidia
Added 4 new vests for the Corporate Liaison, by SharkSnake98
The M4SPR custom scout rifle now has a quick 2-shot burst, by Dutch-VanDerLinde
Fixed ghost marine HUD toggle action not hiding marine health bars, by Vermidia
You will no longer see job icons of factions you are not apart of. For example, if you have a WeYa PMC headset and you see a marine, they will have a generic 'UN' icon instead of their marine one, by Dutch-VanDerLinde
Civilian Correspondent and Liaison may no longer equip marine armor. Non-combat armor such as press armor and emergency ballistic vests provided by code red situations are not affected, by Whisper
Ported hijack burrowed larva surge. When hivecore is up, burrowed larva will be generated overtime depending on the initial disparity in numbers between marines and xenos. It generates slightly faster each time a new burrowed is made but speedup resets if hivecore is destroyed, by Vermidia
Map Changes
Colony floodlights now use colony power, by CyberTropic
Destroyed Hydro insert on LV-624 now contains SSG-45s and their ammo instead of the placeholder M54C, by J C Denton
Added lightning effects when it rains, by CyberTropic
Fixed rmclight command for ambient lighting changes, by CyberTropic
Fixed some upstream objects in maps, by CyberTropic
Fixed the M890 tactical shotgun on Fiorina being a ghost item, by Dutch-VanDerLinde
Fixed the MK80 attachment spawning on Hybrisa, by Dutch-VanDerLinde
Fixed Shiva loading error, by CyberTropic
Admin Fax Outpost now has newly added SPP, TSE, CLF and Press stamps, by J C Denton
Added edges to snow and ice tiles, by CyberTropic
Fixes
Fixed Vanguard Praetorian pierce sometimes hitting the same target multiple times if they are in-between tiles.
Fixed large amount of xenonid eggs on one spot lagging the client.
Fixed jellies and medals getting cut off at 200 characters instead of 1000. This also adds a character count to the UI.
Fix ID card roles getting cut off at 30 characters.
Fixed incendiary orbital warheads crashing the game. This reenables them, unfortunately for CICs worldwide.
Fixed uniforms being butcherable. This also fixes the right click menu on them bouncing after a delay.
Fixed being able to put webbings on uniforms that are within a storage container such as inside a bag.
Fixed xenonid eggs not being destroyed by weed killer.
Fixed RMC admin UIs being too tall or wide.
Slow and super slow effects are now significantly more effective against xenonids, by Dygon
The effectiveness of slow and super slow effects now scales with the speed of the affected entity, by Dygon
Fixed grenade launchers being able to shoot past 7 tiles, by Vermidia
Fixed xeno structures (tunnel, hivecore) showing up with the sensor tower active, by Vermidia
Fixed underbarrel extinguishers not being attachable to the M4SPR, M4SPR Custom Rifle, and M54CMK1, by Dygon
Fixed underbarrel shotgun not being attachable to the M4SPR Custom Rifle, by Dygon
Fixed barrel chargers not being attachable to the XM88, by Dygon
Fixed underbarrel grenade launchers being attachable to the M16, by Dygon
Fixed HIRR baton slugs having their acid removed from them when fired, by Dygon
Fixed airburst grenades ricocheting off of marines or xenos when shot from an underbarrel grenade launcher, by Dygon
Fixed starshell projectiles not having working IFF when shot from an underbarrel grenade launcher, by Dygon
Eggmorphers and Recovery nodes now show up on the tactical map, by Vermidia
Fixed bleedout still occurring on fire, on weeds, and to larva in most cases, by Vermidia
Fixed the health analyzer lying about Arithrazine's OD, by Arykh
Fixed clothing camo, you can now rep your CamoTechβ’οΈ weapons on your back/belt!, by Ramiris
Fixed Custom SPR doing slightly too much damage base (31 > 26), by Vermidia
Fixed the duration of the slow and daze effects applied by tesla turrets being too low. Super slow 4 > 6, daze 8 > 10 for most and 8 > 15 for the overclocked, by Dygon
Fixed Mateba, M59a and Winter Wyvern being able to be melted!, by Arcticular1
Changed M59a to have the same stats as a MK1 but with added IFF, by Arcticular1
Fixed the Mateba not having the correct ammo loaded, by Arcticular1
Fixed the Mateba not being able to use barrel attachments and mateba barrels at the same time, by Arcticular1
The M13 and M44 now appear in the pistol pouch when inside it, by Magicocity1
Fixed Neurotoxin not dazing, by Vermidia
Fixed neurotoxin gas not causing blurry vision, by Vermidia
Fixed morgues preventing rot, by Vermidia
Airburst grenades now rebound at the angle of incidence instead of always rebounding at 180 degrees, by Dygon
Airburst grenade projectiles now receive the overpenetration penalty only when a target is directly impacted by the grenade. For example, with the Hornet grenade, you can potentially hit all 15 projectiles if you aim directly in front of a target, instead of the previous limit of 5, by Dygon
Changed the option name "Xeno wide swing" to "Xenonid thrust attack", by DummeHytteOst
Fixed crate drag slowdown mispredicting. (Rubberbanding when you pull them), by Dutch-VanDerLinde
Entities hit by the sniper's flak ammo area of effect now show that they got hit, by Dygon
Fixed groundside xenos not becoming burrowed larva once hijack begins, by Vermidia
2025-07-20 10:54:22 +0000 UTC
View Post
Mob Collision Mob collision is being added and tweaked this update! This also adds a Shift+R keybind to rest for marines, and resting for xe
Mob Collision
Mob collision is being added and tweaked this update!
This also adds a Shift+R keybind to rest for marines, and resting for xenos disabling collision.
Sitting down, being in crit, and being dead will also turn off your collision.
Pulling someone will allow you to move through them as well.
Big xenos cannot be pushed by smaller ones, while the Queen will push aside and stun any xeno that she moves over.
Hive leader xenos can also tackle other xenos in one hit if they are blocking the way.
The Dancer Praetorian's Dodge ability now has its intended effect of disabling mob collision for its duration, and Lurker invisibility also correctly disables if they bump into a marine.
Make sure you adjust how you build folding barricades and resin doors accordingly, as a horde of marines and xenos can no longer fit through a 1 tile gap as easily anymore.
This also ports wide attacks being a single-target thrust attack for both marines and xenos instead, limited to 1 target.
Your player sprite will also be layered under other mobs so that you can both melee attack and PB someone who is clipping into your sprite more easily.
Queen Eye
The Queen can enter this mode while in ovi, letting her move around and see anywhere that has weeds remotely.
She can also use her AOE heal, and build remotely, while in this mode.
This change also adds xeno late join from the lobby, without having to observe first and forfeiting being able to play the round.
Vampire Lurker
By Dutch-VanDerLinde
The vampire lurker is a new strain that turns Lurker into a silent assassin, with abilities that can heal itself.
It lose all of its abilities and forfeits a chunk of its health and damage in exchange for a large amount of armor, a little bit of movement speed, increased attack speed, and brand new abilities that make it an assassin.
It gains the ability to:
Rush on an opponent to disorient them.
Flurry to unleash a forward cleave that can hit and slow three talls and heal it for every tall it hits.
A special AoE Tail Jab to knock talls away, doing more damage with direct hits and even more damage and a stun if they smack into walls.
Execute unconscious talls with a headbite to heal its wounds.
Eggsac Carrier
By Vermidia
The eggsac carrier trades its ability to store parasites and make resin traps for stronger pheromones, more egg storage, and the ability to produce eggs.
It gains the ability to:
Place eggs from slightly farther away.
Put eggs on non-hive weeds. It can have 4 sustained this way at once, and they will last awhile while it is near and not long if it is far.
Sustained Eggs will convert into normal eggs upon touching hive weeds, and cannot produce sentient parasites.
Use plasma over time to make eggs.
Other parasite changes:
Fixed player parasites having 1 sec too short leap time (1 > 2 seconds), by Vermidia.
AI parasites now instant leap, but only try to leap every 5 seconds while active, by Vermidia.
Fixed eggs not becoming fragile eggs off weeds, by Vermidia.
M13 automatic pistol
By Magicocity1
A new sidearm has been added: the M13 automatic pistol.
This also adds an M276 belt variant for it, and magazine boxes for the M13. The brighter the trim the greater the magazine capacity!
Armor vests
By Whisper
Already uploaded to the server
Added the armor vest to MP, IO, and Corpsmen equipment vendors.
It has no movement speed modifier, minimal armor, and no armor light.
It does not protect against sentinel slowing spit stuns, and comes with two storage slots.
Hazard vests and jackets can no longer hold items in the suit storage slot. Armor or armored vests must be used instead.
Survivors retain the ability to put items in the suit storage slot regardless of it being restricted.
Tesla Coil Sentry
By metalsage
The tesla coil sentry is here! It slows, stuns, and dazes nearby xenos periodically. It is an alternative to the regular sentry for combat technicians.
Other Changes
General Changes
Updated the roadmap.
Added chat message to marines within 12 tiles of an overwatch console when a squad message is sent from it.
Added being able to pop out the dropship weapons and security cameras UIs.
Added Nic Boone to the in-game credits. If you want your name added, just bask!
Dylovene temporarily heals genetic damage until cryo chems are added.
Added shakers, red onions, olive oil, vinegar, spades, hatchets, scythes to the mess tech vendors.
Added the Royal Crown Marines Smart Gun Operator admin-only ghost role, to be part of an ERT in the future.
Made CPR popups bigger.
Added a 25 hour Queen playtime requirement for giving out jellies.
Added XO and CL stamps.
Fixed the rangefinder being usable on the Almayer.
Added Survivor guidebook entry, by Frog6645.
Added being able to click on a flamer in hand to eject its tank, by Dutch-VanDerLinde.
Added new M42A2 Pump Shotgun handle sprites + Wooden Stock attachment sprites of all camo types, by SG6732.
You can now toggle helmet accessories by pressing E or using a verb on it, by Dutch-VanDerLinde.
Adds unique animation for CAS Flare and changed the marking flare's animation, by VictorJob.
Added dynamic weather events, by CyberTropic.
Roundstart larva now spawn inside dead colonists and need to burst out, by Dutch-VanDerLinde.
Changes the appearance of the We-Ya Whiteout Commandos. If you can see these new sprites, you fucked up, by noctyrn.
Flare packs can now directly transfer their content to a flare pouch, by Dygon.
Shootable attachments are now predicted, by Sigil.
Plasma transfer's overlay now looks different, by Vermidia.
The RTO Backpack is now marked as recommended for FTLs and SLs, by BramvanZijp.
Restructured the MP vendor. You can now also take both a beret and helmet, by Whisper.
A few minor SOP clarifications. Major change includes all civilians are free to deploy at their discretion, by Whisper.
Added Skrells - new amphibious humanoid species, by Tunguso4ka.
Added Feroxi, a Shark-based humanoid species. Shork, by noctyrn and PolarTundra.
Dazed disabled actions is now clearer, by Vermidia.
The MP riot control locker will now unlock automatically if the alert level is set to blue or above, by BramvanZijp.
Marines can no longer go into gun safes, nor be locked in them by an unluckily timed alert level change, by BramvanZijp.
MP armory gun safes can now once again be locked/unlocked manually, requiring armory access to do so, by BramvanZijp.
Fixed alert level locked safes/doors only opening on their exact target alert level, but not above it, such as red alert safes closing on delta, by BramvanZijp.
Fixed alert level locked safes locking while still being open if the alert level drops, they now close first, by BramvanZijp.
Evacuation can now be authorized while on red or delta alert, by Dygon.
Added SPP Spawners, by noctyrn.
Changed some round end texts, by Vermidia.
Reworked announcements about latejoin and earlyleave of Marines. Late joining of CO/XO/SEA is accompanied by a large announcement with a sound signal. SEA has its own sound signal. Late joining of the head of department (squad leader) is accompanied by a message on the radio channel of the department (squad radio channel) and the radio channel of Almaer. Late joining of an ordinary employee of the department (squad) is accompanied by a message on the radio channel of the department (squad). At early leave, an announcement occurs according to the same logic, only without a large announcement, by to4no_fix.
Updated guidebook with more controls, by Whisper.
Added Hailey Morgan figurine, by Whisper.
Map Changes
Updated the Almayer with brig lockers, CE button and shutters, fix the accesses in lower and upper floor medbays, fixed the CL's office buttons not working, added missing UNMC logo decals in briefing, CIC, and lifeboats.
Fixed the Almayer missing 8 phones.
Added missing weather types, by noctyrn.
Added a lot of missing props, med vendors, metal, and buttons to Chance's Claim, by AverageNotDoingAnythingEnjoyer.
Fixed reactor control room pod doors in Chance's Claim being corrodible, by AverageNotDoingAnythingEnjoyer.
Replaced some old placeholder guns in Chance's Claim with CMB revolvers and basira-armstrong hunting rifles, by AverageNotDoingAnythingEnjoyer.
Replaced some placeholder guns in Kutjevo Refinery with the intended gun, by AverageNotDoingAnythingEnjoyer.
Remapped the admin fax machines area, by J C Denton.
Added more LV624 nightmare inserts, by CyberTropic.
Added Sunsets to round start, and Sunrises to Marine Major, by CyberTropic.
Fixed shale tiles (blue rock) not being semi weedable, by DummeHytteOst.
Shiva's Snowball now has more props, by J C Denton.
Fixed Shiva's LZ-2 Bio-lab shutters not being connected to buttons, by J C Denton.
Added animations for parasite, by VictorJob.
Added missing entities, tiles, props, tall grass to LV624, by CyberTropic.
Added unroofed area at the LV-624 underground lake, by CyberTropic.
Fixes
Fixed the Queen stunning other xenos when dead, resting, knocked down, or in ovi.,
Fixed strip attachments window spam.,
Fixed Foxtrot roles and other ghost roles not being takeable through the ghost role UI.,
Fixed incorrect rest keybind name in controls.,
Fixed being able to pull while resting.,
Fixed a bug where letting go of someone while buckled would make them bug out.,
Fixed the late join as xeno UI constantly recentering.,
Fixed resin walls not destroying weed nodes.,
Fixed bookshelfs being the void.,
Fixed WeYa PMCs not having WeYa IFF.,
Fixed the supply drop pad tile markers having gone missing in Requisitions.,
Make all RMC UIs remember their position when being reopened.
Fixed surgery UI briefly flickering after doing a step and eating your inputs.
Fixed dropships starting offset by half a tile on the Almayer.
Fixed not hearing shotgun pump sound if pressed quickly after shooting, buggy pump shotgun cooldown graphic, and other jank when shooting guns with cooldowns.
Fixed weed killer firing on the Almayer if a dropship goes on flyby before any departs for an LZ.
Fixed being able to cancel repairing a hive construction and still healing it.
Fixed stasis bags and body bags not fitting into crates.
Fixed defibs not healing genetic damage.
Fixed pressurized reagent canisters being drinkable.
FIxed thrown light bulbs doing 5 damage instead of 1.25.
Fixed the MAR-50 having a firerate of 5 instead of 3.33.
Fixed the plant bag having a smaller than intended stroage.
Fixed Arithrazine overdosing at half the intended amount.
Fixed Provost Team Leader skills being incorrect.
Fixed OB warheads drawing under racks.
Fixed crates dropping 2 stacks of 1 wood instead of 1 stack of 2 wood.
Fixed TV description.
Fixed All-In-One Grinder only fitting 6 items instead of 10.
Fixed IOs not being able to buy M276 pattern combat toolbelt rigs.
Fixed the circuit board vendor in engineering not having autolathe circuit boards.
Fixed the access locked weya med plus vendor being labelled as all access on the entity spawn menu.
Fixed not being able to deconstruct multiple walls, window frames, and tables at the same time.
Fixed the resin whisperer hivelord being able to stack multiple weed nodes on the same tile. You can still refresh weed nodes to make them start spreading weeds around them again.
Fixed planet we-ya med pluses not being all access.
Fixed Trijent having a defib with no battery.
Fixed the tactical map not showing some marines.
Fixed rejuvenate nearby marines button not showing up for non host admins.
Fixed infinite firerate attachments.
Fixed the MAC15 being able to attach a bipod.
Fixed 4 plasteel rods refining into 1 plasteel sheet instead of 2 to 1.
Fixed being able to change a dropship's weapon ammo while in flight.
Fixed xeno tunnels deleting every xeno except the first when destroyed. Xenos will now be pushed out of it first before deleting the tunnel.
Fixed being able to stack resin whisperer nodes on top of hive weeds without destroying the hive weed tile.
Fixed xeno corrosive acid layering over items instead of under, making it easier to see the item that is being acided.
Fixed not being able to click yourself with a fire extinguisher to put yourself out.
Fixed the anti-theft shutters in second floor engineering not starting closed. The button to open them is in the CE's office.
Fixed the Corporate Liaison's office buttons and shutters not working.
Fixed a visual bug with warriors crashing into crates and hydroponics trays during lunges.
Fixed dropping aggressive grabs making someone get stuck.
Fixed buckets not fitting into soda dispensers and chem dispensers.
Fixed xenos patting away 10 fire stacks instead of 5 per pat.
Fixed promote hive leader popups appearing in weird spots when watching a xeno.
Fixed Warrior Lunge not connecting if the target is adjacent to the Warrior when the lunge ends.
Fixed the Queen sometimes not getting health and plasma regen from weeds while in ovi.
Fixed preplaced sticky and fast resin slowing you down.
Fixed flashbangs stunning MP for longer than 2.5 seconds.
Fixed not being able to craft magazine boxes.
Fixed marines and xenos lighting others on fire when trying to pat them out.
Fixed autoinjectors having an error sprite when held.
Fixed sitting next to someone pushing you away.
Fixed duplicated tables on the Almayer, incorrect disposal tubes, incorrect tiles, and some rotated props.
Fixed default names for Research and CL quarters airlocks.
Reworded overwatch console squad message chat message to be clearer.
Fixed not being able to authorize evacuation during hijack or red alert.
Fixed autoinjector inhand error sprites.
Fixed marines and xenos lighting others on fire when trying to pat them out.
Fixed magazine box crafting not working.
Fixed admin area SPP name.
Fixed a bug where fireman carry would delete you.
Fixed deoiviing while in Queen eye getting you stuck in Queen eye.
Fixed M13 belt working inconsistently.
Fixed your ghost while observing being layered under mobs.
Foxtrot Squad Leaders can now reliably be woken up, by Ian321.
Removed a fleshy bullet impact sound, by DummeHytteOst.
Fixed fast and sticky resin deleting nodes when placed, by Vermidia.
Fixed rare cases where too many lines could be made lagging the server to death, by Vermidia.
Hybrisa window shutters no longer obstruct vision while closed, by exincore.
The Basira-Armstrong bolt-action hunting rifle is no longer a double-barrel shotgun and can no longer accept nor fire shotgun shells, by exincore.
Adjusted some stocks melee dmg to their intended values (10 > 5), by DummeHytteOst.
Fixed Intelligence Officers not having pilot access, by Ian321.
Fixed acider's exploding and healers sacrificing leaving behind bodies, by Vermidia.
Spawn here as job" now also sets the respective icon, by Ian321.
Resin Surge properly works on doors again, by Vermidia.
Fixed AMR normal shots having stopping power, by Vermidia.
Fixed AMR first shots doing stun/knockback, by Vermidia.
Fixed Parasites not having different rank titles. Larva also now have different titles, by Vermidia.
Weapon attachment damage now accounts for the user's melee skill level and any other melee damage modifiers, by Dygon.
Fixes weed wall overlays, by noctyrn.
The masterkey can be used for PBs, by Sigil.
The IO vendor now vends a M54C AP magazine for points instead of a regular one, by Dygon.
Fixed being able to place sandbags in dropships, by Vermidia.
Fixed burrow not taking at least 1 second to unburrow at a minimum, by Vermidia.
Fixed tremor cooldown being too high (45 > 30), by Vermidia.
Fixed burrow stunning too long on unburrow (4>3 seconds), by Vermidia.
Fixed error sprite appearing when attaching paper to closets, lockers, and fridges, by Arykh.
Fixed hardy weed nodes being placeable on semi weedable tiles, but hardy weeds can still spread over semi weedable tiles, by DummeHytteOst.
Fixed sentry projectiles being avoidable by sidestepping, by Dygon.
Parasites no longer have a chance to be a ghost role, no longer allowing you to bypass intentional role cooldowns, by Whisper.
Fixed Fight or Flight not curing daze, by Vermidia.
Fixed critical grace activating if you were already in crit, by Vermidia.
Fixed lesser drones being able to plant new weed nodes in 6x6 area instead of 5x5 from other nodes, by N0lim.
Invisible entities no longer show popups to nearby players, by Dygon.
Fixed xenos from being able to destroy crates with melee, by Vermidia.
Fixed dragging crates not slowing you down, by Vermidia.
Particularly large-snouted members of their species should now be able to fit their noses into their gas masks, by paige404.
Fixed rounds not ending 25 minutes after hijack begins. (It's a xeno minor), by Vermidia.
Fixed xenos not getting rank names, by Verm.
Fixed hybrisa rain opacity, by CyberTropic.
Fixed M13's vending with a magazine in them, by Magicocity1.
Fixed parasites attempting to jump while held, by Verm.
Fixed the pilot vendor not having M13 autopistols, by Magicocity1.,
Fixed weed nodes having too much health, by DummeHytteOst.,
Fixed Engine Coolers & Fuel Enhancers sprite being inverted when attached to a dropship, by BramvanZijp.,
Fixed marines not being thrown, blinded and stunned from explosions, by Dutch-VanDerLinde.,
Fixed Cluster OB not having a shockwave effect, by Dutch-VanDerLinde.,
Sentries will no longer shoot at walls. This doesn't change LZ turrets, by Ian321.,
Resting will now interrupt and prevent the use of all actions with a DoAfter, by Dygon.,
Fixed Healer sacrifice not gibbing if you didn't have max transferred health, by Verm.,
Fixed the Boiler's Bombar dhaving a 20 second cooldown instead of 30, by Dygon.,
Fixed corpse spawner breaking, by CyberTropic.
2025-05-04 03:36:14 +0000 UTC
View Post
A few things to note:
These alternate between community-wide and Patreon-only.
All of these will eventually be implemented (this is not a Minecraft mob vote), but the winner will be implemented first.
The poll will run for 72 hours, after which Whisper and I will focus on implementing it.
If, for any reason, the winner of one of these kinds of polls needs to get delayed, the vote will be remade.
Other contributors are free to contribute any or none of these things. This is just what Whisper and I will focus on.
Polls will typically have all marine options or all xenonid options, so as not to force people to choose between the two sides. They will alternate as well to ensure that both stay balanced.
As we continue development, there are now fewer options to choose from for these polls (roadmap below).
In the near future these polls will be replaced with previews into what is being developed next, posted on both Patreon and the Patreon discord channel.
Eggsac Carrier:
It loses the ability to store parasites and place traps.
It gains larger plasma stores, stronger pheromones, and the ability to lay eggs using plasma.
It can also place small numbers of fragile eggs on normal weeds. These eggs have a lifetime of five minutes while you are within 14 tiles, or one minute outside.
Vampire Lurker:
It loses all base Lurker abilities, some health, and some damage.
It gains armor, movement speed, attack speed, and new abilities.
Rush: 4 tile-range pounce that shakes the target's screen but does not stun them.
Flurry: An attack that hits targets in a 3 tile wide range in front of you and heals you.
Tail Jab: An attack that deals damage and knocks the target back.
Headbite: Executes unconscious talls to heal your wounds.
Charger Crusher:
It loses its defensive shield, some armor, damage, influence under frenzy pheromones, stomp no longer knocks down stalls, and you cannot lock your direction.
It gains health, speed, and extra stomp damage.
Your charge is now manually controlled and momentum-based. The further you go, the more damage and speed you will gain.
Your armor becomes directional, strongest at the front and weakest on the back.
It also gains the ability to tumble and headbutt a target.
Trapper Boiler:
It loses bombard, spray acid, and acid shroud.
It gains longer-range vision and can set up traps to immobilize your opponents,
It can use acid shotgun to blast a target in close range with acid spits.
It can place acid mines, which deal damage to enemies and barricades.
Berserker Ravager:
It loses empower, charge, scissor cut, some health, and some influence under frenzy pheromones.
It gains stacks of rage and heals when attacking a target. Rage increases your armor, movement speed, attack speed, and heals per slash. It can also use:
Apprehend to gain a speed buff and super-slow the next target you hit.
Clothesline to heal and deal damage with a fling.
Eviscerate to start a wind-up while immobile, which deals damage all around you.
Hedgehog Ravager:
It loses empower, charge, scissor cut, and some slash damage in exchange for more explosive resistance.
It gains the ability to gain shards over time and when receiving damage.
These shards can be used to empower three abilities:
Spike shield, which grants a temporary shield that sprays bone shards around you when damaged.
Fire spikes, which launches spikes in a direction, slowing the target.
Spike shed, which sheds all of your shards to launch them all around you.
2025-04-07 08:14:36 +0000 UTC
View Post
Small update with fixes to try to exorcise the demons from the tactical map
Survivor Jobs
Survivors are no longer all homeless civilians with AR10s.
They have also been renamed from survivor to colonist to prevent questions about how the ID printer knew that they were going to be survivors one day.
Four survivor jobs have been added:
The engineer colonist, which starts with better construction and engineer skills, and gets a tool belt if they do not get a primary weapon.
The doctor colonist, which starts with medical and surgery skill and can randomly start with more medical equipment.
The security colonist, which starts with better melee weapons, fireman, and cqc skills, and can randomly start with better primary weapons.
The corporate colonist, which starts with WeYa radio access.
Custom survivor briefings have been added, informing you about your in-character situation. These will change per survivor variant in the future, when more survivor variants are added.
This also fixes corporate liaison corpses on the planet having an ID title of "Corporate Liaison" instead of "Corporate Colonist".
This change also removes the temporary access that was granted to all survivors for the tool storage machine. Public colony access is no longer sufficient, you will need colony engineering access as a survivor to access one.
They can still be hacked with a multitool by anyone with 2 engineering skill.
This also fixes planetside booze-o-mats content amounts scaling with server population, and slowly restocking with latejoins.
Primary weapons now include the Basira-Armstrong hunting rifle, the HG 37-12 pump shotgun, and the AR10, instead of just the AR10.
Secondary weapons now also include the CMB spearhead revolver.
Trypophobia sprites accessibility settings
By Verm
There is now a setting in Escape > Options > Accessibility to revert the hive structure sprite changes for people with trypophobia.
Other Changes
General Changes
Survivor now requires 5 hours of combat technician instead of 5 hours of engineering, and 5 hours of hospital corpsman instead of 5 hours of medical.
You can now destroy platforms, by noctyrnal.
Added the SSG45 Assault Rifle for We-Ya PMCs, by noctyrnal.
Evacuation pumps now have sound effects.
Added SPP paygrades, by hatemails.
The Sniper's Ghillie, Helmet and Smock have received new sprites, by noctyrnal.
The M3 sniper's smock is now the M3 sniper's waist-rig, by noctyrnal.
Added Urban camoflague to the Sniper's Ghillie, by noctyrnal.
Ported new bullet impact sounds, by DummeHytteOst.
Added area based weather and lighting to allow for a future weather cycle and round-end sundown system, by CyberTropic.
Fixes
Fixed some marines not showing up on the tactical map, hopefully.
Fixed doctor's delight healing 7 times more than intended.
(Already uploaded) Fixed laser designator and rangefinder dots getting hidden under things like xenos and doors.
Fixed cigar case fitting anything.
Fixed carrots having oculine instead of imidazoline.
Fixed the mess technician's seed extractor not being powered.
Fixed ghosts being able to empty some autoinjectors.
Fixed thin ice walls not being corrodible with xeno acid.
Fixed the laser cannon not having its initial damage when it first hits of 100 and fix its fire applying more than 5 stacks of fire. The fire DPS is the same total but its easier to resist and pat for both marines and xenos.
Fixed xeno spits being able to destroy unpowered streetlights before they are turned on.
Fixed corrosive tail stab not injecting neurotoxin if the target's bloodstream is too full of chemicals.
Fixed some planet fax machines being powered and being able to send faxes to the Almayer. Faxes unanchored and then moved to the planet through a dropship will still work normally.
(Already uploaded) Fixed Steelcrest Defender having 20 too much armor when fortified (80 total frontal armor when fortified instead of 60), by exincore.
XM43E1 Magazines now fit in magazine pouches and all other related storages, by Djvarik.
Potted plants can now only hold Tiny items, by Djvarik.
Fixed hive weeds having 5 hp instead of 15, by DummeHytteOst.
Fixed map inserts not spawning, by CyberTropic.
Fixed boiler gas armor effecting damage being 1/2 as much as its supposed to be, by Verm.
Fixed marines armor reducing melee damage slightly more than it should have, by Verm.
Fixed parasite infect blindness being applied incorrectly, by Dutch-VanDerLinde.
Spray acid now works more like spit and pierce and allows targeting past max range (it clamps the spray max range), by Verm.
Fixed Nesart Onan Figurine not containing Ice Cream inside, by Arykh.
Fixed larva being able to be ignited and take damage for 1 second after bursting, by Verm.
Fixed some marines not showing up on the tactical map, again.
Fixed defibrillators not healing genetic damage. Dylovene temporarily heals genetic damage until the chemicals to heal that are in.
Fixed colony we-ya-med-pluses not being all access.
Fixed crates and cases dropping 2 stacks of 1 wood instead of 1 stack of 2 wood.
Fixed OB warheads getting hidden under racks.
Fixed the mess tech not getting a seed extractor.
Fixed projectiles sometimes making a flesh sound when hitting anything, including walls, by DummeHytteOst.
2025-04-07 07:05:53 +0000 UTC
View Post
Dropship LAU-444 guided missile launcher, LWU-6B laser cannon, fuel enhancer, and cooling system
More CAS weapons are finally here! Including ones that you actually have to fear, as both a xeno and marine, and bringing the rivalry of the Normandy getting angry at the Alamo if they print too many weapons or modules with the limited amount of points that the part fabricator gets without intel.
The LAU-444 guided missile launcher (which can only be shot in fly-bys, not in transit) fires expensive single-shot but very dangerous rockets, currently having 3 options:
The AIM-224B 'Widowmaker', with a large blast radius and a 3 second travel time. It costs 300 points to print.
The GBU-67 'Keeper II', with a small but concentrated blast radius and a 2 second travel time. It costs 300 points to print.
The AGM-99 'Napalm', with a large blast radius, spawning fire in a 7x7 radius second travel time and a 6 second travel time. It costs 500 points to print.
All rockets have a 3 tile inaccuracy.
The LWU-6B laser cannon (which can be shot in both fly-bys and transit) randomly covers a 7x7 area with 16 total fires with very point-efficient ammo.
These fires have a very short duration but very high intensity.
It can be shot 10 total times before having to reload.
Its ammo costs 200 points to print.
It has 1 second travel time, the shortest of any CAS weapon.
It has a 1 tile inaccuracy.
The fuel enhancer and cooling system have also been added, which can be attached to the engine attachment points (south of the wing weapon points).
The fuel enhancer reduces travel time by 25% and increases flyby time by 25%, and the cooling system reduces refuel time by 50% (both stack with diminishing returns).
Piloting skill 2 (Dropship/Gunship pilots and ASO) now also correctly reduces dropship refuel time by 25% (120s > 90s)
Buildable televisions and Correspondent camera broadcast
Televisions can now be built using a television circuit board, which will give a live view of the Correspondents' camera.
Four circuit boards can be found in the circuit board vendor, now mapped into first floor engineering.
This update also makes a few tweaks to construction, deconstruction, and general engineering:
Fixed CE, MT, and OT armor not having extra bio and explosion armor.
Fixed windows taking 4 seconds to deconstruct instead of being instant, and missing 1 screwing step (Screwdriver, Wrench, Screwdriver).
Fixed some crates not droppping 2 wooden planks when crowbared.
Fixed not being able to craft wooden floors with wooden planks.
Fixed reinforced tables missing a welding step for deconstruction.
Fixed tool sounds not playing for instant construction steps.
Fixed lathes not using the item's size for how long it takes to print. It now takes 2 seconds for tiny and small items, 3 for medium, 4 for large, and 5 for huge.
Fixed lathes not having a max print cap of 6.
Fixed autolathes being unanchorable and moved.
Fixed OB fuel being covered up by racks.
Fixed gun cases not being able to be unfolded into 1 plastic.
Fixed the tool storage machine not having light replacers and having incorrect amounts of other tools.
Fixed crowbars prying tiles not being instant.
Fixed metal floor tiles, table parts, rack parts, and metal rods not being able to be inserted into an autolathe to recycle them into metal.
Fixed reinforced tables taking 4 metal to print instead of 5.
Shotgun fixes, interact with other hand keybind, and click to eject magazines
The spread of multiple shotgun ammo types has been fixed:
Fixed flechette spread being 2.5x higher than intended.
Fixed buckshot spread being 1.33x higher than intended.
Fixed breaching spread being 2x higher than intended.
Fixed incendiary buckshot spread being 1.33x higher than intended.
The MOU53 now also has its correct firerate, which is 2 times higher than its current firerate (2 > 4).
There is also now a keybind for interact with other hand, bound to C by default. This lets you quickly insert shells into a shotgun on your other hand, and do other hand interactions such as transferring reagents between containers.
Clicking on a gun held on your hand with another empty hand will now also eject its magazine if it has one inside, instead of moving it to the other hand. Pressing C with your empty hand selected will also do the same.
This also fixes being able to juggle pump shotguns to bypass their shared fire delay. This doesn't affect the underbarrel shotgun or the MOU53.
Specialist Sniper aimed shot and new AMR specialist kit
By Dygon Sniper specialist changes:
Their rifle can now be used to perform aimed shots, projectiles fired with an aimed shot will have additional effects. The bullet fired by it will chase its target to ensure that it hits. Sniper ammo no longer has its placeholder 2x damage modifier.
Their loadouts now also include a spotter kit, which contains the gear needed to transform any rifleman into a fully-fledged spotter.
Flak ammo has been implemented, which deals 55 damage against the hit target, 55 (110 for xenonids) to entities in a 1 tile radius, and half of that to any entities in a 2 tile radius.
Flak's aimed shot does either the basic effect if it hits any entity that's not the target, or deals 110 damage and superslows the target.
Incendiary ammo now does 60 damage and has double the fire intensity compared to what it had before this PR.
Incendiary's aimed shot gives the hit target an additional 10 firestacks and slightly blurs their screen for a few seconds.
All projectiles shot using aimed shot are homing.
Aimed shot has a base aim time of 1.25 seconds, this is increased by 0.05 seconds per tile of distance to the target.
Aimed shot has a cooldown of 2.5 seconds, this cooldown starts the moment you start aiming. If the sniper laser is turned on, the aim time is multiplied by 0.6; if the target is spotted, the aim time is multiplied by 0.5; and if both, the aim time is multiplied by 0.35.
This update includes a new type of specialist: the heavy sniper weapons specialist.
They get the XM43E1 anti-materiel rifle from their vendor. This rifle fires projectiles powerful enough to penetrate any obstacle in its path.
Marksman ammo's normal shot deals 125 damage with 75 AP.
Ammo penetrates entities,damage and range is reduced with every entity hit:
Any soft target the same size or smaller than a T2 xenonid multiplies the projectile damage by 0.8 and reduces the range by 3 tiles per hit.
T3 xenonids multiply the projectile damage by 0.6 and reduce the range by 6 tiles per hit.
Walls and other obstacles multiply the projectile damage by 0.4 and reduce the range by 9 tiles per hit.
An aimed shot using the XM43E1 will get a different effect based on what type of target is hit on top of the base projectile damage:
Anything smaller than a T1 xenonid will take 80% of the original damage as additional damage.
Anything the size of a T1 xenonid will take 60% of the original damage dealt and 10% of their current health as additional damage.
Anything the size of a T2 xenonid will take 20% of the original damage and 20% of their current health as additional damage.
Anything the size of a T3 xenonid will take no bonus damage from the projectile, but will take 30% of their current health as bonus damage.
Anything the size of a T3 xenonid will take no bonus damage from the projectile, but will take 30% of their current health as bonus damage.
All bonus damage will be multiplied by 0.5 on the first shot, 0.75 on the second shot on the same target and 1.0(so no reduction) on the third shot on the same target. Using an aimed shot on a different target will reset this streak.
All projectiles shot using aimed shot are homing.
Aimed shot has a base aim time of 2 seconds, this is increased by 0.05 seconds per tile of distance to the target.
Aimed shot has a cooldown of 4.5 seconds, this cooldown starts the moment you start aiming.
Plantable UN and UNMC flags
These are located in the top and bottom CIC armories, can be carried into battle, and planted with Z.
SL/Command/Hive Leader message visibility
By to4no_fix
Squad and hive leaders speech in chat bubbles is now bold and significantly larger for better visibility. All heads of department headsets, SLs, and officers significantly increase the size of text in the radio, the headset of the fireteam leader also increases the text, but slightly less.
Dragging changes
The last of the tackle/dragging mechanics have been ported, making it so:
Xenos can now drag a stage 2 infected marine, even if they are dead (by Verm).
If a crit marine is dragged by a xeno, they will quickly take damage until they die, stopping the pull.
Attempting to devour a crit marine will also instantly kill them and cancel the devour.
Other Changes
General Changes
Added a dedicated ziptie box slot to Squad Leader B12 and M4 armor. The ziptie box that they start with has been moved into it.
Added 25x HEFA and 25x AGM-I purchasable crates in Requisitions for 10000 dollars.
Added Requisitions line sign.
High capacity beakers now start at 100u transfer and have more appropriate quick settings. Vials also have more appropriate quick settings. Canteens start at 60 unit transfer.
Added Colten 'Ripcord' Bailey figurine.
Added Spike Light-Foot Fluff-Usta figurine.
Added Gnarp Gnarp plushies, by Verm.
Added multiple Weapons/Ammunition for SPP, by MerFaruk.
Added new sounds for the M54C, by Tobi-nator.
Added lucky feathers for helmet garbs. Available through loadouts, by SG6732.
Added updated sprites for cigarettes, cigars, and lighters when put in your helmet. Chainsmokers celebrate!- COUGH COUGH wheeze, by SG6732.
Added 3 new lobby screens: Cornered, Eyes Up, and Focus Fire, by L9gie.
Added aresannounce command for admins, by hatemails.
The current tech tier can now be seen in the intel objectives window, by Ian321.
Added MAR-50 LMG and Basira-Armstrong hunting rifle survivor/ERT weapons, by MerFaruk.
Intelligence Officers and Senior Enlisted Advisors can now take both armor and cosmetic items separately, no longer blocking taking the other, by Whisper.
Changed nailgun sprites, by VictorJob.
Updated 4 flashlight grip sprites and 2 magnetic harness sprites, by SigmaTheDragon.
Doafter bars now have the same opacity as the entity performing the action, except for some types of hostile doafters, by Dygon.
Added camouflage in-engine colouring and changed the Specialist's M83 grenade launcher sprite, by Ramiris.
Added multiple Weapons/Ammunition for SPP, by MerFaruk.
M34 Incinerator Unit no longer has a cold flame. Now you can light your smokes and paper with it! By stranthbackup.
Requisitions can now directly vend filled ammunition boxes, by Ian321.
Added setting your character's pose. This can be updated in-round with a right-click menu verb, useful for giving your character time-specific flavor text, by Dutch-VanDerLinde.
Defibrillators now heal Genetic damage.
Added a lot more items to the mess technician vendors, including garlic seeds, onion seeds, onions, garlic, rice, twice the meat, twice the milk, mugs, and kitchen tools.
Map Changes
Fixed the alpha overwatch console not being accessible with a table in the way. The table has now been restored.
Fixed map insert pass through, by CyberTropic.
Added multiple props for telecommunications and ARES AI Core, by MerFaruk.
Fixed Solaris not having M890s, added 2 missing black webbing vests in the marshal armory, and 7 deputy jackets in the security lockers next to armory, by texas1234567889.
Fixed Shiva's missing MK1s and magazines, ammo belts in the panic room, removed upstream gun lockers and put the guns into their lockers, by texas1234567889.
Fixed Solaris having M42A2 shotguns instead of the HG37, MAR-40 instead of MAR-50, AR10 instead of Basira, riot armor in marshals instead of CMB armor and masks, and MK45s instead of CMB spearheads, by texas1234567889.
Fixed Solaris missing baton slugs and RC6 helmets in mining, and a pair of binoculars and a cigar in admin dorms, by texas1234567889.
Hybrisa's Cave Lockdown no longer automatically despawns at 45 Minutes, by noctyrnal.
Added the Cave Lockdown button to Bio-Genomic Lab in Hybrisa, by nyctornal.
Added LV-624 inserts for sand temple, nexus barricade, armory, and gym, by CyberTropic.
Fixes
Fixed Riflemen not starting with Endurance 1 and not being able to use some pamphlets with others.
Fixed the loader pamphlet not increasing endurance to a max of 2.
Fixed some cases of sitting on a chair making the player be drawn under some objects.
Fixed xeno health regen being too fast and recovery not having enough of an impact on it, for a total reduction of 25% to 50% overall.
Fixed vials not changing sprite between 15 and 20 units.
Fixed mortar backpacks having 6 slots instead of 12, and mortar belts having 5 slots instead of 9.
Fixed restart vote failed message showing for everyone on the server instead of just the one that tried to start it.
Fixed sprite offset items looking offset in your hand and inventory.
Fixed tactical map canvas update cooldown not updating when the window is popped out. Popping it out also temporarily hides the canvas color setting, as using it while popped out crashes your game.
Fixed HEDP and AGM-F 25x nades not coming inside a carriable box in Requisitions.
Fixed Kutjevo having a lizard plushie that grinds into weh juice.
Fixed larva and parasites not being stunned on dropships that take off and not being buckleable to roller beds when dead.
Fixed piloting skill 2 (Dropship/Gunship pilots and ASO) not reducing dropship refuel time by 25% (120s > 90s).
Fixed being able to make saline.
Fixed being able to melee while burrowed as a burrower.
Fixed Vanguard shield starting to decay when taking 5 or less damage, by Verm.
Fixed Vanguard Praetorian Pierce not having a target cap. It can now hit a maximum of 4 targets.
Fixed broken fences blocking some abilities and flamers.
Fixed pulling sometimes putting the pulled thing on top of your sprite. This affects Warriors and anyone going through stairs or ladders the most.
Freezer crates will now actually keep things inside fresh, by Tyzemol.
Colony Corpses are now random species, by Verm.
Fixed bipod not breaking on drop, by Verm.
Fixed bipod not slowing you down if toggled by anything but the action. Manually undeploying the bipod with the action still won't slow you down, by Verm.
Fixed bipod being instant deployable on non-anchored barricades, by Verm.
Hivecores' broken via Hijack no longer cause cooldown, by blueDev2.
Repairing a weed producing hive structure properly cause reweeding, by blueDev2.
Hive pylon duplication no longer occurs, by blueDev2.
Adjusted the colour of the M54CE2 HT Magazines, by noctyrnal.
Fixed lesser drones being able to plant new weed nodes further than 5 tiles away from another weed node, by N0lim.
Fixed tail stab range being 0.5 tiles too short (2 > 2.5), by DummeHytteOst.
Fixed car hitbox rotation in Hybrisa, by Djvarik.
Fixed the crematorium and morgue having a maximum capacity of 1. They now have a maximum capacity of 30, by stranthbackup.
Fixed acid taking 4.5x as long as it should be to melt most things. Walls melting lasted 1.5x as long as they should have, by Verm.
Fixed acid on barricades lasting 5 seconds too long, by Verm.
Fixed hive weed sources (hive cluster/core) not spreading weeds onto semi-weedable tiles directly, by Tyzemol.
Fixed Queen building speed being half the intended amount, by N0lim.
Fixed resin traps being placeable under dead bodies, by Verm.
Fixed dead infected hosts not being draggable if they're been infected for awhile (stage 2 or higher), by Verm.
Fixed armors using the same value when resisting bullet and melee damage. This makes the M3-VL and M3-EOD heavy armor better at resisting bullet damage for example, by stranthbackup.
Paper now turns to ashes, by stranthbackup.
Fixed Hive core not being able to be destroyed and rebuilt without a cooldown in the first 20 minutes of the game, by Tyzemol.
Fixed the grenadier spec getting the wrong kind of nades. They now get 2 AGM-F and 1 AGM-I instead of 2 more HEDP and 1 more HEFA, and 6 AGM-F and 3 AGM-I instead of 6 more HEDP and 3 HEFA. This also removes the specialist's ability to buy more HEFA and HSDP grenades, with the new grenade types that they can now buy.
Fixed not being able to fit the M12 blast grenade into grenade launchers.
Fixed being able to insert anything into an XM51 breaching scattergun case.
Fixed the seed extractor in the mess tech botany area being unpowered.
Fixed the soda fountain being drawn under the table its on.
2025-04-07 07:01:34 +0000 UTC
View Post
Smaller update with a million fixes while we work on PvE
Mess Technician and Almayer update
The Mess Technician is here!
There are 1-2 of these a round on the ship.
This also adds energy mechanics to the soda fountain, for easier drink mixing.
The rolling pin and slicing have been fixed as well, and the drink glass now holds 50 units, up from 30.
Carpotoxin from raw fish also deals less damage.
The Almayer has also received a few updates, namely to the first and second-floor medbays, intel room, SEA room, pilot bunks, ASO office, CO's mess hall, and the ordnance technician room.
Pop out windows
The tactical map and overwatch windows can now be popped out to separate windows that can be dragged outside the SS14 game window.
See below for a demonstration.
The overwatch window now also sorts marines by their role and lists the area name and SL distance of every marine in the squad.
A bug where it would flicker until reconnect has also been fixed, and it can now be shrunk to be shorter than the default height that it starts at.
The live tactical map view for CIC, and xenos while the Queen is in ovi, now refreshes twice as often, every 0.5 seconds.
Multi channel radio broadcast and radio changes
Typing multiple channels at the start of a message will send the same message to multiple channels.
This has a cooldown depending on the type of headset.
For example, :abcd will transmit the same message to alpha, bravo, charlie, and delta radio.
Video demonstration below.
This also adds a marine's squad and role to their radio messages. The squad is omitted if they are talking on their squad's radio.
Some channels have been renamed:
Other Changes
General Changes
Added 8-slot high-capacity power cell boxes.
MK54CE2 HT magazines are now available at requisitions, HT bullets have lower base damage but increase all damage dealt to the hit target for a duration.
The MK54CE2 gun case now has one normal and one HT mag instead of two normal ones.
Added M10 White Medic Helmet to Corpsman vendors, by OmerF-afk.
You now get a special job icon and title when using a loader or mortar operator pamphlet, by Dutch-VanDerLinde.
Added missing types of Mateba speed loaders and attachments, by OmerF-afk.
Added CO prototype rifle M54C Mk2 Mk1 incendiary ammo, which now starts with it, by OmerF-afk.
Added some missing ID card sprites, by OmerF-afk.
Added Colonel rank ID card change, in CO loadout, by OmerF-afk.
Added new fruit and hive structure sprites, by Alekshhh.
Brown gloves/boots + formal CO attire to CO's clothing vendor, by Arcticular1.
Added new ML66A Smartgun sounds, by Tobi-nator.
Added M5 integrated gas mask, rain cover, netting, and gun oil to the surplus squad prep vendors, by Dutch-VanDerLinde.
New CMB clothing, armor, helmet, and visor, by OmerF-afk.
Four faction cupsβUN, UNMC, CLF, and SPP, by OmerF-afk.
Three new planetside gunsβFN P90, CMB Spearhead, and HG 3712, by OmerF-afk.
A lot of crates, by OmerF-afk.
Add one hour of command time requirement to ASO, by crazy1112345.
Added snow and desert camo variants to the general pistol holster, by DummeHytteOst.
Added holstered pistol visual to the general pistol holster, by DummeHytteOst.
Ported Draconic Wings for reptilians from Cosmatic Drift, by Tunguso4ka and Kadeo.
Added holstered visuals for sidearm pouch, by DummeHytteOst.
Many prop vehicles that is being used across Maps, by OmerF-afk.
Added MARSOC HEAP for rifles, by OmerF-afk.
Added XM38 and XM40 Death squad weaponry, by OmerF-afk.
Ported admin-only spawn corporate weapons for exterminators and PMCs: M63B2, M54C2, ML79A, HEAP for M63 SMGs, B12 blast grenade, by OmerF-afk.
Added missing eye glow for M5X PMC helmet, by OmerF-afk.
Added QM jacket to QM's vendor, by Arcticular1.
Added spare researcher and medical headsets to CMO's vendor, by Arcticular1.
Added mini flamethrower, RTO pack, motion detector, fultons and space cleaner, and medical storage rig to XO's vendor, by Arcticular1.
Added tactical nailgun, construction belt, general storage belt and toolbelt to CE's vendor, by Arcticular1.
Added tan beret to ASO's vendor, by Arcticular1.
Added external webbing that fits on the armor slot. It can fit 2 items and allows suit storage. You can find it in requisitions, by Dutch-VanDerLinde.
Added two cursed plushies .. oh no, by noctyrnal.
New variants of the M5 gas mask are now available in loadouts! By UnicornOnLSD.
Added snow, jungle, desert and black variants of underwear, by Dutch-VanDerLinde.
Map Changes
Fixed some solaris inserts, by CyberTropic.
Numerous additions to Trijent Dam, focusing on the CMB armory, paper bins, and missing guns, by OmerF-afk.
Added many missing entities to Kutjevo, by CyberTropic.
Added Kutjevo clothing, by CyberTropic.
Added more missing map loot to Solaris and Varadero, by Binbag.
Fixes
Fixed OBs not gibbing.
Fixed mime M5-ATL where the rocket launcher looks like it fails to shoot if attempting to shoot too quickly after wielding. This also fixes the wield delay indicator being buggy.
Fixed flamers being able to be fired through walls.
Fixed tile fire hitbox being too large (0.45 > 0.35).
Fixed Oppressor Praetorian abduct tile hitbox being too large (0.5 > 0.4).
Fixed being able to place Burrower tunnels on the Almayer.
Fixed burrower-placed tunnels not being destroyed by weed killer, this does not affect preplaced ones on the map.
Fixed hive structures not being destroyed by weed killer.
Fixed star shells blowing out your eyes and eardrums.
Fixed thirst slowing you down.
Fixed Chance's Claim Hydro North area name on the tactical map.
Fixed some items spawning outside of closets instead of inside them.
Fixed linen bins drawing under some objects.
Fixed the grenade satchel UI being wide as hell instead of two rows.
Fixed labels over two characters not showing the first two characters on pill bottles.
Fixed the M63 single slot belt being normal instead of large.
Fixed cut fences not having an interaction outline.
Fixed hull windows lying to you and showing damage visuals.
Fixed being able to break out of perma brig by punching the reinforced window with your bare hands.
Fixed sentry collision boxes not being a circle and sometimes making you get stuck when they turn.
Fixed conveyors looking as if they block bullets, and hydroponics trays blocking bullets when shot over.
Fixed window frames not dropping 2 metal when destroyed.
Fixed the M96S sniper specialist weapon not starting with a regular magazine loaded.
Fixed Intelligence Officer sidearms starting loaded in their vendor.
Fixed being able to turn on a motion detector while its on the ground.
Fixed some cases of being able to point-blank through walls.
Fixed invoices outside of crates not being counted when sent back on the Req elevator.
Fixed syringes and pills fitting as helmet accessories.
Fixed white crates not being weldable.
Fixed primary landing zone buttons appearing with a delay on the groundside operations console.
Fixed weeds spreading under a Queen in ovi not giving her regen.
Fixed open shutters overlaying over tables.
Fixed the D50 winter wyvern's stats, by Verm.
Fixed the vintage D50 winter wyvern having a 1.05x damage multiplier instead of 1.4x.
Holo stacks now start decaying 5 seconds after not being hit by HT ammo instead of instantly, by Dygon.
Fixed helmet accessories not fitting inside patrol caps, by Dutch-VanDerLinde.
Fixed recovery nodes not having a doafter on healing, by Verm.
M5 camera gear now functions as a camera for the overwatch console, by Dygon.
Fixed DCC having incorrect time requirement for rank up, by J C Denton.
Fixed roles other than riflemen being able to use the loader or mortar operator pamphlet, by Dutch-VanDerLinde.
Fixed fruits not having a spent state. Gardener UI for choosing fruits now also shows them in their full grown state, by Verm.
Hive Structures now announce that they are built over hivemind, by blueDev2.
Placing a hive structure marker indicates how many more structures of that type can be built, by blueDev2.
Damaged Weed producing structures can be repaired with plasma and also restore weeds on repair, by blueDev2.
Hive Structures must be targeted to be hit by bullets, by blueDev2.
Hive Structures auto-break on hijack, by blueDev2.
Hive Structures take more damage from melee, by blueDev2.
Hive weeds can now take over semi-weedable tiles, by blueDev2.
An active hivecore is required to build any other hive structure, by blueDev2.
Hivecore rebuild cooldown is now enforced, by blueDev2.
Add indicator on top of hive structure nodes to better distinguish them from built hive structures, by blueDev2.
"Find Parasite" action does not show standard UI and shows a warning popup if the user cannot take a ghost role, by blueDev2.
Raffle durations aren't twice as long as intended anymore, by blueDev2.
Fixed infected hosts losing tacklestacks and not consistently being able to keep them tackled down, by Verm.
Fixed tacklestacks getting removed if you would get knocked down while already knocked down, by Verm.
Fixed helmet garbs not being 1 point in loadouts, by Dutch-VanDerLinde.
Fixed some tables dropping too many rods when destroyed by ravager's assault ability, by Verm.
Fixed mortar kit spawning empty, by Verm.
Added missing firedelay on custombuilt shotgun, by OmerF-afk.
Fix some effects not rendering properly while in xenonid night vision, by Dutch-VanDerLinde.
Fixed healer drone appearing twice in the drone evolution menu, by DummeHytteOst.
Fixed burrowers map icon being t1 colored, by Verm.
Fixed hive core weeds not spreading far enough, and cluster/pylon weeds spreading too far (by 1 tile each), by Verm.
Fixed hive cluster not having CAS and Mortar protection, by Verm.
Fixed using melee not delaying being able to pull someone, by Dutch-VanDerLinde.
Fixed Runners should no longer see entities pop into existence when going too fast Tyzemol.
2025-04-07 06:57:11 +0000 UTC
View Post
Tactical map area labels
The tactical map will now show you the names of some commonly-used areas directly on it, without having to open up a browser window to see them.
These can be disabled with a checkbox.
Alongside this, the rangefinder will now tell you if a set of coordinates can be supply dropped, mortared, CAS'd or OB'd.


M79 grenade launcher
By Dygon
The M79 grenade launcher is now in! It is available for points to every rifleman. It (currently) has 5 grenade types:
M74 AGM-F 40mm Grenade, which disperses jagged shrapnel in a cone in front of itself. It suffers from overpenetration on a direct hit.
M74 AGM-S 40mm Grenade, which spreads a smoke cloud.
M74 AGM-H 40mm Hornet Shell, which shoots off holo-targeting .22lr rounds, the equivalent to buckshot at range.
M74 AGM-S Star Shell, which bursts into burning phosphor that illuminates the area.
HIRR Baton Slug, which stuns, slows, and knockbacks the target that it impacts directly.
All of these can be bought for points, and Requisitions starts with a few of each type. A few as in, around 4-5 of each scaling with pop (except for 8 HIRR and 2 star shells), please do not ask me for 30 in the line.
Foxtrot Squad
By Ian321
Tier 3 intel unlockables have been added:
Wake up additional troops, which will spawn 1 SL (or FTL after the first purchase), 1 combat technician, 1 hospital corpsman and 2 riflemen. This costs 6 points, and raises in cost by 6 points for every time that it is bought.
Wake up additional specialist, which spawns an additional specialist. This costs 8 points and cannot be purchased multiple times.
Both of these can be taken by ghosts that are currently observing, in the form of ghost roles. An announcement is sent in chat when they are unlocked, for marines and ghosts to see.
Mortar changes
Couple of mortar fixes and some tweaks:
Fixed HE mortar shells doing 20% less damage than intended to humanoids and xenos.
Fixed HE mortar explosions getting completely eaten by a single 3000 health planet wall, if it lands on top of an intact one.
Fixed mortar random fire offset being -1,0,1 instead of -1,0,0,1, making it more likely that it will not be offset at all with each shell.
Fixed mortars having infinite range. They now have a min range of 25, and max range of 75. Req also now starts with a kit for the mortar instead, which comes with mortar operator pamphlets, by Verm.
Fixed Incindiary mortar shells exploding on impact. They only create fire now, by Verm.
Mortar Shells are now cheaper to buy from req, you can no longer get them from ASRS random crates, by Verm.
Oppressor Praetorian strain
By Verm, sprites by Alekshhh
The fifth and last Praetorian strain has been added! It focuses on pulling in and pushing away foes.
Warding Pheromones
By Verm Warding pheromones now actually do something useful: extend your crit grace period as a xenonid. At the moment there is no base critical grace period for xenos, but warding will make it so that xenos in crit can keep moving around for a couple of seconds. Non-lesser warding pheromones add a second or two of grace period. Other changes, also by Verm:
Fixed warding giving twice as much crit health as it should have.
Fixed warding not slowing bleedout off weeds, and not healing crit xenos slightly on weeds.
Fixed xenos bleeding out while on fire (they only take the fire damage, not bleedout damage).
Fixed warding not persisting in crit on weeds even when there's no producers.
Fixed frenzy being a flat 10% melee damage multiplier. It's now +2 damage per level, and properly adds to tailstab damage.
Hive Structures
By blueDev2
Some remaining hive structures have been added:
The hive cluster, a hive limited structure that spreads hive weeds around it.
The eggmorpher, a hive limited structure that requires hive weeds and passively creates parasites, passively storing a maximum of 6. It generates 1 parasite every 120 seconds, or 60 seconds while the Queen is in ovi.
The recovery node, a hive limited structure that requires hive weeds and slowly heals a single nearby xeno.
This also ports the change that xeno eggs must now be planted on hive weeds, alongside marines now needing to be nested on weed walls that are created from hive weeds, or on resin walls with hive weeds under them.
M5 Camera Gear
By SubjectD9341, PursuitInAshes
The M5 camera gear has been added, an alternative to helmets that still allows overwatch to be able to watch the marine, if they have equipped the camera gear from the uniform surplus vendor.
Note that this does not change the SOP requirements for roles that are required to wear helmets.
Commanding Officer Honor Guard Kits
By J C Denton
The top CIC armory now contains a secure box, locked to the Commanding Officer, which contains 2 honor guard kits.
These contain an M890 tactical shotgun, some pills, buckshot, and in the future, a tracker pointing to the CO.
This update also adds the Commanding Officer's D50 Winter Wyvern pistol, by IceStormTheDragon, RyanStrudfelt, Dygon, Boaz1111.
The CO does not spawn with a mateba belt anymore, and needs to get it from their vendor, being able to choose between it and the new D50 Winter Wyvern belt.
Chem master changes
Some quality of life changes and fixes:
Fixed the pressurized chemical dispenser sharing energy with medbay.
Fixed the chem master not having a max cap of 500 units.
Fixed chemicals not mixing in the chem master.
Made the selected color and dosage not get reset when you close the UI, by Ian321.
Fixed the initial pill count being twice the usually intended amount, by Ian321.
Fixed chemicals being dumpable onto the chem master by sprite dragging onto it, by Skarletto.
This update also adds a right click verb to medic and ez injectors that empties them of chemicals, and maps the janitorial buckets into the Almayer, which are a container with a capacity of 500 units.
Tackle fixes
Getting knocked down now correctly resets all tackle stacks on a humanoid.
This makes it so any kind of stun that knocks you down resets all current tackle stacks on you, giving you more time before you are tackled down again.
This includes Runner leaps, and short-range Queen screeches.
This also fixes shaking with left click not removing tackle stacks if not fully tackled.
Another big change: being able to return to your body if you ghost while nested, and you later get unnested.
You will get a big message in chat if this happens, and the button at the bottom will re-enable.
Other Changes
General Changes
Updated the roadmap.
Added a setting to enable damaging yourself, disabled by default. This disables shooting yourself point-blank, and hitting yourself with melee weapons.
Added hacking automated vendors with a multitool with an engineering skill of 2.
Added the old rpg glasses with their old look back in as an alternative in some vendors after they were ripped away from Wesley Jemison.
Added a popup for yourself and others when pressing door buttons.
Added admin-only ghost role spawners for the HEFA Knight Shrapnelsworn.
Made the overwatch console and intel objectives windows taller by default.
Renamed some freelancer equipment to Duke's.
Added Commanding Officer Essentials Kit to CO vendor, by Arcticular1.
The pheromone menu now has different icons for the pheromones depending on their strength, by Verm and Alekshhh.
Added buttons to MP jacket, CO bomber jacket, and formal service jacket, by Arcticular1.
Added display of delay between flamethrower shots, by ArtemDerp.
Warning cones now fit on your head, by UnicornOnLSD.
Hijack now automatically calls General Quarters, by to4no_fix.
All t1 xenos can now evolve into Queen, by Verm.
Added Keffiyehs, Smocks and Neckerchiefs, by noctyrnal.
Added Multiple new Goggles and Glasses, by noctyrnal.
Added Most Helmet Garbs, by noctyrnal.
Pride Pins and Welding Goggle can now be put onto your helmets, by noctyrnal.
Updated the sprites for fast and sticky resin, by Alekshhh.
Added 3 new suitskirt options in the Corporate Liaison vendor, by chaussettes1999.
Map Changes
Fixed Doc not spawning in research on the Almayer.
Added lifeboat medical cabinet and wall cabinet vendors.
Fixed the Thunderdome not having atmos, and the Thunderdome ERT area not having lights, correct floors, and power. Its barriers now delete you instead of crash landing you to the current planet.
Added some missing pizzas to maints below the kitchen.
Fixed the intel room starting unpowered.
Added a missing rat to Charlie bunks.
Added missing plates, toolboxes, motion detectors, M16 ammo boxes, bipods, couches, clothing, shotgun shell loading rig, plasteel, crayons, kitchen items, and the powerloader operator card to Fiorina, by OmerF-afk.
Added invisible walls to the ship on Hybrisa, fixed ultra reinforced podlocks being acidable, fixed some rotated hitboxes, and shrank the hospital divider hitbox, by noctyrnal.
Solaris Caves north of Mining now have rock walls that disappear 40 minutes into a round, by Tunguso4ka.
Fixed map nightmare inserts not clearing all previous objects, by CyberTropic.
Added map nightmare insert variants. Shiva LZ2 South Caves can now spawn as default, built up, or destroyed, by CyberTropic.
Added missing MK1 assault rifles and belts to Shiva's Snowball, by texas1234567889.
Added missing M890 in lambda, 2 black webbing vests to marshal armory, and 7 deputy jackets in the security lockers next to armory in Solaris Ridge, by texas1234567889.
Removed OB protection from Kutjevo caves and reactors, by DoguhanOzgurAkca.
Fixed area names in kutjevo caves being mixed up, by DoguhanOzgurAkca.
Fixes
Fixed buckling to chairs sometimes incorrectly layering the chair over or under. Xenonids are also offset vertically on roller beds.
Fixed Jim Bob also failing surgery school. Staff Officers now have surgery skill 1, up from 0, and vehicles skill 2, up from 1.
Fixed xeno alacrit fruit speed being too high when stacked with other sources of speed.
Fixed the short delay when closing and opening storage UIs.
Fixed not being able to place magazine boxes on catwalks.
Fixed racks being unanchorable. You can still deconstruct them into rack parts.
Fixed rotating in place, clicking, or turning in combat mode as a xeno setting off motion detectors.
Fixed not being able to label reagent tanks.
Fixed the MK1 assault rifle having higher scatter than intended while on full auto.
Fixed survivors not being able to open colony gun cabinets.
Fixed being able to put boxes of breaching shells back into the XM51 breaching scattergun case.
Fixed not being able to insert magazines when clicking on other mags in a storage window.
Fixed not being able to click on other un-interactable items to insert an item wiithin belts, pouches, webbing, and armor.
Fixed medical and research chemical dispensers sharing energy.
Fixed overwatch console not showing OB cooldown.
Fixed announcement console closing without feedback when announcing while on cooldown.
Fixed not showing role icons in the fireteams UI.
Fixed eating and drinking taking more time than intended (1 > 0.5 seconds).
Fixed being able to fulton while moving.
Fixed reconstructing lathes giving free materials.
Fixed the HIDP incendiary grenade detonation sound sounding like glass breaking instead of like a flamethrower.
Fixed being able to buckle dead xenos to medevac stretchers.
Fixed the engineering skill now speeds up how fast you deconstruct and repair objects, by Dygon.
Fixed Parasite roles being able to be taken before 15 minutes have passed in the round, by Dygon.
Fixed Parasites and lesser drones not being muted for 3 minutes when they spawn, by Dygon.
Fixed xenos not getting double non-hivecore evo points before 15 minutes, by Verm.
Fixed desert grass layering over mobs, by Tunguso4ka.
Fixed boiler neuro tailstab not injecting enough neurotoxin (16 -> 20), by Verm.
The marksman M44 speedloader box can now be refilled, by Ian321.
Fixed sentinel scatter spit cooldown being too low (6 -> 7 seconds), by Verm.
Fixed sentinel paralyzing slash delay and stun amount. The delay is back to 4 seconds (up from 3) and the stun is now 4 seconds (down from 5). Also it now makes people jitter when it successfully hits, by Verm.
Fixed knockback from ammo stuns and neurotoxin forced movement being too slow, by Verm.
Fixed knockback from ammo stuns not applying in certain cases, by Verm.
Fixed jackets not having the correct armor, by Arcticular1.
Fixed CO berets not having camo, by Arcticular1.
Fixed there being no delays between PB shots. There is now a 1.1 second interval between when you PB anything, before you can PB again. Shots will just register as normal shots until the delay is over, by Verm.
Fixed PBing not putting a gun on melee cooldown. Meleeing also puts a gun on PB cooldown, by Verm.
Fixed m81 riot not accepting smoke nades, by Verm.
Fixed Xeno pheromone UI no longer spawns in screen corners when watching other xeno, by Tyzemol.
Fixed fultons and the data detector not having in-hand sprites, by Verm.
Fixed healer drone's tailstab damage being too high, and melee being slightly too low, by Verm.
Fixed warrior, lurker, and runner not healing slightly faster while resting, by Verm.
Fixed being able to drop and walk away from a piece of intel you're reading, by Kickguy223.
Fixed Vanguard pierce being a straight line, and no longer goes over cades, by Verm.
Fixed warrior punch and fling having a lower range than most melee moves (1 > 1.5), by Verm.
Fixed spray acid/flamers not going through doors, by Verm.
Fixed lunge and blitz persisting after stun (and death) in some cases, by Verm.
Fixed lesser drones having no damage overlays, by Verm.
Dogtags can no longer be melted by acid, by Whisper.
Fixed fuel pouches on the weapons specialist vendor being free instead of costing 5 points, by Arcticular1.
2025-03-02 19:51:43 +0000 UTC
View Post
Flamer
The flamer is now here! This includes:
The M34 incinerator unit, which can be bought by Combat Technicians and Squad Leaders for points. Requisitions starts with 2 (scaling with pop).
The underbarrel mini flamethrower attachment which contains 40 units of UT-Napthal. It can be attached to some guns such as the pump shotgun, and the M54C MK2 (but not the MK1).
The incinerator tank, holding 100 units of UT-Napthal, which the M34 incinerator unit uses as a magazine. The mini flamethrower does not require a flamer tank and stores its own fuel.
They can be refilled with a G4-1 fueltank backpack.
Comtechs and SLs can buy more, and the automated munition squad vendor starts with 3 (scaling with pop).
These are included in the random free ARES crates that Requisitions can get.
The G4-1 fueltank backpack, which contains 350 units of UT-Napthal, and can carry 3 flamer tanks, refilling them when inserted.
The underbarrel fire extinguisher attachment, which can be used to put out fires and refilled with a water tank.
The fuel tank strap pouch, which is cheaper than a large general pouch and holds any combination of 2 flamer tanks and fire extinguishers.
Welding fuel also works as a substitute for UT-Napthal, dealing less damage, but you will need to empty out an incinerator tank, mini flamethrower, or fueltank backpack before adding welding fuel, as you cannot mix multiple chemicals at the same time.
More flamer fuel types and the pyro weapons specialist will be added in the future.
This change also fixes standing still in a fire not reigniting you, and fire damage while standing on fire being half the intended amount.
Underbarrel extinguisher, underbarrel flamethrower, req crate, ares crate, SL/comtech flamers.
This also fixes Queen armor loss from being in green fire being too high (50% armor retained -> 70%), by Verm.
Hybrisa Prospera planet map
By noctis
Noctis has ported LV-759 Hybrisa Prospera, a new large urban-themed planet map originally made by Zenith, mikoka wei, Drathek, Nanu, Cuberound, Almings, Crowford, Blundir, and dimdimich1996.
Ravager
By Verm
The Ravager has been added, a T3 xenonid caste that evolves from lurker and focuses on empowering from foes and dishing out damage. It has 3 unique abilities:
Empower, gaining a small amount of shield. After 6 seconds or using it again, you get empowered based on surrounding enemies (max 6), gaining shield from each. If you empowered from at least 3 targets, you become super-empowered, gaining additional damage on melee attacks, and changing how some of your other abilities work.
Assault, charging towards a location and destroying some objects in your path. If empowered, it stuns and flings back the first enemy hit.
Scissor cut, cutting enemies and fences in a straight line. If super-empowered, it slows enemies hit too.
It also has the highest base damage of all xenonid castes (45), 25 armor, 80 explosion armor, fire damage immunity, and 750 health.
Valkyrie Praetorian strain
By Verm
This replaces the Warden Praetorian strain, focusing on frontline support. It has 4 unique abilities:
Tail fountain: Extinguishes fire from a nearby ally or foe. Uses up your melee attack cooldown.
Tantrum: Give an ally and yourself temporary armor for a few seconds, which lasts longer on you. Crushers and Ravagers get a speed boost instead.
High gallop: Stuns foes in a 2x3 area in targeted direction, and slows them. Also flings back grenades, as Warriors used to do a very long time ago.
Fight or flight: Remove ailments and stuns from all alies around you. The radius is larger if you have 75+ fury after paying the ability cost.
It also keeps its Retrieve ability, pulling another xeno to itself.
Nightmare inserts
By CyberTropic
Nightmare inserts randomize small parts of every planet map each round, adding some variety to each round.
So far, Kutjevo (by CyberTropic) and Solaris (by Tunguso4ka) have had the most nightmare inserts ported, but more will be added in the future.
Cluster OB
The last type of orbital bombardment, cluster, is now here!
This OB fires 225 small explosions in around half a minute, bombarding an area repeatedly over its duration.
The two random warheads on the Almayer will now include this warhead, and more can be bought with intel points, same as the other two.
This also fixes HE orbital warheads not destroying xeno tunnels, by Ian321.
Other Changes
General Changes
You can now use items in your hand on other items in storage. If there is no interaction, it will insert the item instead, by ShadowCommander.
Added helmet accessories. Currently, only the M1A1 ballistic goggles are valid accessories, by Dutch-VanDerLinde.
Added the MAC-15 submachinegun and MAR-40 battle rifle, which spawn at round-start on some of the planets, by Binbagg.
Helmets now have 4 slots, 2 of those slots being reserved for helmet accessories, by Dutch-VanDerLinde.
4 metal rods are now properly refinable into 1 metal sheet with a welder.
Added disconnect and reconnect messages to mentor help.
Temporarily removed night vision grain until it can be fixed.
Added some missing gun cabinets to Fiorina.
Added a hive:set admin command.
Added some for now admin-spawn-only SPP gear.
More xeno chatsans, most for abbreviated terms, intel, and survivors. Scout is no longer part of the xeno chatsan. Scout spec and scout specialist are sanitized instead, by Verm.
Added equipment visuals when turning on night vision goggles, by Dutch-VanDerLinde.
Survivors can handle intel after being rescued, by Ian321.
Added the name of the current area you are in in the tacmap alert tooltip, by Verm.
Added new vulp wrap sprites, by SG6732.
Removed folded up necksprites for wraps on the neck slot. Regular mask slot wraps will work fine, by SG6732.
MP5 and M16 now have a small chance to spawn with a single-shot underbarrel grenade launcher, by Dutch-VanDerLinde.
Ported pizza and pizza boxes, by Tunguso4ka.
Added new Commanding Officer armor sprites + CO helmet sprites, general officer armor + helmet, deluxe gloves, by Arcticular1.
Added RTO pack, expedition pack, night vision visor, to Commanding Officer vendors, General officer armor, helmet & deluxe gloves, by Arcticular1.
Changes old Commanding Officer armor, helmet + gloves > general officer equipment, by Arcticular1.
Added 5 hours as squad roles requirement to Cargo Technician, by chavonadelal.
Added the Commanding Officer's ML66B Cavalier smart gun with new sprites. This replaces the regular smart gun in their vendor, by Arcticular1.
Added ID lock to the Commanding Officer's smart gun, by Arcticular1.
Xeno fruits glow when ready to be harvested, by Verm.
Map Changes
Added Doc, the mouse in upper floor research.
Fixed wrongly placed platform on Fiorina engi, by Tunguso4ka.
Fixed Chance's Claim LZ names, by Tunguso4ka.
Add furniture to arcade room on Solaris, by Tunguso4ka.
Removed upstream stools from New Varadero, by Tunguso4ka.
The LZ sign on Fiorina now properly says "UN" and has the correct flag, by Djvarik.
Fixed double fence on Trijent, by Tunguso4ka.
Added landing zone signs to Shiva, Fiorina, and New Varadero, by Djvarik.
Added missing trash carts in casino alley in Chance's, Djvarik.
Added trees, grass and boulders to Trijent Dam, by Tunguso4ka.
Added tall grass to Kutjevo, by CyberTropic.
Added civilian binoculars, by CyberTropic.
Ported sprites for Sorokyne Strata & ERT Shuttles, by Djvarik.
Fixed all Chance's Claim buttons, by AverageNotDoingAnythingEnjoyer.
Fixes
Fixed some vendors not fitting through doors.
Fixed loading bullet boxes taking 5 seconds instead of 1.5 seconds.
Fixed evac airlocks and lifeboat doors allowing larvas and parasites through before evac starts.
Fixed eating pills not being instant. Feeding others pills still takes 1 second
Fixed defibrillators having a cooldown between uses.
Fixed Crusher Charge, Defender Headbutt and Warrior Lunge being blocked by corpses.
Fixed Warrior Lunge being 3 times slower than intended.
Fixed not being able to buckle dead xenos to roller beds.
Fixed dropships lifting off and landing not stunning xenos that are aboard.
Fixed SMG AP bullet box name being incorrect when bought from Requisitions.
Fixed rechargers blocking bullets.
Fixed the command tablet cabinet allowing mobs to be stored inside.
Fixed rangefinders and laser designators having a cooldown to zooming in and out.
Fixed fillet boots not looking filled before being interacted with.
Fixed not being able to pick up paper bins.
Fixed the Intelligence Officer vendor not getting a choice of shotgun shell belt.
Fixed Requisitions getting large document pouches instead of small ones.
Fixed breaching shells fitting into the pump shotgun.
Fixed window frames not being able to be hit with bullets when directly clicked on.
Fixed intel folders not having random colors.
Fixed the M60 being too loud.
Fixed being able to drop intel items while reading them.
Fixed Provost headsets not letting you see job icons.
Fixed the loader kit having breaching charges instead of plastic explosives.
Fixed the XO and officer service jackets not having 10 armor.
Fixed items shuffling when being taken out of a storage with multiple rows.
Fixed your overwatch UI glitching out when admins assign non squad roles to squads.
Fixed Power loaders continuing to load or unload after the operator gets out, by Ian321.
Fixed xenos being unable to pat fire on marines, by Verm.
Fixed burrower visibility while burrowed. It is correctly invisible to all but itself, and is transparent on the xeno overlay, by Verm.
Fixed burrower burrow/unburrow thinking you were still unmoving, preventing movement prediction from kicking in. mostly, by Verm.
Fixed burrower not having seperate burrow and tunneling cooldowns. The burrow cooldown is 2 seconds and kicks in when successfully burrowing, unburrowing, or cancelling a burrow. Tunneling is 7 seconds and kicks in when cancelling a tunneling, by Verm.
Fixed intelligence headband and squad beret not spawning, by Dutch-VanDerLinde.
The First Sergeant rank prefix has changed to be more consistent with other ranks. (1Sgt -> 1stSgt), by PursuitInAshes.
Fixed space dollars being US instead of UN minted, by Djvarik.
Fixed Gardener Drone's resin surge not working through membranes/windows, by Verm.
Fixed resin walls and doors not being resin surgable, by Verm.
The plastic explosives crate now actually contains plastic explosives, by Ian321.
The xeno tunnel list no longer lists destroyed tunnels, by Ian321.
Fixed drone transfer plasma's doafter taking too long (3 > 2 seconds), by Verm.
Fixed hivelord having drone's transfer plasma. They now transfer 200 plasma in 0.5 seconds, up to 7 tiles away, by Verm.
Fixed health analyzer closing the window when it's not in your hands, by N0lim.
Lights, beakers and pressurized canisters no longer leave glass shards when destroyed, by Ian321.
Fixed burrow, fultoning, and supply drops not dropping pulls, by Verm.
Fixed duplicated traits and traits not intended to be selectable, and lowered the frequency of replacements for some accents, by Whisper.
Fixed fences connecting to walls, by CyberTropic.
Fixed IOs not having combat tech prep and colony engineering access, by Tunguso4ka.
Fixed IO machete pouch in their vendor not being filled, by Dutch-VanDerLinde.
Changed flare colour to be more white than red, by noctis.
M890 Riot Shotgun now has a slightly different sprite, by AverageNotDoingAnythingEnjoyer.
Fixed larvas not starting with full plasma, by Binbagg.
Fixed larvas being able to evolve off weeds for the first 15 minutes of a game, by Binbagg.
Fixed Pierce not breaking window glass, by Verm.
Fixed various abilities with a timer not showing toggled on on the action bar, by Verm.
Fixed crusher healing not enough while standing (0.4 -> 0.66), by Verm.
Changed signal flare color to be more white than green, by CyberTropic.
Aciders no longer generate over 400 acid passively. To compensate, slashing at someone now generates bonus acid for 6 seconds, which stacks with passive generation and works when the cap is hit, by Verm.
Delta pilled the alec plushie, by UnicornOnLSD.
Fixed Burrower's burrow having too high a range (15 > 8), by Verm.
Fixed Resin Whisperer construction range being too high (13 > 11), by Verm.
2025-03-02 19:44:02 +0000 UTC
View Post
Intel and the Intelligence Officer
Intel items spawn at random spots on the planet.
Paper scraps, progress reports, folders, and technical manuals are found with a data detector, read, and then stored in the Almayer's intel room for points.
Progress reports may require a paper scrap to be read first, and its data submitted to the Intel computer inside the Intel room; these clues are listed on the View Intel Objectives window available to all Intel-trained personnel.
Similarly, folders may require reading a progress report first, and technical manuals may require reading a folder first.
These items can't be destroyed by explosions or corrosive acid.
Other sources of intel are:
Dead xenos, which can be fultoned.
Perma-dead humanoid bodies from the colony (which can't be fultoned yet).
Rescuing live survivors onto the Almayer, after which they may re-deploy, and you will keep your points.
Restoring colony power.
Restoring colony communications.
Intel points can be exchanged for requisitions budget, dropship part fabricator budget, and additional explosive and incendiary warheads in CIC through the tech tree console.
Buying cluster warheads, foxtrot awakening, awakening an additional spec, and the ARC will all be added in a future update.
This update also brings the requisitions budget, dropship part fabricator budget, and starting amount and types of warheads to parity. Make sure you secure intel if you want to get more.
Intelligence Officers get their own equipment, gear, and weapon racks. Their XM4 armor has an integrated motion detector but does not allow webbing to be used alongside it and can only be worn with an intel officer uniform.
They are assigned to Intel squad by default, which can be overwatched normally. More marines may be transferred to it, and they may be given a field support intelligence kit by IOs.
Fultons are also added. These can be attached to crates and dead xenos and instantly picked up by a dropship with a fulton recovery system attached to its utility point.
Plastic explosives will also be live, letting you collapse xeno tunnels in less than three hours of constant shoveling.
These are similar to breaching charges but deal more damage around them, and can be attached to xeno tunnels to quickly collapse them, unlike regular breaching charges. They may also be attached to walls.
Some roles can buy these, and others like Scout specialist and Demolitionist specialist, get them for free.
The Demolitionist specialist now also gets their loader kit, with extra rockets. This kit can be given to another squad member, usually a rifleman, to help you load rockets faster.
Radio tuning
By Dutch-VanDerLinde
Headsets can now be right clicked to temporarily deactivate or activate specific radio channels.
This is specially useful for command roles that only want to pay attention to one or a few squads.
Some head-role headsets (CE, CMO, QM, CMP, IO) now correctly start with some channels disabled, so check if you want to enable them!
Alongside this, rotary phones now also send an emote to chat and popup when ringing, to catch your attention when QM Nyx Sparkdrawn is asking you for the seventh time to fire a supply drop.
Headsets have also had their iconic send-sound radio ported, played when someone speaks through one. It can only be heard by the sender, and anyone within 3.75 tiles of them.
Random M16/AR10 attachments
Two of the survivor guns planetside now start with their random attachments.
They each have a chance of starting with any attachments, at which point they are randomly chosen from all the valid ones.
This change also maps in nailguns, barrels, and plastic explosives to each planet map where appropriate.
Survivors have also had their missing fireman skill added.
Emergency Response Teams
As we move forward we will be porting more emergency response teams from 13. The ones included in these update are preset spawners for provost, the pizza deliverer, and freelancers (freelancers by Tunguso4ka).
Provost and the pizza deliverer have also had playtime trackers added, which should let you see how much time you have spent playing those roles, if spawned by an admin.
Work on this system will go towards making it possible to have foxtrot and additional specialist awakening with intel points, without keeping me up at night from how god awful ghost role code is.
Once it is more fleshed out, it will also make it easier for us to work on PvE events, which will run sessions on a second server directed by a game master.
CO/SEA Whitelist
CO and SEA whitelists will be opening soon once we are done processing the backlog.
Another announcement will be made once that is the case.
Other Changes
General Changes
Added the thunderdome, where admins may spawn ghost roles.
Added squad colored arrows for Squad Leaders.
Added alec plushie, by UnicornOnLSD.
Avalis now have their own laugh sound, by Verm.
Added Provost stamp, by PursuitInAshes.
Added dragging dead larva to the hive core to turn them back into burrowed larva, by N0lim.
Made rotary phones emote when ringing, by Timemaster99.
Added night vision film grain, by Dutch-VanDerLinde.
Added fist-bumping and high-fiving emotes. Right click on a fellow marine to initiate the action, by Dutch-VanDerLinde.
Added tailswiping with other xenos emotes. Right click on a fellow xeno to initiate the action, by Dutch-VanDerLinde.
Added Queer and Autism pins to loadouts, by Tunguso4ka.
Some marine uniforms can now be toggled to roll sleeves and take off the jacket. Right click on a uniform to toggle it, by Dutch-VanDerLinde.
Spam cans are now available to be built in the construction menu, for 1 cardboard per can, by Dicerson.
Alt-Clicking on a spam can with a valid magazine in hand now load all bullets from the magazine into the can after a 5 second doafter (Try HAR Magazines!), by Dicerson.
Added admin-spawned freelancer mercenary ghost role, by Tunguso4ka.
Removed old long ears for humans and added new ones, by Farrellka-dev.
Added admin commands to change the current requisitions budget and intel points.
Added Provost playtime trackers and ghost role spawners, used by admins.
Added a verb for admins to spawn someone with a certain job.
Added pizza deliverer admin spawn role as its own job with playtime tracking, and fixed its starting loadout to be correct.
Updated the roadmap.
Fixed xenos being able to destroy mortars. They now make them drop the kit on the floor in one hit.
Fixes
Fixed Boilers leaving behind a body after dying and exploding.
Fixed being able to damage yourself by touching lights.
Fixed Requisitions not having M1984 AP magazines and signal flare packs in their vendor.
Fixed throwing cooldown being higher than intended (0.5s > 0.25s).
Fixed the smart gun's motion detector automatically turning off when dropped.
Watching a xeno no longer closes the UI.
Fixed M16 bump stock modifying stats and being removeable.
Fixed the M16 not being able to have any underbarrel attachments.
Fixed Requisitions not being able to vend filled grenade packets. They are at the bottom of the middle vendor.
Fixed small visual delay when unwielding before unblocking other hand.
Fixed weeds not spreading through closed resin doors.
Fixed Praetorian being able to move while preparing acid ball.
Fixed larva and parasites being able to break the sensor tower.
Fixed feeding range being 1 tiles instead of 1.5.
Fixed rubberband when exiting lockers before it stuns you.
Fixed HEFA knight armor, PMC gun operator armor, provost armor and other faction armors having incorrect sprites.
Fixed larvas and parasites being able to turn off flashlights and other light sources.
FIxed curtains not having an interaction outline.
Fixed elements not showing up on the chemicals guidebook page.
Fixed iron overdoses dealing 2x the intended amount of toxin damage.
Fixed canteens holding 50 units instead of 60, and the metal flask not starting empty.
Fixed wooden barricades not being vaultable.
Fixed the nailgun dealing less damage if two are wielded at the same time.
Fixed the M3-G4 grenadier helmet being acidable.
Fixed larva and parasites being able to pat out fires.
Fixed directional windows deconstructing into upstream glass.
Fixed not being able to syringe nutriment out of food.
Fixed donuts and snacks not allowing chemicals to be injected and not being grindable.
Fixed tile stacks becoming different tiles when split.
Fixed tiles stacking up to 30 tiles instead of 60.
Fixed player job titles being delayed in examines.
Fixed the right click verb menu bouncing on uniforms before the butcher verb appears.
Fixed underbarrel shotgun and underslung grenade launchers being small instead of normal sized items.
Fixed not being able to put flashlights into your belt slot.
Fixed some items like helmets and night vision huds being rotated in storage.
Fixed mentorwho not working with more than 1 mentor.
Fixed the Queen having numbers in her name.
Fixed sometimes not being able to repair a sensor tower until reconnect.
Fixed reconnecting causing your vendor to say access denied before opening anyways.
Fixed bottles not starting at 60 units transfered by default, and changed the default settings that they can be changed to.
Fixed breaching charges not fitting into the engineer kit storage item.
Fixed dragging dead bodies that are on top of Parasite traps triggering the trap, by Rainbeon.
Fixed welder packs not refueling by just clicking on them, by Dutch-VanDerLinde.
Fixed Acid Resin Traps not triggering around open corners. (Traps will still not trigger if they are entirely obstructed), by Rainbeon.
Fixed ME3 hand welder (the small one) blinding you without eye protection, by Dutch-VanDerLinde.
You can now dig up graves with the entrenching tool, by Tunguso4ka.
Made it possible to wear tactical wraps/scarves around the accessory slot as well as mask slot, by SG6732.
Fixed chairs are now instantly deconstructed with a wrench, instead of a screwdriver, by Arendian.
Fixed the MK1 having camo, by Dutch-VanDerLinde.
Fixed MOU53 being too loud, the sound was not mono, by Whisper.
Fixed hypospray tactical reloads not working in most cases, by Verm.
Fixed Executive Officer not starting with a marine service peaked cap, by Dutch-VanDerLinde.
Fix senior enlisted advisor not being an auxiliary support job, by Dutch-VanDerLinde.
Fixed SG drum belt not having two drums, by FungiFellow.
SOP clarification; The deconstruction of crates and barrels are not considered ship modifications, by Whisper.
Increased the volume of dropship startup and landing, by Whisper.
Fixed resin surge reinforcing non-walls and doors, by Verm.
Fixed resin surge making sticky weeds if a non-wall non-fruit entity was targeted on weeds (it now makes a wall as intended), by Verm.
Reverted weed node layering changes for now, by Verm.
Ported Burrower Unburrow stunning marines in a 0.5 tile range for 4 seconds, by blueDev2.
Fixed the CE not getting a shotgun case and M54C MK2 case, by Dutch-VanDerLinde.
Fixed ability slows rarely not wearing off, by Verm.
Fixed weed killer effects not playing correctly for marines on the dropship, by Dutch-VanDerLinde.
Fixed Riflemen not being able to buy M1984 AP ammo in their vendor, by Tunguso4ka.
Fixed the small document pouch being half the intended size.
Fixed ghost role menu sometimes not showing any ghost roles, including larva ghost roles.
Fixed not being able to transfer IOs to other squads.
Fixed burrower unburrow stunning allies
Fixed CT, SL, SGO, Specs and FTLs not being able to buy fultons.
A guidebook page explaining intel has been added, Ian321.
Fixed slows lingering forever in some cases.
Fixed the XM4 armor not showing motion detector blips.
Fixed returned fultons that crash back to the planet still being listed on the dropship fulton target UI.
Fixed picked up fultons still being listed on the dropship fulton target UI.
Fixed not being able to buy T1 techs after unlocking T2.
Fixed ARES always listing all points as being new in the command and intel radio announcement.
Fixed intel officers not getting squad trackers.
Fixed the ghost role amount shown on the button at the bottom sometimes being incorrect.
Fixed repurchasable intel tech tree options only ever increasing in price the first time they are bought.
Fixed 2 missing breaching charges in Chance's Claim.
Fixed thunderdome humanoids and xenos showing up bioscans and being counted for round end conditions.
Fixed thunderdome humanoids being able to talk with or hear humanoids outside the thunderdome.
Fixed the thunderdome having no lights.
Fixed snow camo marine uniforms appearing invisible when sleeves are toggled, by Dutch-VanDerLinde.
Fixed dropship weed-killer effects, for real this time, by Dutch-VanDerLinde.
Fixed M42A2 shotgun not fitting into its scabbard.
2025-02-11 20:10:11 +0000 UTC
View Post
Marine Law and Standard Operating Procedure
By Whisper
Marine law and SOP have been rewritten and added to the guidebook by Whisper! You won't need to have it open on your second monitor anymore.
The MP Update is ready and releasing!
it includes:
Marine Law.
Standard Operating Procedure.
Fixed equipment for MP roles, including the pistol cases they were meant to be supplied with.
The release of the RSH-9 Assault Revolver for the CMP.
Role ranks, based on per role and some that increase with playtime. (Code by Dutch-VanDerLinde)
Increased playtime requirement for important roles, guiding newer players into easier to understand roles.
Marine Law and SOP should have a noticeable impact on the strategy of the Marines, as they more clearly define the conditions and regulations regarding where personnel need to be and should be. Additionally, they allow for the creation of secure areas and field hospitals where certain shipside crew can be deployed to work.
Another key feature will be the allowance for MP personnel (with permission) to patrol these secure areas and protect non-combative shipside personnel while maintaining law and order in the area of operations.
SLs will have the authority and means to detain and transfer insubordinate squad members, civilians, and any third-party personnel to these secure areas, where MPs will take over and process them shipside, allowing the SL to continue operations without the need to return to the FOB.
This also reworks the entire ruleset, removing redundant rules and reorganizing them, as all command-level roles and MP personnel must follow marine law and SOP.
A quick one to notice, the note that only COs may approve executions has been removed and replaced with a procedure Commanders and CMPs must follow to approve them. (COs still retain the ability to battlefield execute and approve executions.)
I highly recommend reading both rules and law sections of the remade guidebook to ensure you don't miss anything new, as there are many changes. (You can also collapse guidebook sections to make it easier to navigate.)
The applications for whitelists will not be opening at this time, but they are now my primary focus and should not remain closed for much longer as I work on remaking the application process to fit with this update.
As a reminder, the Commanding Officer is a heavy roleplay position with many responsibilities, not simply a higher ranking executive officer role with perks. I would not recommend this position if you do not enjoy MP gameplay, roleplaying, or have not made an effort to learn marine law.
Commanding Officers are the highest authority on the ship in terms of law, even overriding the CMP, so a strong knowledge of law is expected. Additionally, the general expectations for a CO player, both in and out of the game, are very high.
Alert Levels
Alert levels are now in! It can be changed to Red in CIC by setting both keycard authentication devices east of the CIC bubble to red alert, then quickly swiping an ID with command access on both of them simultaneously. The Almayer control console allows you to change it back to green or blue alert. Read the guidebook to know when to set each one. There is also a sound and message associated with each one, which is sent to all ship marines and ghosts. Armory shutters now also automatically open and close when Red alert is enabled or disabled. Red alert gun cabinets will also automatically unlock and lock, no longer requiring you to break them or an MP to unlock them. Red alert gun cabinets are now also invincible to all damage but can still be destroyed by xenonid corrosive acid. There are many status displays around the Almayer that will also display the current alert level.
Marine ranks
By Dutch-VanDerLinde Marine ranks are now correctly gained with playtime and displayed in chat messages and announcements. You can also examine a marine to see their rank. This rank depends on their role and their playtime in that specific role, changing similarly to how xeno ranks do with playtime. This affects who you need to follow lawful orders from; check marine law and SOP in the guidebook for more information. This includes ranks for all marines, the liaison, and provost.
Compact and tactical nailguns
By CyberTropic Nailguns are now in! These allow you to quickly repair a barricade by using materials on it. They are also required to repair a heavily damaged barricade instead of a blowtorch. Combat technicians and some other roles get one in their kit through their vendor.
Sticky and fast resin
By Verm This update adds sticky and fast resins that builder castes can secrete. These are built faster than walls and doors and are quite cheap. Sticky resin slows non-hive members on it more than hive weeds, while fast resin speeds up hive member xenos on it. This also fixes how much weeds slow marines down. Generally, the slow on normal weeds for armored marines is slightly less now, but the penalty is heavier while unarmored. Hardy and hive weeds now also have stronger slows compared to normal weeds.
Directional armor lights
Armor lights are now directional, letting you see more in front of you, but less behind. They will automatically rotate towards where you are facing.
Burst fire changes
We are now using the same system as upstream for burst fire, which means that it should be a lot stronger for most guns.
Most notably, the MK80 and AR10 are now a lot more useful in burst-fire.
(The black square on my cursor is a recording bug, not in-game)
Other Changes
General Changes
Lizards can now tail thump and Dionas can now chirp, by Verm.
The autolathe can now make flashlights, drinking glasses, light tubes, light bulbs, and hand labelers, by SG6732.
Added a lighter with an USA flag, by Hyenh.
Added new MOU53 sounds, by Dutch-VanDerLinde.
Added the electronics pouch to the combat technician equipment rack, by Dutch-VanDerLinde.
Added the machete scabbard to the dropship crew equipment rack, by Dutch-VanDerLinde.
Command, MP and some squad roles roles now require more experience to play, by Whisper.
Map Updates
Added UNMC logo decal to the Almayer's briefing room and CIC room, by SG6732.
Fixed Kutjevo Colony and Hydro Dam buildings not being mortarable, by Tunguso4ka.
Fixed LV vines not having interaction outlines, making it difficult to know if you are targeting them with a melee weapon.
Fixes
Fixed some cases where more special roles could be assigned to a single squad than intended.
Fixed M5-ATL crosshair not being the square explosive crosshair.
Fixed being able to move while crafting molotovs.
Fixed some red glass security doors not allowing roles with only command but not brig access through.
Fixed the M54C Mk1 and the tactical shotgun not being in the executive officer's weapon vendor, by Dutch-VanDerLinde.
Fixed the SEA equipment rack not having shoulder holsters and having duplicated M3-VL vests, by PursuitInAshes.
Fixed Sentinel Neurospit draining fewer units of chemicals than intended, it now drains 0.25 more units on hit (1.75u -> 2u), by Verm.
Fixed sniper and scout cloaks not turning off when the user is the last marine left alive, by Dutch-VanDerLinde.
Fixed M4SPR A19 incendiary rounds having 95 accuracy instead of 105, by DummeHytteOst.
Fixed incendiary slugs having 20 AP instead of 5, and regular buckshot having 0 AP instead of 5, by DummeHytteOst.
Fixed Boiler abilities Acid Shroud and Bombard being able to be used at the same time, by blueDev2.
Fixed lighters not fitting into cigarette packs and some other storage items, by Hyenh.
Fixed the evacuation pod door opened sprite, by Tunguso4ka.
Fixed table to table part deconstruction being too short (1 > 5 seconds), by Tunguso4ka.
Fixed table part to metal deconstruction being too long (1 > 0 seconds), by Tunguso4ka.
Fixed rack deconstruction being too long (1 > 0 seconds), by Tunguso4ka.
Fixed not being able to unwrench and pull medical vendors, food vendors, booze-o-mats, chess-o-mats, and rec-vends, by Tunguso4ka.
Fixed some uniforms having incorrect camo sprites, by Tunguso4ka.
Fixed the dropship incoming and crash sounds being too quiet compared to the explosion sound, by Dutch-VanDerLinde.
Fixed Resin Whisperer nodes not costing plasma. Placing a node now also has an animation, by Verm.
Fixed Hive Core spawning hiveless hive weeds, by Verm.
Fixed riot armor being classified as light armor instead of heavy for movement speed, by Djvarik.
Fixed crafted M1984 AP magazine boxes not fitting any mags.
2025-01-26 13:05:40 +0000 UTC
View Post
Few more prerequisites for Intel, please get me out of the Intel mines, and more fixes.
MK1 Assault Rifle
The M54C MK1 assault rifle has been added.
It has 95-round magazines instead of 40, less scatter, and one more round in burst fire compared to the MK2 that you are used to.
Its under-barrel grenade launcher also carries 5 grenades instead of 3, but fires slower.
The only place you can get it from as a squad member is Requisitions. They get a minimum of 3 for free, scaling with population, please I don't want every line to be 100 people asking for the MK1.
This is the gun that a lot of Intel Officers use in 13 as it lets them be more efficient with their storage space, so instead of waiting for all of Intel to be done before adding it, it has been added in advance as a prerequisite for other roles to try as well.
This change also adds the Upper Medbay, Requisitions, Engineering, and CIC armories. The bottom CIC armory also has MK1s.
Before you start asking your SO for MK1s, here's a snippet from Marine Law, which is almost done being written into the guidebook by @quietlywhisper and has been put on the wiki as well by @tunguso4ka:
Special equipment found in armories such as the M890 Tactical Shotgun are not allowed to be handed out to non-officers without a clear, understandable, and urgent reason. The Commanding Officer's weapons may also not be handed out.
Equipment stored in armories may not be part of a supply drop, rewards or prizes, and may not be used to form a squad.
Armory equipment may be given to all personnel during a Code Red or Code Delta scenario. Officers must be prioritized before enlisted.
Bullet boxes
Bullet boxes or spam cans are now in.
Requisitions can buy these, carry 50% more ammunition for the same price, and can be clicked on with an empty magazine to refill it.
There are rifle, rifle AP, SMG, and SMG AP boxes. They can also be worn on your back slot.
This update also adds an option to disable auto-ejecting magazines from guns, defaulting to on as it is right now. If you disable it, you will have to eject it manually, either with a hotkey or through the right-click menu. This lets you preserve your magazines for when you want to refill them with a bullets box.
Remember to pick up and store your empty mags, specially your AP mags. If you ask me for new AP mags as a QM because you were too lazy to pick yours up, I will personally come and find you.
Random ARES crates and Requisitions vendor magazine boxing
Random ARES crates are in, which are given to Requisitions every 10 minutes depending on the amount of live xenos on the planet.
These can be magazines, bullets, and supply crates.
The first 5 sets of free crates (minutes 10, 20, 30, 40, and 50) will always have a minimum of 4 crates.
The Requisitions budget has been adjusted to compensate for this, and it now correctly uses the same scaling factor as vendors.
Requisitions will also be able to dispense filled magazine boxes instead of being forced to get a wrist injury. The right-side Requisitions vendor has a section at the bottom for them, which drains the magazines from the vendor when dispensed.
This should be the last of the Requisitions changes before the Intel update comes out, at which point they will have the intended budget experience.
Dropship hijack crashing effects and explosion
By Dutch-VanDerLinde
The dropship crashing into the Almayer now has its signature sounds and massive explosion to drive the point home that there is now a giant hole in the Almayer's hull.
You will be able to see these in-game if you are unlucky (or lucky) enough to be in a hijack.
Xenos can pat out the fires like usual to get out of the dropship.
Other Changes
General Changes
Removed APC access checks until cutting the access wire is implemented. This lets anyone with the skill such as FTLs but not the access interact with an APC.
Added opening barrels with crowbars to get 2 metal sheets each.
You can now as Xenonids hold down your attack, wide swing and tackle keybinds, to continue the action, by DummeHytteOst.
Added M1984 AP magazines, and made them purchasable, by DummeHytteOst.
Added labcoats (for docs and CMO) that can be unbuttoned and medical aprons (for docs, nurses, and CMO) to med equipment racks + CMO now gets their peaked cap and special labcoat, by Verm.
Added guidebook guides for the Communications Tower, Sensor Tower, Combat Technician, and Maintenance Technician by Kynthos on Discord.
Map Updates
The reagent tanks in the Ordnance Technician workshop and Engineering have been confiscated by Second Lieutenant Io Soifae after a series of marines were unable to keep themselves from raiding Engineering equipment without permission. A paper note has been left behind in their place as a receipt, to get them back once an Ordnance Technician wakes up from cryo.
Mapped in the Command Tablet locker to the Almayer CIC.
Fixed some phones on the Almayer having gone missing.
Fixed the Ordnance Technician workshop door not being correctly access locked.
Mapped in the new kitchen tools to the Almayer kitchen.
Moved the Experimental Sensor Tower to its intended spot in Solaris Ridge, by AverageNotDoingAnythingEnjoyer.
Fixes
Ported squad transfers not being able to make a squad have more than 1 squad leader, 1 specialist, 1 smart gun operator, 2 fireteam leaders, 3 combat technicians, or 4 hospital corpsmen. Because apparently people can't control themselves when making Echo squad. Any complaints should go to your XOs.
Fixed the Liaison having XO access. Their correct access is We-Ya, Command, Research, Medical, Medical Prep, Colony Public, Colony Research, Colony Engineering, Colony Logistics, Colony Brig, Colony Medbay and Colony Command.
Fixed Command roles other than CO/CMP/XO/SO/ASO being able to access brig. MP roles and the SEA can still access it.
Fixed the Dropship Crew Chief not having Command access and not being able to access the medbay.
Fixed cargo technicians being able to access the automated weapons rack and surplus uniform vendor. They can still access the automated munition, automated utilities and squad attachments vendors. The Quartermaster can still access all of them.
Fixed throwing giving you camera recoil and added a lunge to your character when you throw something.
Fixed night vision optics lasting for 5 hours instead of 10 minutes. Added examine text to helmets on how to take optics out, which is with a screwdriver.
Fixed showing non-acting squad leaders buttons to modify fireteams, which do nothing for them.
Fixed the automated utilities squad vendor not having an engineer kit.
Fixed dropship rotary phones not being able to be used.
Fixed night vision optics not being marked as recommended, and the SL one costing 20 points instead of 25.
Fixed the mateba holster not fitting into the suit storage slot.
Fixed protein bars, prepared meals, and MRE components not being able to have chems injected with a syringe.
Updated the description of move order to clarify that it does not speed you up without armor equipped.
Fixed thermal cloak cooldown still being 3 seconds instead of 0.5.
Fixed knives not being deleted by explosions.
Fixed holstering and unholstering being inconsistent, specially with belt holsters.
Fixed the mouse cursor being invisible while wielding and having disabled combat crosshairs in the options or hovering over an UI element such as the chat.
Fixed knocking on a window not saying who knocked on it for other players.
Fixed bedrolls being able to delete items.
Fixed welding goggles being stored sideways.
Fixed survivors not getting accents and other traits.
Fixed cryoing as a non-rifleman squad role sometimes breaking which squad a late-joining player would be in.
Fixed being able to secrete resin on top of generators.
Fixed Requisitions stamped invoices giving 300 credits back instead of 100.
Fixed throwing not making you face towards the direction you threw something at.
Fixed fire spreading through dropship doors, such as those from an incendiary OB.
Tweaked the barrel attachment node for the M44, M63, and M54CE2 to better fit the weapon sprites, by SG6732.
Fixed Dancer Praetorian being able to use corrosive acid, by Dutch-VanDerLinde.
Fixed cargo technicians not spawning with a M1984 belt, by Dutch-VanDerLinde.
Fixed maint techs spawning with insulated gloves and pouches, by Dutch-VanDerLinde.
Fixed flashbangs stunning xenonids, by MalorMorfin.
Fixed the XM88 doing more damage than intended, and its base firerate and accuracy being lower than intended (buffed firerate is the same), by Verm.
Fixed parasites filling up xeno tunnels, by blueDev2.
Fixed most Almayer tiles being able to have Burrower tunnels placed on them, by blueDev2.
Crayons now have 30 uses each, increased from 25, crayon colors have also been changed slightly, by DummeHytteOst.
Fixed larva burst animation looping, by Dutch-VanDerLinde.
Fixed armor variants not being Patreon named, by Dutch-VanDerLinde.
Fixed Staff Officer vendors not having gun belts, and marked Squad Leaders' belts as full, by Dutch-VanDerLinde.
Fixed Vulpkanin hair not hiding with helmets, by Dutch-VanDerLinde.
Fixed underbarrel flashlight grip moving when on, by SG6732.
Tweaked the M54CE2 Sprite and attachment node, by SG6732.
Fixed healing lesser drones giving Healer Drones energy, by blueDev2.
Fixed ballistic goggles worn mask sprite, by Dutch-VanDerLinde.
Digital clocks now show the proper date from the server, by CyberTropic.
Fixed Burrower damage sprites, by Verm.
Fixed the phone busy sound not stopping, by Dutch-VanDerLinde.
Fixed some stray pixels in xenonid sprites, by Verm.
Fixed the salve overlay visuals sometimes being incorrect, by Verm.
Mapped in the 19 missing water reagent tanks, kitchen tools, and sauces to the Almayer.
Fixed MK1 mags not being transferable between each other and M54C/M54CE2 magazines.
Fixed bullet boxes not updating visually and not having examine text for rounds left.
Fixed barrels leaving behind the ghost of metal sheets past when destroyed with a crowbar, by blueDev2.
Fixed radio telephone pack inhand sprites being incorrectly swapped.
Fixed shooting both underbarrel grenade launchers launching grenades everywhere except where you are actually aiming.
Fixed the CO's M59A prototype rifle not starting with a locked M54C collapsible stock.
2025-01-26 12:54:16 +0000 UTC
View Post
First update since the Christmas break, with 500 bug fixes and some of the changes required for Intelligence Officer in a future update.
Fireteams
Fireteams are here, at the special request of @Alec "Protag" Buchanan, as a (late) birthday present. These let Squad Leaders create up to three fireteams by clicking on their squad tracker compass alert on the right side of the screen, which can have marines assigned to them and one promoted to Fireteam Leader per Fireteam. Not to be confused with the actual Fireteam Leader role, but if you are playing with @Alec "Protag" Buchanan, chances are you will be making them the leader of their own Fireteam anyways. Other marines can also click their squad tracker compass alert to view the fireteams that their Squad Leader has setup, and to change their tracker to either track their Squad Leader, or their assigned Fireteam Leader. Squad Leaders can then give individual tasks or direction to each Fireteam.
Echo Squad
Echo squad is here, which can be created by the Commander of the operation in CIC. Any marine can be transferred to it at that point, and can be used as a fifth squad for whatever plan the Commander has in mind. Echo Squad can be watched from the Overwatch Console like any other squad, and their supply drop corresponds to the fifth green E pad in Requisitions, which Req normally operates manually on their own. This change is in preparation for Intel Squad in a future update, which will also be displayed separately.
Night Vision Optics
The first of the helmet optics, the night vision optic, has been added. It can be purchased by Fireteam Leaders and Squad Leaders in their vendors (and in a future update also Intelligence Officers), but NOT by Requisitions. Please don't ask me for it in Requisitions. I don't want a repeat of people asking me for the M60 LMG as Quartermaster. It can be toggled with an action at the top left of the screen and will last for 10 minutes of continuous use before needing to be recharged in a recharger. The battery cannot be swapped like defibrillators, but it can be directly inserted into a recharger instead. It works differently from other night vision items, adding a green tint to your screen when used (and in the future some grain for the spec ops immersion), and being unable to be used at the same time as scopes or binoculars.
Other Changes
General Changes
New crosshairs have been ported, which depend on the gun you use and only display when wielding one in combat mode. Doing so will also hide your mouse cursor.
Most xenonid sprites have been made overall darker, and runner has been made smaller and larva a bit bigger, by Aleksh and Sigma Draconis.
New xeno ability icons by Aleksh! Related icons have been changed, by Verm and Aleksh.
Added dismantling rack parts into metal with a wrench, by SG6732.
Added dismantling table parts into metal with a wrench, by DummeHytteOst.
Removed explosions shaking your screen, by DummeHytteOst.
Removed the option for players to disable all recoil, by DummeHytteOst. This made it hard to account for slight differences in balance for guns between 13 and 14. Wielding a gun still prevents your screen from shaking when shooting, and attachments that reduce recoil work as expected.
Ported 5 minute cooldown to devolving then re-evolving to the same caste that you were.
Added a search bar to medal/jelly UI.
Removed unused toggle internals alert status.
Added xeno energy alert, by Kolakolanikolay.
Added 40 minute delay from round-start before a hijack can be started.
Added civilian award ribbons as a parallel to marine service medals. The colors reeflect the medal equivalents, by CyberTropic.
Increased time that landing zone turrets last for from a maximum of 35 minutes to a maximum of 40 minutes.
The emergency autoinjector has gotten its own injection sound, by DummeHytteOst.
Press armor now has a light, by DummeHytteOst.
Vanguard Cleave fling & root and Warden Aid heal & rejuvenate are now separate abilities instead of being switched with a toggle. They have a shared cooldown so should work the same as before, by Verm.
Made picking up dropped items hotkey pick up the first dropped item, instead of the last, by Dutch-VanDerLinde.
Xeno spits have different colors now depending on how much damage they do. Neuro spit is now also yellow, by Verm.
Added more words to the xeno chat replacement list, by Verm.
Phones now go to voicemail after 30 seconds if no one picks up the receiving end, by Dutch-VanDerLinde.
Added wall-mounted rotary phone, by Dutch-VanDerLinde.
Fixed idle outgoing telephone sound not playing, by Dutch-VanDerLinde.
Added squad headbands and tactical wraps, by Dutch-VanDerLinde.
Added orange and black ballistic goggles to loadouts, and change various ballistic goggle sprites, by Dutch-VanDerLinde.
Added new kitchen tool sprites, by Tunguso4ka.
Added being able to use the mask slot as an additional glasses slot, and added prescription glasses for the Corporate Liaison, by CyberTropic.
Healer drones now have a salve overlay visual that runs out when the last salve's duration runs out, by Verm.
Added an option to change the key bound to xeno wide swing, by DummeHytteOst.
Added xenonid inhands and fixed carrier parasite overlays and parasite mask sprites, by Verm.
Added inhand sprites for phones, e-tools, colony radios, and many other items, by Verm.
Added reptilian sprites for the tactical wraps, by Dutch-VanDerLinde.
Added scarves and more coifs to loadouts, by Dutch-VanDerLinde.
Added digital clocks, by CyberTropic. Found in the SEA's room and CIC, they show the current date.
Added lockers, riot tech and flashbangs to the MP armory, by RyanStrudfelt.
Added new Quartermaster hats, by Dutch-VanDerLinde.
Added round-end no EORG popup, by Tsjiptsjip.
Added a list of CM-SS13 contributors and staff to the credits, accessible in the lobby, roadmap, and escape menu. Ask us if you want to be included in it!
Added 3 new lobby backgrounds, by tobinator.
Map Updates
Updated LV, Solaris and Trijent to add some of their missing content, by Tunguso4ka.
Added some missing content to Chance's Claim, by AverageNotDoingAnythingEnjoyer.
Fixes
Fixed some visual bugs and jank when using the chemical dispenser and transferring chemicals between bottles and other containers, by Inconnu1337 and DrSmugleaf.
Fixed marking and signal flares not being visible in xeno night vision while lit.
Fixed the XM88 not increasing its damage on a successful hit, by Rainbeon.
Fixed the XM88 getting stuck at maximum damage for extended periods of time, by Rainbeon.
Fixed XM88 stacks not resetting once the timer runs out, by Rainbeon.
Fixed XM88 stacks resetting when hitting something that is not an alive Xeno, it now only resets after the timer runs out, by Rainbeon.
Fixed the XM88 not consistently giving a popup that its stacks have reset, by Rainbeon.
Fixed the XM88's stacks lasting for 4 instead of 2 seconds, by DummeHytteOst.
Fixed parasites not being able to use the larva roar emote.
Fixed light bulbs not leaving behind an empty fixture when destroyed.
Fixed xenos being able to shoot spits directly at corpses.
Fixed not being able to swap hands by pressing X while stunned.
Fixed the command tablet not being able to give medals for Commanding Officers.
Fixed being able to place eggs on tunnels.
Fixed pick up verb being displayed twice for undeployed magazine boxes.
Fixed plasteel max stack being 40 instead of 50. You will still get 40 for free as a comtech, this only changes the max you can stack it to.
Fixed move order giving move speed to marines without armor.
Fixed dropship terminal weapons camera offset affecting each other. Offsetting your camera as the Alamo will no longer adjust it for the Normandy, and vice-versa.
Fixed hive leader stars sometimes being drawn at 0,0 while observing as a ghost.
Fixed overwatch console looking funny when rotating your camera.
Fixed air vents hiding traps.
Fixed being able to place resin tarps on tunnels and resin structures on sentries.
Fixed some bugs that made dialog windows flicker or not open.
Fixed acid resin traps triggering through walls if placed in a corner.
Fixed being able to unanchor and move the medilathe.
Fixed pull chains through ladders and stairs sending you to space.
Fixed duplicate wrench in comtech tools vendor.
Fixed magazine boxes taking too long to craft (1 > 0.25 seconds).
Fixed prepared meals, protein bars and MRE components not being grindable into nutriment, for Iron Nutriment pills.
Fixed mortar belts being able to carry 7 items instead of 5. The fifth is a sidearm.
Fixed poppies giving lowercase bicaridine and golden apples giving doctor's delight.
Fixed Burrower burrow range being larger than intended.
Fixed the Scout Specialist's thermal cloak cooldown being too high (3 > 0.5).
Fixed Queen screech not stunning parasites within 11 tiles for 8 seconds through walls.
Fixed surgery clamp bleed not removing surgery wounds.
Fixed CMO, Doctor, Nurse and Maintenance Technician starting with a headset, BY AverageNotDoingAnythingEnjoyer.
Fixed survivors not spawning with a colony key in their headset, by AverageNotDoingAnythingEnjoyer.
Fixed XO and ASO not starting with a rangefinder in their pouch, the XO not starting with 2 large pouches, the SO not starting with a rangefinder in their hand and two large pouches, the SEA not spawning with a flash, large pouch, whistle, and binoculars and the QM's starting pocket contents being swapped, by AverageNotDoingAnythingEnjoyer.
Fixed Warden rejuvenate not removing slows from ammo, by Verm.
Fixed being able to devour currently nested hosts, by DummeHytteOst.
Fixed Praetorian spit's doing slightly less damage than intended (25 > 30), and acid ball range being higher than intended (4 > 3), by Verm.
Fixed welding tanks not exploding, by Verm.
Fixed glass shards blocking doors from closing, by Rainbeon.
Fixed tunnels not costing plasma when placed not on a node, by blueDev2.
Fixed the nailgun not accepting repair materials, by CyberTropic.
Fixed M4SPR custom barrel using the wrong sprite, by DummeHytteOst.
Fixed rods not fitting into the construction rig, by DummeHytteOst.
Fixed healer drones sometimes surviving sacrifice, by blueDev2.
Fixed some gun attachment visuals being incorrectly positioned, by SG6732.
Fixed healer drone salve healing being too slow and healing over 10 seconds instead of 5.
Fixed healer drone salve cooldown being 1 second instead of 0.5 seconds.
Taking a Xeno ghost role that previously belonged to someone else no longer causes your ghost to commit identity theft, by Rainbeon.
Fixed the Queen's ghost staying immature forever. It will now update correctly to change into the playtime rank when she matures, by Rainbeon.
Fixed Solaris top comms tower not being powerable.
Fixed M96S sniper rifle spawning as classic on jungle maps, by MACMAN2003.
Fixed arachnids not getting default emote sounds, by Verm.
Fixed Patreon named items perk not being applied to items in cases.
Fixed revival mix being named incorrectly in the hospital corpsman vendor, by Verm.
Fixed rementoring as an active mentor sending you duplicate messages.
Fixed the Underbarrel Grenade Launcher grenade timer starting on fire instead of on landing.
Fixed the Underbarrel Grenade Launcher grenade timer being 1 second instead of 1.5 seconds.
Fixed defender crest preventing the stun when resisting fire.
Fixed standing still on top of fire not setting you on fire again after a resist.
Fixed Queen and other explosive armored xenos taking way more explosive damage than intended.
Fixed tuck in features helmets not updating while using the verb, by Dutch-VanDerLinde.
Fixed flechette shooting one less projectile than intended, by FungiFellow.
Made Dave 'Big Dave' Small 50% wider.
2025-01-18 03:40:52 +0000 UTC
View Post
Commanding Officer medals and Queen jellies
Medals and jellies have been added!
These can be given out by whitelisted Commanding Officers for the marines, and by Queens for the xenos, to award exemplary performance.
They will be displayed at the end of a round in the round-end window, and you can see all medals and jellies ever given to you with the top bar button in the Customize menu.
The list of CO medals are:
The list of Queen jellies are:
Royal jelly of slaughter
Royal jelly of resilience
Royal jelly of sabotage
Royal jelly of proliferation
Royal jelly of rejuvenation
This change also ports the all-clear ARES Command radio announcement when all xenos are wiped out, leaving some 3 minutes for COs to give out medals. The round-end duration has been reduced to compensate for it.
Healer Drone strain
By blueDev2
The Healer drone strain has been added!
It loses:
It gains:
Stronger pheromones.
The ability to use your health to plant lesser resin fruit.
The ability to heal fellow xenos by using up your health
The ability to die in exchange for healing a fellow xeno.
If they have maximum energy (7500) when sacrificing themselves, they will respawn as a larva on their corpse.
Resin Whisperer Hivelord strain
By blueDev2
The Resin Whisperer hivelord strain has been added!
It loses:
Corrosive acid.
Thick resin structures, building drone-level resin structures instead.
The ability to upgrade weak resin structures to strong resin.
The ability to plant weed nodes outside of weeds.
A fifth of your max plasma.
It gains:
The time it takes for Resin Whisperers to build from afar depends on how far the construction is from them; regular speed if within regular range, 2.5 times longer otherwise.
Steelcrest Defender strain
By Verm
The Steelcrest Defender strain has been added!
It loses:
It gains:
Increased headbutt knockback and damage.
The ability to slowly move while fortified.
The ability to accumulate damage and use it to recover a slight amount of health and refresh your tail stab.
Queen neuro spit
By Verm
The missing ability for mature queens to spit neurotoxin has been added.
It has two modes: one that stuns and doesn't care about armor, and one that deals damage.
You can no longer run down Queens, at least alone.
Skill-based engineer kits, first-aid kits storage, and medical kit pouches
By metalSage and Verm
Engineer kits have been added, which allow combat technicians to store power cells and circuit boards into a compact storage, which they can then store inside a backpack. Only combat technicians and others with engineering skill 2 can store engineer kits in backpacks and satchels and open them while inside one.
First-aid kits can now also be stored in backpacks and satchels by hospital corpsmen and other personnel with a medical skill of 2, and open while inside one, letting them carry much more medicine.
Medical kit pouches have also been added, letting corpsmen and some other roles carry more medical supplies.
This also fixes the medical rig starting with ointment instead of burn kits, and a few medical pouches not being able to store pill bottles.
Blood packs and surgical cases now correctly fit into first-aid kits as well.
# Commanding Officer's M59A prototype rifle
By MACMAN2003
The CO's protag rifle has been added; it has IFF like the smart gun and is ID locked to the Commanding Officer.
Both the smart gun and the CO's M59A can now have their IFF toggled on or off, letting you hit hostiles that have the same IFF tag as you. Just don't forget to leave it on if you want to fire through friendly marines!
New xeno sprites
By @aleksh and @.sigma_draconis.
The new xeno sprites are here!
You will be able to see them all in-game after months of work from Aleksh and Sigma Draconis.
In the future, the current sprites will be used for xenos made by Research.
Other changes
Added Rodentia species, by paige404.
Ported minimum player counts for Trijent and Fiorina of 130. Below 130 players, both maps won't be available in votes.
Fixed Queen screech not paralyzing humanoids within a 4-7 tile range.
Fixed xenos not being able to place weeds and build resin on stairs.
Fixed taking out items from a multi-row storage shuffling the items.
Fixed dual-wielding two SMGs and rifles dealing more dps than intended.
Fixed some cases where removing or inserting items to storages made them invisible until reopened.
Fixed medevac stretchers not fitting where roller beds do.
Fixed the CMO senior officer vendor having pistols instead of pistol belts.
Fixed Chance's Claim having absolute zero temperature and killing monkeys on spawn.
Fixed some podlocks on Chance's Claim being able to be destroyed with breaching charges.
Fixed the combat technician's preparation room having the wrong vendor.
Landing zone turrets will now start their 20 minute despawn timer 15 minutes in, guaranteeing that they despawn by minute 35 of a round. Hurry the fuck up and finish briefing 100 people have a game to play.
The CMO can now wear any armor.
Removed mb > my bad autocorrect so that you don't accidentally ask medbay for KD and my bad pills.
Fixed extinguisher spray going into disposal, by DummeHytteOst.
Fixed Fire Extinguishers not removing the acid effect on Marines when spraying them, by Rainbeon.
Fixed acid spit having the same sprite as neuro spits, by Verm.
Powerloader sprites inhand are now different depending on what was picked up, by Verm.
You can now transfer ammo between dropship ammo boxes with a powerloader, by Verm.
Fixed lockers/closets having more HP than intended, by DummeHytteOst.
Added scarves to loadouts, by noctyrnal.
Fixed scouts being able to prime smoke and incendiary nades while cloaked, by Verm.
Fixed mini sentries being unable to be hit with spit, by Verm.
Fixed sniper sentries not having a slightly faster deploy time and shotgun sentries not having a faster undeploy time, by Verm.
Add sensor tower tacmap icon, by Verm.
Fixed xeno abilities that move a target not breaking pulls, by Verm.
Fixed being able to melee faster with guns by switching between them, by Verm.
Fixed barricades and sentries healing extra on weld if they had both burn and brute damage, by Verm.
Fixed squad vend pistols starting with mags. This doesn't affect cases, by Verm.
Fixed being able to acid the command tablet, by Verm.
Fully overhauled wield speeds to be more in line with CM13, by Rainbeon.
SMGs, XM88, and the M4SPR (normal and Scout variant) no longer have any wield slowdown specifically when wearing armor.
Grenade Launchers, Rocket Launchers, Smartguns, Sniper Rifles, and the M54CE2 Heavy Rifle now move at a fixed speed of 2.5 m/s when wielded, regardless of worn armor.
All other weapons are now faster when wielded while wearing armor, but slower when not wearing armor.
Fixed construction skill not affecting sentry deploy/undeploy time. This only affects synthetics, in the future.
Removed toxic carp from the galley auxiliary storage requisition system.
Added mentorwho, dementor and rementor commands for mentors and admins.
Added an in-game mentor chat linked to a mentor/admin-only Discord channel.
Added a typing indicator for mentors in mentor help.
Added mentors being able to claim mentor helps.
Fixed mentor help player list not being able to be scrolled.
Fixed de/rementoring not reopening the window.
Mentors in mentor help will now have an orange name. Admins keep their red name to differentiate them.
2024-12-22 20:39:37 +0000 UTC
View Post
Smaller update while we work on Intel Officer and tech tree.
Chance's Claim Planet Map
By Noctyrn
A new planet map has been ported: Chance's Claim.
It is a large map, which will, in the future, have FORECON commanding officer survivors spawning on it round-start.
Make sure that you don't get sniped by the turret in the colony operations center (light blue).
Also, make sure that you OB A-Block and wipe as a marine in the reactor north of it.
See below for a picture of the map.
Medevac
By bluedev2
Medevac is a module that pilots can attach to their dropship's utility point mounts, which are located inside the dropship near the back.
To use them, corpsmen must deploy their medevac stretcher and buckle someone to it. All corpsmen receive one free in their loadout as part of their essentials kit, and three more are available in the medbay.
If the medevac stretcher's beacon is enabled, the pilot can then select the stretcher in the Equip tab of the UI, and immediately move them to the dropship. The medevac stretcher's beacon starts on by default but can be toggled, and it has a light in the bottom right to indicate its status.
The medevac stretcher is reusable, and the dropship's medevac system has a twenty-second cooldown.
Stasis bags can now be buckled to roller beds and medevac stretchers and will properly slow you down if you do not use a roller bed to move them.
Mentor Help
The F1 menu now allows you to message both admins for rule issues and mentors for questions about the game.
Any whitelisted Senior Enlisted Advisor can reply to these messages, and so can any admin.
If you have a question about the game, don't be afraid to ask there.
Armor camouflage
By Macman
Armor camos have been ported, which automatically change the colors of armor and equipment given by vendors depending on the planet's map.
Marine Loadouts
By Dutch-VanDerLinde
Loadouts have been added, letting you customize what items you spawn with as a marine.
They can be changed per character in the Customize menu.
Pick up dropped items hotkey
By Dutch-VanDerLinde
Quickly picking up recently dropped items has been ported, and can be done by pressing R by default.
This will let you grab an item if it was knocked out of your hands, either from a stun or you accidentally dropping it if you are within range of it.
Senior Officer Vendor
By Dutch-VanDerLinde
Senior officers (CMO, ASO, CE, CMP, and QM) now get their own vendor, with the contents being different per role.
They are located near your spawn point or office.
Armor wield compensation
By Rainbeon
Armors now correctly compensate for the slowdown that you get from wielding a gun, with heavy armor compensating the most against wield slowdown.
Carryover voting
By CyberTropic
13's carryover voting has been ported, making any planet map that doesn't win the vote carry over its votes for future votes, ensuring that all maps eventually get played.
You no longer need to play around democracy and settle for second best.
Fixed playtime perks not being enabled by default for new characters
Previously, new characters would not have playtime perks enabled by default.
If you want these turned off, you will have to turn them off again after the update, as they will be enabled for every existing character to fix the bug.
Other changes
Fixed fire damage not piercing humanoid armor.
Fixed fire not spreading through doors.
Fixed being set on fire not dealing bonus damage. This doesn't apply to incendiary ammo.
Added fire scorch marks, by CyberTropic.
Added visual effect during treatment, by MetalSage.
Fixed Queen Screech not stunning parasites.
Fixed windoors, fences and handrails having more health than intended, by DummeHytteOst.
Fixed Burrower being able to acid and perform other do-afters while burrowing.
Fixed Crusher stomp size being too small, by Rainbeon.
Fixed auto-regurgitation stunning, by Vermidia.
Fixed tunnels being renameable by non-drone castes, by bluedev2.
Fixed pre-mapped tunnels not being named correctly, by bluedev2.
Fixed xenos being able to go into tunnels while being unable to move, by bluedev2.
Fixed burrower tunnels not showing up on the tactical map, by bluedev2.
Fixed burrowers not being visible to fellow xenos in night vision, by bluedev2.
Fixed xenos being able to use actions while in tunnels, by bluedev2.
Fixed burrowed larva not appearing on round-end card, by Rainbeon.
Added colored fire lights, by DummeHytteOst.
Fixed not being able to switch hands while using a bipod, by Rainbeon.
Fixed burrower traps not working when marines stand up within their range, by Rainbeon.
Fixed frenzy pulling speed being too fast by ~10%, by Rainbeon.
Fixed M3 pattern officer and CO armor having lower armor, speed and slots than intended.
Fixed evac pods and lifeboats crash-landing being offset by half a tile, by CyberTropic.
Fixed incendiary slugs not working.
Fixed defenders not being stunned by explosions.
Fixed xenos being able to see ID/dogtags in the examine popup.
2024-12-18 06:22:46 +0000 UTC
View Post
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:
Red fire, caused by molotovs. It deals an average amount of damage and takes 4 to 5 resists or pats to disappear.
Green fire, caused by M40 HIDP incendiary grenades and incendiary mortar shells. It deals an average amount of damage and disappears in a single resist or pat, but it slows down anyone inside and halves the armor of xenos inside it.
Blue fire, caused by incendiary orbital warheads. It deals a lot of damage and takes 4 to 5 resists or pats to disappear.
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:
Lighting a xeno on fire will immediately make them drop any parasites on their hands, and kill those parasites instantly. Being on fire will also prevent a xeno from picking up a parasite, and prevent a Carrier from retrieving a stored parasite. This doesn't kill parasites stored on a Carrier.
The Boiler now has its signature 3x fire damage vulnerability.
Marines and xenos can click teammates outside of combat mode to put out fires on others.
Xenos can swipe at fire to slowly extinguish it.
Marines can use fire extinguishers to extinguish fires or to put out fires on other marines.
Xenos can use acid splatter to extinguish other xenos, but not oneself.
The Almayer now starts with 1 HE orbital warhead, 1 incendiary orbital warhead, and 1 random orbital warhead in the orbital cannon room.
Shiva's Snowball has 32 vodka bottles named after chess pieces, making the map less abysmal dogshit for @frog6645 and other survivor players.
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:
Fixed being knocked down causing you to be dragged faster by ~25%, by Rainbeon.
Fixed under-plating slowing pulls by ~10%, by Rainbeon.
Fixed not being able to transfer bullets between magazines, by Rainbeon.
Fixed xenos ghost names being incorrect, by Rainbeon.
Added combat technician's small tool webbing and construction ring, by Dutch-VanDerLinde.
Added repairing cades with nailguns, by CyberTropic.
Ported M3 officer armor, M10 officer helmet, M3 CO armor, and made M10 CO helmet available to the CO, by MACMAN2003.
Fixed XOs spawning with SO loadout instead of its own, by DummeHytteOst.
Fixed marines having 25 less crit health than intended. (125 > 150)
Fixed the M54CE2 and XM88 not coming loaded.
Fixed xenos being able to toggle communications towers.
Fixed communications towers being too resistant to damage.
Fixed parasites being able to hide under generators.
Fixed Kutjevo Refinery having no shipside announcement.
Fixed being able to store armed grenades.
Fixed a visual bug where acid splatters looked as if they blocked bullets.
Fixed a visual bug where it looked as if shotguns were shooting a delayed projectile.
Fixed taking over a xeno ghost role not updating its name.
Fixed strains consuming points when turned into, by Rainbeon.
Fixed humanoids being too slow without armor and some xeno slows not being strong enough, by Vermidia.
Added evacuation cancel sound, by Dutch-VanDerLinde.
Fixed xenos being stunned for 50% too long, by Rainbeon.
Fixed resin traps being drawn under weeds if the weeds they are on are destroyed and then replaced, by blueDev2.
Fixed new stasis bag mechanics not working, by Vermidia.
Added evacuation fuel pump animation, by CyberTropic.
Fixed the Queen and Defenders sometimes being launched into lower orbit by Demolitionist Specialist rockets.
2024-12-18 06:17:49 +0000 UTC
View Post
Kutjevo Refinery
By CyberTropic
A new planet map has been added, Kutjevo Refinery. See above for a screenshot.
Orbital Bombardment and squad transfers
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.
Tackle rework
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.
Playtime medals, xeno ranks, and custom xeno names
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.
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.
Grenade explosion damage rework, stun, and slowdown
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.
Accuracy, point-blank shots, and dual-wielding modifiers
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.
Acider Runner
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.
Other changes
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.
2024-12-18 06:13:45 +0000 UTC
View Post
M54CE2 Heavy Assault Rifle
By @cephalo222
The M54CE2 is here. Its case includes a bipod, which you must deploy to use it effectively.
It can rapidly gun down any xenos in front of you if you fire controlled bursts.
It is obtainable in Requisitions; 3. Three are included in the armaments vendor for free, and bundles of two can be bought for $4000.
XM88 Heavy Rifle
By @magicocity
The XM88 has been added, it's a gun that rewards good accuracy but punishes misses severely.
Its unique mechanic is that it gains more damage and AP and cycles faster after hitting multiple shots in a row.
Squad Leaders get one for free, and Requisitions gets a few and can buy more.
XM51 Breaching Scattergun
By @metalsage
The XM51 allows you to destroy any structure quickly. Two hits will destroy a wall, and four hits will destroy a reinforced wall.
Requisitions gets 3 of them for free, and can buy 2 more per crate for $3000 each.
Hive leaders, Queen ovipositor abilities, and Hivelord resin structure upgrading
The Queen can choose up to 4 hive leaders, which will emit the same pheromones as her with her 4x pheromone multiplier while she's in Ovi.
She can also use 600 plasma to remotely heal any xenos in a 4-tile radius for 30% of their health each, which is also only usable while she's in Ovi.
The Queen can also devolve any T2 or T3 xeno that does not follow her orders for 500 plasma. If you are one of them, you may now self-report in #general by complaining about this change so that we can also role-ban you from Xeno for LRP.
Hivelords can also upgrade regular resin structures into thick resin by using the secrete resin action near them. Doing so will cost them the difference in plasma cost between the upgraded and unupgraded resin structures.
Burrowed Larva
Any xenos not taken by players at round-start will now be burrowed larva, saving xenos from having to drag them around and keep them safe. A count of them is displayed in the watch Xeno UI.
These spawn from the hive core, and if there is none, the Queen.
Marine late-joins will now give xenonids additional burrowed larva, scaled to the role that they spawn as (squad role or otherwise) and how soon or late they join into the round.
Armor preferences and shoulder holster
By @officialsans
Armor preferences allow you to choose which type of medium armor to get from the vendor. This preference can be changed in the Customize > Appearance tab.
The shoulder holster has also been added. It can be attached to your uniform and allows you to carry a sidearm and two magazines.
The uniform surplus vendor also has 15 of each type and now correctly has 1 radio telephone pack.
Other changes
Added both round-start ARES announcements, one greeting marines and one announcing the planet.
Added custom pill bottle labels and colors in the chemmaster, by @blue321
Added grinders to the kitchen, medbay and research rooms.
Added the IMP ammo rack backpack, which lets you carry around three magazine boxes. Requisitions gets 2 for free. By @sio3732 and @vermidia
Added the shoulder holster, by crystalHex.
Added new lobby art, by @nairodian.
Fixed not showing counts for votes. This will go away again once we have vote accumulation like 13.
Fixed Lurker crippling strike not resetting your melee attack cooldown. It will now let you quickly melee twice. This does not apply to tackles. By @rainbeon
Fixed the Scout Specialist not getting a JTAC radio encryption key.
Fixed penlights having a larger light radius than intended.
Fixed watermelon helmets giving blunt protection.
Fixed dropship part fabricators being unanchorable.
Fixed reagent tanks being anchorable and blocking interactions.
Fixed evacuation pod and lifeboat doors not being solid, not having gravity, and the lifeboat windows being opaque. By @feroxz
Fixed no melee damage sound not working, by @officialsans
Fixed defibrillators having less uses than intended and being able to have their battery swapped, by @vermidia
Fixed sentries continuing to fire at a target past their range, by @vermidia
Fixed helmets being size small, by @vermidia
Fixed corrosive acid taking too long to apply on items, by @vermidia
2024-12-18 06:08:48 +0000 UTC
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New Varadero
By @feroxz
Aurallianz has ported a new planet map: New Varadero
It is a beach map with both landing zones at the north, a crashed hunter ship southeast, and a cave network southwest.
It also has a surgery table near the northwest landing zone.
Telecommunications towers
Comms towers are in, which need to be repaired, powered, tuned with a security access tuner, and turned on before marines on the planet can use radio channels.
This change also renames Marine Common to Almayer and makes it impossible for it to work on the planet, regardless of whether or not comms towers are up.
Two comms towers randomly spawn in one of a few preset positions and are visible on the tactical map by Command at round-start. Make sure to check where they are before choosing your landing zone.
Only one needs to be enabled for radio channels to work on the planet. In a future update, having two will enable Marines to deploy a nuke after 2 hours or let Xenos make a King. Once that is implemented, they will also give tech points.
The Almayer and the dropship always have all radio channels available if they have not landed on a planet without a comms tower enabled.
Rotary phones and the RTO backpack have been added as well, which let you ring specific departments or marines to communicate with them. They can be used even if comms are up if you really want to catch someone's attention. Any squad role can get an RTO backpack from their vendor, but it is cheapest for Squad Leaders and Fireteam Leaders, so you can expect @commissarspectre to have one every game.
Command will also always be able to message a specific squad through their overwatch console, regardless of whether or not comms are up.
Claw sharpness
By @officialsans
It no longer takes 500 years for a xeno to break a wall or window frame, depending on the xeno.
Each structure has a set amount of hits to be destroyed depending on the claw sharpness of the specific xenonid attacking it.
Corpsman pressurized reagent canister chem dispensers and vendor rework
By @vermidia
Hospital corpsmen now have a dispenser in their prep rooms that can be used to make some simple canister mixes, removing some of their reliance on medbay. However, they will still need to go there for complex chems.
This also reorganizes corpsmen vendors to have fewer useless choices and changes the recommended items.
Surgical cases now also correctly fit surgical line and synth graft inside them.
This update also adds all missing EZ autoinjectors to the research medilathe, as well as the 30x6 medic autoinjector.
Another change is a fix to bleeding while dead. Your heart will now correctly stop, and blood will no longer drain while you are dead.
Alongside this, hyposprays now correctly only take medical skill 1 to use.
Lurker and Runner changes
By @rainbeon
Lurker and runner leap now correctly self-roots instead of self-stunning. This means they can attack, shove, and initiate grabs immediately after a leap without waiting but still cannot move.
Lurkers also self-root themselves for 1.5 seconds when leaping a marine while invisible, up from 0.7 seconds, and will no longer stun themselves when leaping a marine while still visible.
Lurker will also correctly un-root themselves when attacking marines after a leap.
Alongside this, downed players can no longer be pulled over tables or window frames without dragging them onto them first, and Runners can once again instantly walk through window frames without climbing through them first.
Sentinel tweaks
By @vermidia
The Sentinel has had its missing ability to drain some medicine with its spits added.
This also fixes some of the Sentinel's abilities being weaker than intended:
Paralyzing slash kicks in 1 second faster and stuns for an additional second.
Slowing spit lasts for 8 seconds instead of 5 and has a 2-second cooldown instead of 1.5.
Scattered spit has a 45-degree spread instead of 60 and has a 6-second cooldown down from 8.
New lobby art, lobby songs, and hijack song
By @wendyribstonofpippin, @nightyshade, and @bolgarich
This update brings The Fallen Queen lobby song by Bolgarich, Enemy is Unknown lobby song by Nighty, and Storm the Iron Hive hijack soundtrack by Nighty, alongside four new lobby art backgrounds by wendyribstonofpippin
Other changes:
Fixed the motion detector not showing blips while worn on the belt or suit storage slot, by @vermidia
Fixed dual-wielding SMGs or rifles having higher than intended accuracy and damage. They now have 75 added degrees of spread, while dual-wielding rifles will cause their bullets to deal 70% less damage, and dual-wielding SMGs will cause their bullets to deal 50% less damage.
Fixed operation Bassmaster not finding any of the boxes of shotgun shells that were supposed to be there in the underground lake house in LV.
Added information tags, which can be added to the memorial in remembrance of fallen marines, by @vermidia
Added ghosts being able to see the tactical map.
Added the CO's Mateba, command pouch, large general pouch, and correct clothing, by @gwonkbro
Added scorch marks to grenades and CAS' GAU-21, by @cybertropic
Added the sniper specialist's prepare position ability to their ghillie suit, which lets them become invisible while stationary and shoot a few shots before becoming visible again, by @officialsans
Added the nailgun, by @cybertropic
Added the D18 hummingbird, which fits into shoes, by @fungifellow_4551
Added new tactical map blip sprites, by @vermidia
Added admin event spawns for the Corporate Executive Specialist and Supervisor, ICB Liaison, and the Interstellar Sapient-Life Rights Observer.
Added the missing grenade satchels and mini power cells to the Requisitions vendor.
An attached silencer now lowers the range at which gunshots can be heard.
Fixed the max ranges on some xeno projectile ranges being incorrect.
Fixed consuming xenonid fruit being too slow, by @vermidia
Fixed the uniform surplus vendor not having medium armor, by @macman2003
Fixed the bipod not being able to shoot sideways at a 90-degree angle, by @rainbeon
Fixed promoting someone to aSL incorrectly removing command comms from all other aSLs.
Fixed sensor towers not changing their appearance when breaking automatically over time.
Fixed the fire axe not prying unpowered doors instantly like the crowbar does.
Fixed ice walls on Shiva's not being destroyed by explosions.
Fixed the M4SPR with a bipod healing damage with melee attacks.
Increased the time it takes for the round to end from 2 to 5 minutes, and to start from 2 and a half to 3 minutes.
Remove alt clicking yourself with a gun to suicide. Right clicking yourself to do it remains.
Added buttons to open the tactical map and overwatch in the groundside operations console UI.
2024-12-18 06:04:08 +0000 UTC
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Supply 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.
2024-12-18 05:32:40 +0000 UTC
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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.
Suicides require a valid roleplay reason and will result in a ban otherwise.
An example of a valid scenario is suiciding as a survivor in a last-stand scenario, when it is clear that you will be captured by xenonids and there is no hope of fighting back.
Starting to suicide but canceling it will be treated the same way as an actual suicide.
An example of valid and invalid reasons will be listed in the guidebook once the update is live.
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:
Manually toggle off their invisibility, which refunds 90% of the remaining time.
They can now attack structures and wide swings without losing invisibility, as long as they do not hit a marine.
They are also able to shove marines without losing invisibility.
They can no longer devour while invisible. Doing so de-cloaks them and refunds 50% of the remaining cloak time.
Other changes, taken from the Discord #changelog channel
DrSmugleaf updated:
π - Fix armor and squad goggles not having squad coloring.
Vermidia updated:
π - Fix parasites dying when manually being used to infect from their leap limit
deltanedas updated:
π - Wehny is not real. Rouny is not real. Ravager is not real. Burrower is not real.
DrSmugleaf updated:
π - Fix the dropship landing rotated at Trijent Dam's LZ2.
π - Fix the Liaison's escape pod crashing if launched early.
π - Fix a visual bug with laser designators always saying that you can't use them there.
deltanedas updated:
π - Fixed tail stab looking like you hurt your fellow xenos on your client.
DrSmugleaf updated:
π - Fixed the SEA not starting with 45 vendor points.
CyberTropic updated:
π - Added linen bins.
DrSmugleaf updated:
π - 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.
π - Added the large shotgun shell pouch, available to squad leaders, some command roles, pilots. Requisitions also starts with one in their vendor.
βοΈ - Updated the shotgun shell pouch and shotgun shell loading rig to fit more handfuls instead of one or a few boxes.
βοΈ - 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.
π - Fixed error sprites for some window frames in Trijent Dam.
Whisper updated:
π - Fixed lesser drones from the hive core not being raffled.
Whisper updated:
π - Added Does-The-Dishes figurine
DrSmugleaf updated:
π - 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.
π - Fixed the half-second delay to taking items out of storage.
π - Fixed 300u upstream jugs fitting into satchels.
Vermidia updated:
π - Pulling any xeno that's big is now in general slower
π - Runner and warriors are no longer super slow to drag
π - 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:
π - Fixed Xeno Health Regeneration being half of what it should be in 13.
Vermidia updated:
π - Added Avali species
Rainbeon updated:
βοΈ - Bullets will now only hit Eggs when directly aimed at
Dutch-VanDerLinde updated:
βοΈ - Cargo tech, warden, and maint tech uniform can now be folded for an alternate style
FungiFellow updated:
π - Added the missing stun on direct hit effect of the Boiler's Bombard.
π - Acid Bombard direct hits now properly applies the same effect as a Charged Spit
CyberTropic updated:
π - Added soap
Vermidia updated:
π - Add hazard vests, hard hats, and rebreathers to maintenance tech vendors
π - Flashlights, penlights, and tripods no longer use powercells and won't run out of power
π - Fixed boiler gas spreading one less tile than intended.
CyberTropic updated:
π - Added magazine boxes for handfuls of shotgun shells.
Rainbeon updated:
π - The Lurker and Runner Leap sound effect now correctly only plays when hitting an enemy with the leap.
TeaTotalTemplar updated:
π - Added the missing plasma cost to the Carrier's "Plant Resin Hole" ability tooltip
crystalHex updated:
π - 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.
π - 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:
π - Added the AR10, AR10 magazine and 7.62x51 cartridge
FungiFellow updated:
π - Added the MOU53 Shotgun & the Double Barrel
Vermidia updated:
π - Fix shields blocking more damage on break than they should
DrSmugleaf updated:
π - Fixed receiving acid damage resulting in examine test that said you have cold and shock burns.
Whisper updated:
π - Fixed some minor structures and objects having arbitrary damage reduction, resulting in doors and floodlights taking more damage to destroy than intended.
TeaTotalTemplar updated:
π - Adds the Beretta M92FS pistol and magazine
Rainbeon updated:
π - Lurkers can now manually toggle off their invisibility, which refunds 90% of the remaining cloak time.
π - Lurkers can now attack structures and wideswing without losing invisibility, as long as they do not hit a Marine.
π - Lurkers can now shove Marines without losing invisibility.
β - Lurkers can no longer devour while invisible. Doing so de-cloaks them and refunds 50% of the remaining cloak time.
π - Fixed Revolvers not correctly reloading from Speedloaders when the Revolver is partially loaded.
π - 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:
βοΈ - Made the M3-VL vest and M3-VL flak vest have light armor speed
Rainbeon updated:
π - The Rest action description no longer falsely claims to regenerate plasma, as resting has no effect on plasma regeneration.
π - Pheromone and Resin Walker descriptions now state how much Plasma they consume per second.
TeaTotalTemplar updated:
π - 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:
π - Fixed player-controlled Parasites not hearing their own infection noise when infecting a marine.
DrSmugleaf updated:
π - Fixed hivemind chat not working for xenonids.
π - Fixed dropship doors being unpowered.
π - Fixed radios on corpses starting on.
π - Fixed MOU53 being listed for 0 points.
π - Fixed ejecting full handfuls from the MOU53.
Vermidia updated:
π - Fixed Boiler corpses injecting you with neurotoxin.
DrSmugleaf updated:
π - Fixed hivemind chat not working but for real this time.
π - Fixed Trijent window frames having error sprites in some directions.
π - Fixed resin surge mentioning sticky resin which is not implemented yet.
Vermidia updated:
π - Fruit speed modifiers are now additive instead of multiplicative (it has less effect the faster you are)
DrSmugleaf updated:
π - Fixed survivors not being listed on the ghost warp UI.
2024-10-14 07:13:39 +0000 UTC
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See the video above for a demonstration of the Carrier.
The Carrier is a T2 xenonid caste that the Drone can evolve into, and as the name implies, its main purpose is to carry eggs and parasites.
If you somehow loved doing logistics as a marine but want to do it as a xeno, this is the caste for you.
It can carry 8 eggs and 16 parasites and throw the latter onto marines. The days of the Queen having to order drones and lesser drones to ferry eggs and parasites around are over.
This is the second caste to receive a guaranteed tier slot alongside the Hivelord, meaning that the hive will always be able to support at least one of each.
It can also place resin hole traps, which can be filled with boiler gas, acid, or parasites. If you are a marine, be careful of where you walk!
This update also enables xenonis to see each others' live position while the Queen is in ovi.
Colony power and light replacement
Power mechanics have been added. Each planet has one or multiple clusters of fusion reactors that must be repaired by marines to restore power to the colony. Once they do, any areas with a working APC will have their lights turned on.
Xenos can break the APCs and the fusion reactors, and combat technicians are most prepared in terms of gear and skill to repair both.
Lights now properly break down into an empty tube instead of deleting the fixture entirely, allowing marines to replace them as they go instead of relying entirely on flares. The light replacer also carries its intended 50 lights now.
The engineering department, including the maintenance technician and chief engineer, will be opened with this update.
Post-hijack evacuation
Once the hijacked dropship lands, an evacuation process will begin, where marines and xenonids have to fight for control of certain areas.
These areas work towards fueling emergency lifeboats and evacuation pods for marines, but only when powered.
There are two on each end of the first floor of the Almayer and four on each corner of the second floor, with each turret having a pair of turrets that can be deployed to defend it.
Once refueling is complete, marines can take the two lifeboats on the far eastern end of the second floor to escape and surrender their ship to the xenos or the evacuation pods littered across it.
Both can also be launched early, with a 75% chance of crash-landing back on the planet, at the risk of encountering any remaining threats.
The exception is the Liaison's evacuation pod in their office, which has no penalty for being launched early.
Lifeboats must have permission from Command to be launched, while the escape pods require none.
During this process, late joins are disabled, preventing new and veteran players alike from joining into an instant capture or death. The full process can take anywhere from 5 to 25 minutes, depending on how well or poorly marines do.
This change also removes the rule that enforced a 30-minute minimum hold before evac.
Trijent Dam
By Tunguso4ka
Tunguso4ka has ported another map from 13, Trijent Dam, a desert that is split in half by two long rivers.
This update won't include its water purification mechanics, but that will be added soon after.
This also makes the map vote system exclude the last two selected maps instead of just the last one as we now have five planet maps to choose from, so you will have to include a third map in your lv > solaris > lv > solaris > lv > solaris rotation.
Evolution point gain changes
T2 and T3 castes now take the correct amount of points to evolve into (100 less for T2 and 40 less for T3), and the hive core also gives 50% more evolution points to xenos while alive.
However, this also changes the default evolution point gain to its intended value of 0.5 points per second instead of 1. With a hive core, this goes up to 0.75.
Xenonids will now also have their missing +5 evolution points per second (10 times the default amount) for 3 minutes on hijack start, adding more reason for marines to want to get out once it starts. You no longer need to wait for your xenos to evolve as Queen. The grow ovipositor action will also have its cooldown correctly cleared when the hijack starts. You can really just go and do it as soon as you are able.
Other changes, taken from the Discord #changelog channel
Vermidia updated:
π - Fix some of the new outfits storage and suit storage whitelists
π - MP armor can properly hold grenades in the suit slot now
FungiFellow updated:
π - Flashlights can be turned into Attachments with a Screwdriver
Dutch-VanDerLinde updated:
π - Added scout invisibility effects
π - Fixed scout cloak sound playing more than once
Vermidia updated:
π - Smartgun has falloff start at 7 tiles and loses 4 damage a tile
β - ML66A head mounted sight no longer gives farsight
DrSmugleaf updated:
π - Fixed Praetorian acid ball pushing marines around like a pinball.
π - Fixed Warden Praetorian acid spray having no delay and not stunning for 2 seconds.
π - Fixed job slot scaling with pop not working.
π - Fixed shotguns having no delay to fire when swapping between them.
π - Fixed Lurker pounce and Praetorian dash going on cooldown if you try to use them without plasma.
π - Fixed HE mortar shell damage being lower than intended, not even breaking one regular wall. A single HE shell will now destroy a 3x3 of regular walls (3000 hp), but only deal 6000 damage to a reinforced wall (9000 hp). This doesn't change the damage it does to xenonids or marines, only structures.
π - Fixed some Praetorian and Warden Praetorian abilities being usable while resting. Spit, spray acid, acid ball, retrieve and aid xenonid now are correctly no longer usable while the Praetorian is resting.
π - Fixed the popup for the Warden Praetorian's aid xenonid being incorrect for players other than the Praetorian and the target.
π - Fixed the Warden Praetorian being able to gain internal hitpoints from spitting at a wall.
π - Ported 13's 20-second cooldown for emote sounds. Anyone angered by this change should take it up with the hordes of people yawn and emote spamming during briefing in the middle of a Brigadier-General aboard the Almayer, or those spamming emotes in the dropship. Admins have better things to do than handle this dogshit rp every round. The scream hotbar action will always bypass this cooldown, also on a 20 second cooldown.
Whisper updated:
π - Fixed missing sprites for the worn sniper spec weapon.
Dutch-VanDerLinde updated:
β - Removed akimbo shotguns.
Rainbeon updated:
π - Xenos can now see their exact Health, Plasma, and Armor by hovering over each respective alert on the right side of the screen.
Dutch-VanDerLinde updated:
π - Added pull animations
TsjipTsjip updated:
π - High Command headset and encryption key exist now.
DrSmugleaf updated:
π - Fixed mortars being hit by bullets not targeted directly at them, and being damaged by marine melee.
π - Removed shotgun fire delay on wield now that fire groups are in. Akimbo shotguns still won't work, but wielding your shotgun will no longer put it on a very long cooldown anymore.
π - Fixed the M5-ATL (Demolitionist weapons spec rocket launcher) leaving behind fake projectiles.
π - Fixed placing eggs and returning parasites to them having no delay. Both now have a 4 second delay.
π - Fixed some shutters and podlocks not being acidable by xenos.
βοΈ - Removed a lot of turrets from the landing zones of all four planet maps. The poison gas remains, with some turrets still within it.
DrSmugleaf updated:
π - Added the missing boost to evolution points when hijack starts. For 3 minutes, xenos will get 5 evolution points per second, 10 times the default.
π - Added the missing evolution point bonus to the hive core, when present it will boost default evolution point gain by 50%. This change also resets default evolution point gain to its intended value, 0.5 per second instead of 1 per second. A hive core will bring it up to 0.75 per second.
π - Fixed some xenos requiring more evolution points than intended to evolve. T1 > T2 now requires 200, down from 300. T2 > T3 now requires 500, down from 540.
βοΈ - Pressing Tab will now switch to focusing the next input on the mortar window.
π - Fixed the start of a hijack not resetting the Queen's grow ovipositor cooldown.
π - Fixed Req not being able to buy 20 plastic for 2000 dollars, primarily used in the medilathe.
π - Fixed the pump shotgun not being able to fit an extended barrel.
π - Fixed putting a helmet in your pocket as a squad role giving you a colored mohawk.
π - Fixed equipping armor by pressing F having no delay.
π - Fixed epinephrine healing 5 Brute/Burn/Toxin instead of 20.
DrSmugleaf updated:
π - Added Seeks-to-Fight and Stares-at-Stars figurine.
Vermidia updated:
π - AI Parasites now have periods of Idleness (indicated by resting) and Activeness (indicated by not resting). Parasites will only leap/infect while active.
π - AI Parasites die after 30 seconds if not picked up by a carrier. Doing this also resets the timer, and it doesn't progress while carried by them.
βοΈ - Egg placing now has sounds, and speed is 3.5 seconds, with normal drones doing it in 2.5 and carriers in 1. It costs 30 plasma to place an egg.
π - Parasites can go into resin traps to fill them manually. AI paras will do this if they can't get into an egg.
π - Resin traps can be filled with corrosive acid
π - Almost all xeno announcements for deaths/trap triggers give location.
π - Fixed prae's acid having the boiler spray sprite
π - AI parasites will eat eachother if too many are close by
π - AI parasite's leaps will infect from farther away
βοΈ - Moved carrier's egg and parasite count to examine
βοΈ - Made some carrier ability descriptions more informative
π - Different acid sprays now dissapate at different rates, with strong acid taking 2 seconds and weak taking the original 0.6
π - Praetorian's plasma cost for spray acid is higher. Warden strain's cost even more, and has a slightly longer cooldown
π - Hives get 1 free carrier slot
π - Ghosts can join as parasites from carriers
π - Parasites won't become AI controlled until 7 minutes have past since the player disconnected
βοΈ - Throwing a parasite always makes them able to attempt leaps after the 5 second stun
π - Player parasites can't be picked up, and can escape if they are. AI parasites can't be pulled
βοΈ - AI Parasites now prioritize downed targets, and don't need line of sight for leaps/infects
βοΈ - Carriers dropping eggs/parasites on death is more satisfying
π - Item eggs won't show the become parasite verb
Dutch-VanDerLinde updated:
π - Fixed xeno hud icons being visible while a scout is invisible.
π - Fixed scout specialists not becoming visible on death.
DrSmugleaf updated:
π - Fixed spray acid aciding too many cades, it will now correctly only acid the one its blocked by, and any on the same tile, instead of also aciding any adjacent ones.
π - Fixed spray acid sometimes going through walls.
TeaTotalTemplar updated:
π - The M276 Utility Toolbelt and M276 Combat Utility Toolbelt now contain cable coil (30 pieces)
CyberTropic updated:
π - Barbed sandbags now return the barbed wire when dismantled.
TeaTotalTemplar updated:
π - Vending machines will now break down into RMC Steel instead of upstream
CyberTropic updated:
π - Added showers
deltanedas updated:
π - Xenos are now told when the hive supports certain castes.
Tunguso4ka updated:
π - Ported new Distress Signal map: Trijent Dam.
Vermidia updated:
π - Xenos no longer hear about non-Queen xeno deaths if there is no Queen
CyberTropic updated:
π - Added washing machines.
FungiFellow updated:
π - Knives/Machetes can now pry unpowered doors
crystalHex updated:
βοΈ - Added the first-aid kit to the G8-A general utility belt blacklist until skill-based storage handling is added.
DrSmugleaf updated:
π - Added power mechanics. Every planet will have reactors that need repairs, when complete they will give power to all APCs, powering any lights in the area. Lights will now only lose their tube when broken and are able to have it replaced, instead of disappearing entirely.
π - Added post-hijack evacuation. During this process, marines must hold a few key areas to complete emergency fueling, letting them evacuate the Almayer through the lifeboats, or the escape pods. The escape pods may hold a maximum of 3 living beings, with any more than that causing them to crash. Escape pods may also crash if launched early, except for the one in the Liaison's office. The four fuel pump areas have sentries that may be deployed during a hijack. This change also temporarily removes the Savannah from selection until it can be updated to have all the evacuation and power mechanics.
π - Enabled the Maintenance Technician and Chief Engineer jobs.
π - Added Rhett 'Rainman' McIndrick figurine.
π - Fixed the light replacer holding too few lights. It can now hold 50 tubes and 50 bulbs.
π - Fixed spray acid playing a sound and not giving you a popup for not enough plasma when a xeno attempts to use it without enough plasma.
π - Fixed gun damage modifiers applying twice. This specially affected the M4SPR and underbarrel shotgun attachment.
π - Fixed being able to watch a ladder from any range.
βοΈ - Added examine text to guns that ignore friendlies and can shoot past them.
βοΈ - Increased the amount of tackles a Praetorian needs to tackle someone from 3 to 4.
βοΈ - Excluded last two maps from the vote now that Trijent Dam is in.
Vermidia updated:
π - Parasites now show up on carriers
π - Eggs and parasites from a dead carrier are no longer guaranteed to all drop
π - Damage overlays respect being stunned now
MACMAN2003 updated:
βοΈ - The tactical map can now be opened from the alerts sidebar instead of only the actions bar.
DrSmugleaf updated:
π - Added xenos seeing each others position live while the Queen is in ovi.
FungiFellow updated:
π - Added the M276 Shotgun Shell Loading Rig
π - Fixed parasites sometimes being hiveless
DrSmugleaf updated:
π - Fixed Trijent Dam tactical map, mortar, CAS, power, bioscan and other area-related things.
π - Fixed some areas on the Almayer being unpowered.
π - Fixed being able to destroy or repair multiple fusion reactors at once.
π - Fixed xenos being able to move while destroying a fusion reactor.
βοΈ - Made water slightly less wide so it's harder to get slowed by it.
π - Fixed error spam when near a hive core.
π - Hopefully fix players sometimes stuttering until they reconnect.
π - Fixed bunker window frame sprites erroring in some cases.
2024-10-14 06:59:00 +0000 UTC
View Post
See the video above for a demonstration.
The Praetorian is a T3 xenonid caste that both Spitters and Warriors can evolve to, centered around its acid stacking mechanic.
Each spit will apply one stack to the marine it hits, and its spray acid will apply two with each hit. Upon reaching five stacks, the marine takes an extra 30 damage.
It also has an acid ball, which can be thrown at a given location and will explode into 14 spits. A marine can be hit by a maximum of 4 of them, immediately bringing them to 4 stacks.
Each spit and acid ball spit hit will also grant the Praetorian 15 shield, up to a maximum of 45, giving it a small amount of shielding from damage.
It also has a dash which lets it quickly reposition itself.
Warden Praetorian
The Warden Praetorian is the first strain that we are adding into the game (more soon).
Strains can be evolved into at any time using the regular evolve window, without requiring any evolution points. The Warden specifically gains stronger than Hivelord pheromones, the ability to pull endangered xenonids to its location, and an internal energy pool separate from plasma that fills with every slash, used to heal your allies or to cure their ailments (including any stuns).
In exchange, it loses acid ball, acid spray, dash, a bit of damage and movement speed, and its acid stacking mechanic, becoming more effective at supporting the hive and getting your allies out of danger while becoming less effective in solo combat.
Retrieve can be used from long range to pull any xeno sized big or smaller (not the Queen and Crusher), or bigger as well if they are stunned, resting, or in crit.
Aid Xenonid can be toggled between healing and curing ailments. If used to heal, it will use some of your energy to heal both you and the target xeno at melee range. If used to cure ailments, it will instantly remove any knockdowns and stuns from the target xeno, at a range of 7 tiles. This includes SADAR stuns.
Xenonid identifier fixes
Your identifier (XX-123) will now be preserved between evolutions and devolutions, instead of randomizing every time. This doesn't allow custom identifiers yet, but that will come in a future update.
Xenonid tier slot fixes
The xenonids now have their free Hivelord tier slot, and the Queen is no longer counted as taking up a tier slot. This primarily affects low-pop, but it will make it so there's always guaranteed to be 1 hivelord in the hive.
Almayer/Savannah pop adjustments
The thresholds for Savannah and Almayer have also been adjusted, with lower pops now rolling Almayer more often.
Bullet hitbox increases for xenonids
The bullet hitbox of most xenos has been increased by 14%, making them easier to hit.
This doesn't apply to those that already had a smaller (larva, parasite) or larger (defender, crusher, queen) bullet hitbox. This also fixes the Queen getting stuck on some things, notably the Requisitions elevator railings.
Other changes, taken from the Discord #changelog channel
DrSmugleaf updated:
π - Fixed a visual bug that made it look like the requisitions elevator and boiler gas blocked bullets for the shooter.
π - Fixed xenonids being able to throw parasites.
Vermidia updated:
π - Machete scabbards fit in the suitstorage slot
FungiFellow updated:
β - Removed Wood from Trees
DrSmugleaf updated:
π - Fixed a visual bug that made guns on semi-auto look like they were shooting more bullets for the shooter than they were actually shooting.
DummeHytteOst updated:
π - Corrected the defenders description
Rainbeon updated:
βοΈ - M11 Throwing Knives will now slide farther than your cursor when thrown, causing them to more reliably hit enemies.
DrSmugleaf updated:
π - Fixed the gauze and ointment first-aid pouch incorrectly having a bicaridine autoinjector instead of its tricordrazine one.
crystalHex updated:
π - Added sunglasses, personal shades and aviators to the appropriate vendors.
π - Added five sets of uniforms and jackets, and some pieces of headgear for special occasions.
π - Added several hats, uniforms and jackets to command vendors.
π - Added four provost uniforms, the special agent uniform, marine survivor uniform.
π - Added eleven uniforms for various factions for special events.
π - Added ten sets of SPP uniforms, six sets of armor and three coats for special events.
π - Added ten sets of PMC armor for special events.
π - Added a total of eighteen hats/helmets for PMCs and SPP.
π - Added another thirty sets of armor and headgear for the provost, mercenaries, colonial militia, and other factions.
Whisper updated:
π - Added Vella 'Mortician' Sakeao figurine
Vermidia updated:
π - fixed ammo stuns appearing to stun when they didn't
Vermidia updated:
π - Fixed some tool doafters (mostly medical ones) being able to treat multiple people at once
DrSmugleaf updated:
π - Added the Praetorian, a tier 3 xenonid caste evolved to from both Spitter and Warrior which is centred around its acid stacking mechanic.
π - Added the Warden Praetorian strain, a strain that trades some offensive capabilities for strong support abilities. Mousing over it in the evolve window as a Praetorian will give you all the details.
π - Fixed xenonids not being able to target projectiles at non dead marines that are lying down
βοΈ - Made the Almayer more common at lower pops.
π - Added the missing free hivelord tier slot, guaranteeing that there's always a slot for a hivelord.
π - Fixed the Queen taking up a slot in xenonid tier limits.
π - Fixed the marine tactical map not showing a horizontal red line for undefibbable marines.
π - Added being able to pull things through ladders with you.
π - Fixed being flung to space if you climb a ladder while getting pulled.
π - Fixed the Queen getting stuck on some things like Req railings.
βοΈ - Increased the bullet hitbox size of some xenos by 14%. This doesn't affect larva, parasite, defender, Queen and crusher.
π - Fixed the xeno identifier not being preserved through evolutions.
π - Added the missing green heal overlay and roar to the Warrior's lifesteal passive.
π - Fixed xenos being able to buckle humans.
π - Fixed xenos being able to play instruments.
π - Added the medilathe to the Almayer.
π - Added the missing windoor to the Almayer briefing podium.
π - Added the missing approved stamp to the QM's office in the Almayer.
π - Fix the firing range being access locked.
DrSmugleaf updated:
π - Fixed the Warden Praetorian showing an error sprite when wounded.
π - Fixed some guns making it look like you are leaving a trail of bullets for the shooter.
π - Fixed the armored shooting target being called a xenonid target.
π - Added the medilathe and briefing podium windoor the Savannah.
π - Fixed welded closets and crates not opening from xenonid melee attacks. Attacking one as a xenonid will now open it.
DrSmugleaf updated:
π - Fixed shooting some guns lagging you to death.
2024-10-03 21:44:11 +0000 UTC
View Post
Tactical Map
This lets marines and xenos view the current planet's map through an action in the action bar.
It can be updated every 4 minutes by Command staff in the CIC and by the Queen to give each side drawn directions and a static view of everyone else's position at the time of the update. Command and the Queen can see the positions in real time instead.
In the future, all xenonids will get a live-updating map while the Queen is in ovi, and marines will be able to repair a sensor tower to see a live position of xenos on their tactical map.
Gun Prediction/Lag Compensation
Contributed by metalgearsloth, ElectroSR, and DrSmugleaf
This removes the fire delay from guns due to ping. If you had very low ping this should not be a noticeable change, but for everyone else, it will make guns feel as responsive as melee does.
Speaking of melee, that had a bug that made it more unreliable with higher ping. This update fixes that too.
If this change works out well, this will also let us move the server to a different region with better hardware, finally increasing the gun projectile velocity to what its supposed to be (and saving a hundred dollars a month).
Shotgun sentry upgrade
Contributed by Verm
It uses its own ammo, shoots buckshot, and deals damage to attackers. This was the last remaining base sentry upgrade to be implemented.
Marines-per-xeno autobalance is gone, and job slots now properly scale instead.
We previously had a system that automatically adjusted the marines per xeno ratio for future rounds depending on round outcome. This system is gone, since:
No individual update moves the balance that much anymore.
There are now four planet maps, making the system slow at adjusting every map.
LV is no longer as much of an outlier now that it has its random fog breaks at round-start.
The biggest remaining balance difference was between high and low pop, and job slots now properly scale with pop.
This means that there can now be 5 staff officers with 160 or more marines, for example.
The amount of specs and sgs vary now as well, with a minimum of 2 and a maximum of 4 (the current value). At 60 marines or above, there will always be 4 sgs and 4 specs as there are currently.
Machete/Shotgun scabbards by crystalHex, and M15 fragmentation grenades
Contributed by lapatison
Machete and shotgun scabbards can be put on your back. This is specially useful for smart gun operators, who normally cannot use a regular backpack, but can use the special machete scabbard that they can buy from their vendor.
The m15 fragmentation grenade is a slightly stronger grenade than the HEDP, with the fragmentation ability of the HEFA. These can be bought by Requisitions. The downside is that it cannot be shot out of a grenade launcher.
Sentries are now included in the named items perk
Patreons with the named items perk (Rouny and above) can now choose a name for their sentry at round-start, if they happen to get one as a combat technician from their vendor.
This can be found with the rest of the named items setting, in Customize > Named Items.
The name will be kept even if the sentry is upgraded.
Other changes, taken from the #changelog Discord channel
DrSmugleaf updated:
βοΈ - Updated the Roadmap.
Kadeo64 updated:
βοΈ - Lurkers are now able to knock down in 4 shoves.
DrSmugleaf updated:
π - Fixed explosions not deleting smoke and Boiler gas.
DrSmugleaf updated:
π - Fixed examine sometimes flickering and closing until you examine something around you.
Rainbeon updated:
βοΈ - Changed most Xeno ability descriptions to give more complete and correct information.
DummeHytteOst updated:
π - Binoculars can now be put in armor.
DummeHytteOst updated:
π - Added miscellaneous items to the XO weapon rack.
Vermidia updated:
βοΈ - Dropship fabricator printing is much faster
DummeHytteOst updated:
π - The lifesaver bag in the CO equipment vendor is now filled.
DrSmugleaf updated:
π - Fixed not being able to immediately melee with a gun after shooting it.
Vermidia updated:
π - Scout sight now comes with a medical HUD
Dutch-VanDerLinde updated:
βοΈ - Window frames are now deconstructed with a wrench rather than a welder
DummeHytteOst updated:
π - Added handcuff boxes.
Vermidia updated:
π - Added the shotgun sentry upgrade, which uses it's own drums and shoots buckshot, and deals damage to attackers, at the cost of low range and firerate.
FungiFellow updated:
βοΈ - Targets are now incredibly durable
π - Ported the Armored and Xeno Targets
crystalHex updated:
π - Added two new machete scabbards (one for the smart gun operator) and a shotgun scabbard.
DrSmugleaf updated:
π - Added the tactical map. This can be used to get a view of the current planet map, and can be updated every 4 minutes by Command and the Queen to give each side drawn directions and a static view of everyone else's position at the time of the update. The tactical map can be opened with an action in your bar, and Command can edit it by opening a map table in CIC.
β - Removed the auto-balancing system that adjusts marines per xeno depending on round outcomes, as each individual update no longer has as big of an impact on balance as they used to and the biggest difference right now is made by the amount of players in the server.
π - Added the missing job slot scaling feature that will adjust how many of each marine role are available depending on how many marines are playing. The scaling depends on the specific role, with the heaviest adjustments happening to still unimplemented roles (mess technician and ordnance technician), but will for example allow up to 5 staff officers with 160 or more marines, with 1 + 1 staff officer for each 40 marines, for a range of 2 to 5. The standard 4 specs and sgs are available at 60 marines or above, with a minimum of 2 of each being available per round. This scaling won't affect research unlocking spec slots in the future once implemented.
DrSmugleaf updated:
π - Added Sentry name to the list of Patreon nameable items. The name will persist between upgrades.
DrSmugleaf updated:
π - Fixed a Warrior stopping its pull not cancelling the stun and knockdown from it. If a Warrior stops pulling someone after hitting them with a Lunge, the target will now correctly instantly get up.
π - Fixed Warrior Punch and Fling not cancelling pulls if done while pulling the target. Punch and Fling will now correctly break your pull on the target if you happen to be pulling them before using either ability.
DrSmugleaf updated:
π - Added gun prediction and lag compensation, aka removes the delay on firing due to ping.
π - Fixed melee attack lag compensation not accounting for your ping, which would make melee attacks done by players with higher ping more unreliable.
lapatison updated:
π - Added M15 fragmentation (hand) grenade. This grenade is stronger than it's counterparts, but can't be used with grenade launchers.
Dutch-VanDerLinde updated:
π - You can now become a parasite by using a right click verb on an egg.
Vermidia updated:
π - All xenos minus parasites can now emote properly
π - Xeno death noises are a bit louder now
π - Xenos have emote sounds for roaring, growling, hissing, calling for help, or swiping their tails
DrSmugleaf updated:
π - Fixed the hive core not getting automatically destroyed if not on the dropship once it lifts off for hijack.
π - Added the hive core's missing passive healing. It now heals 100 damage every 10 seconds.
π - Added the hive core's missing 5 minute cooldown if destroyed by damage. The automatic destroy on hijack does not activate the cooldown.
DummeHytteOst updated:
π - All squad roles can now buy smoke grenades.
DummeHytteOst updated:
π - Wooden planks can now be bought by requisition.
DrSmugleaf updated:
β - Removed the Pacifist character trait.
DrSmugleaf updated:
π - Fixed being able to place and fire mortars on the warship.
DrSmugleaf updated:
π - Fixed sentries blocking grenades and bullets even when not aiming at them directly.
DrSmugleaf updated:
π - Fixed the M44 revolver not shooting anything.
π - Fixed the grenade launcher's grenades being invisible for the shooter.
π - Fixed tactical map drawing and blips positions being incorrect with UI scales that aren't 100%
2024-09-25 04:30:51 +0000 UTC
View Post
Shotgun stuns
Contributed by Verm
Buckshot and slugs will now stun xenonids if shot at a close enough range. This excludes very large xenos (T3, Queen) and very small xenos (Larva, Parasite).
The Scout Weapons Specialist will also get access to high-impact magazines, with the same effect at a greater range.
This also fixes slug ammo not firing any projectiles.
Note that the Drone doesn't get knocked back due to a bug in the video above, but that is fixed now.
Gun damage fall-off
Contributed by Sigil
Gun damage fall-off is now implemented, meaning bullets will do less damage the further they travel. You will no longer die instantly to a stray bullet shot across the map from you.
Some scopes counter-act this when active, and the M4SPR has no damage fall-off. Some scopes have toggleable zoom levels, such as between 2x and 4x.
This also introduces the breaching damage bonus to the under-barrel shotgun, making it much better at destroying structures.
Sniper and Omni sentries
Contributed by Verm
Combat Technician sentries have had two more upgrades added:
The sniper sentry, with a longer range, a lot more damage but a slower fire rate.
The Omni sentry, with lower damage and range, but the ability to turn a full 360 degrees.
Planet map votes
You can now vote on the next planet to play on. This happens in the lobby, excluding the last map chosen.
LV-624 updates
Contributed by Dutch-VanDerLinde
LV has gotten some updates, namely near its research landing zone, cargo containers area, and crashed shuttle area.
Parasite AI
Contributed by Verm
Playerless parasites will now automatically leap to and infect nearby valid targets, instead of just sitting there menacingly.
Round-end soundtracks
Contributed by Bolgarich
Each round outcome will now have an accompanying ten-second sound played at round-end, instead of being dead silent. These were made by the same person who made the two hijack tracks we use!
Other changes, taken from the #changelog Discord channel
Vermidia updated:
π - Fix larva burst in bags being stuck in said bags
π - You can now get a general idea of a sentries health by examining it
π - Fixed being able to activate sentries right next to other active sentries
π - You can rotate placed sentries with a screwdriver
π - Fix Lifesaver Bag not starting with an epinephrine autoinjector
π - Medilathe, useable by med staff and makes various medical supplies out of plastic, such as hyposprays, high-capacity beakers, and stasis bags.
π - Vial Storage Boxes, which can storage 6 vials or auto-injectors
π - Fix Chem Plus sprite being wrong
π - Fix surgical tray slots being too few
π - Lathes are no longer acidable
π - Marines not wearing shoes slows them down
DrSmugleaf updated:
π - Fixed some areas incorrectly allowing or prohibiting mortar fire and placement. For example, the buildings in Solaris now correctly block a mortar from being deployed inside, but don't prevent one placed outside firing a shell into the building.
Whisper updated:
π - Added Walks-The-Graves figurine.
Vermidia updated:
π - Added Sniper and Omni sentry upgrades! Sniper has x2 as much range and x4 as much damage, but fires slower. Omni has no restriction to it's turning radius, but does 30% less damage and 1 less range.
DrSmugleaf updated:
π - Fixed the loading screen showing non-RMC14 tips.
π - Added being able to see what's on the other side of the stairs that transport you between the two floors of the Almayer.
π - Fixed not being able to pull things through the Almayer stairs.
π - Fixed Queen/SL trackers not accounting for the player's camera rotation. Having your camera rotated will now change where the tracker points.
π - Fixed the combat technician's equipment rack missing the option to buy a mortar operator belt.
π - Fixed larva not healing off weeds. They will now heal regardless of whether or not they are on weeds.
π - Fixed security cameras on Savannah not having names.
π - Fixed xenonid eggs being able to be placed under vendors, lockers, crates, chairs, etc.
Rainbeon updated:
βοΈ - Resized Felinids to normal size.
DrSmugleaf updated:
π - Fixed shotgun slug ammo not firing any projectiles.
Vermidia updated:
π - Fix crusher and lurker melee slows lasting for the rest of the round
π - Backpacks instant open on the floor
π - Fix Runner pull speed being much faster than it should be
π - Parasites now have AI. They will try to leap and infect nearby hosts, and return to eggs on their own after some time.
Dutch-VanDerLinde updated:
βοΈ - Updated LV-624's Research Landing Zone
crystalHex updated:
βοΈ - Whistles can now be used from the action bar.
Sigil updated:
π - You can now remove ammo from shotguns and grenade launchers. To do so, press the "activate item in world" hotkey β E by default. This hotkey also works for other weapons.
KalimbaMachine updated:
βοΈ - Clipboard Upgrades!
Vermidia updated:
π - Added ammo stuns. They don't impact big xenos (t3s, hivelord, queen) or very small ones (parasites, larva) but apply stun and slowdown and knock xenos back.
π - Added scout high impact ammo. It has a max effect range of 32 but gets worse the farther the bullet travels.
π - Added stuns to buckshot and slug ammo, with slug giving worse effects but having a better range.
π - Fixed some stun and slow timers being 1/2 as long as intended (stomp, coughing blood, regurgitation)
π - Neurotoxin no longer makes you blue
Sigil updated:
π - The M96S integrated scope can now toggle between 2x and 4x magnification. The former allows you to move while aiming.
π - Damage falloff for bullets added. In broad strokes: The further you are from your target, the less damage your shots will do. Notable weapons and attachments: M63 bullets start rapidly losing damage past 4 tiles, the M4SPR removes falloff from its ammo, M96S ammo has no falloff, buckshot becomes useless at 4 tiles, slugs at 8 and flechettes at 12, active scopes reduce falloff and the silencer increases it.
βοΈ - The masterkey now deals massively increased damage to walls, doors and certain other structures. Its damage to other targets has been reduced to its intended values. The primary pellet now deals 55 damage, while the three additional ones deal 20 each.
βοΈ - Brought all scope doafters in line with how they are on CM.
π - A weapon with a magnetic harness attached no longer becomes immune to gravity if you throw it while something else is in your suit storage.
π - Buckshot, slugs and flechettes now do piercing damage instead of blunt.
π - The masterkey can no longer be fired when the gun it's attached to is not wielded.
π - The bipod can no longer be instantly deployed on glass shards.
π - The masterkey can no longer use ammo other than buckshot.
π - The arm brace now properly deactivates when swapped out while still active, and doesn't permanently glue the SMG to your arm.
CaasGit updated:
π - Allow for body bags to be health scanned.
DrSmugleaf updated:
π - Fixed sentries being able to fit non-sentry magazines.
π - Added being able to look through ladders without moving through them. This can be done Alt+Clicking the ladder, or by dragging the ladder to yourself like in SS13.
π - Fixed pressing shift undeploying your bipod, stopping overwatch, stopping xenonid watch, etc.
π - Fixed Queen screech not unbuckling power loader operators.
π - Fixed Boiler Bombard popup spam, it now has a 1 second cooldown between attempts.
π - Fixed the elevator not killing you after vaulting the railing into a lowered or lowering elevator.
π - Added sounds at round-end for each round outcome, made by Bolgarich.
π - Added planet map vote. In the lobby, a vote will be made for the next planet map to play on. This excludes the planet map that was selected for the last round.
π - Added the xenonid hive core's missing ability to block CAS and mortar fire within a 10 tile radius.
CyberTropic updated:
π - Grenade packets have an empty graphic.
DrSmugleaf updated:
π - Added Honkzee Beezs figurine.
2024-09-12 10:43:42 +0000 UTC
View Post
The mortar and sentry update is now done, which was the winner of the first community-wide feature priority poll on Discord.
A few things to note:
These alternate between community-wide, and Patreon only.
All of these will eventually be implemented (this is not a Minecraft mob vote), but the winner will be implemented first.
The poll will run for 72 hours, after which Whisper and I will focus on implementing it.
If, for any reason, the winner of one of these kinds of polls needs to get delayed, the vote will be re-made.
Other contributors are free to contribute any or none of these things. This is just what Whisper and I will focus on.
Polls will typically have all marine options or all xeno options, to not force people to choose between the two sides. They will alternate as well to ensure that both stay balanced.
Ravager: Bring death to all that face you. Use charge to close the gap between you and a marine, and finish them off with powerful blows capable of chopping limbs clean off. Hit-and-run and frontal assaults are your bread and butter, get used to tanking damage and dealing it. You don't need to hide anymore.
Praetorian: A good all-round combatant with potent spit, the powerful Acid Ball for an area-of-effect attack, and good melee damage. Your acid line spray makes for a good cover for a retreat, as it stuns and knocks down anyone who walks into it.
Burrower: Plant weeds to support the hive and its members. Use your resin hole ability and work together with other castes (Boiler and the Praetorian) to ambush the marines or to defend the hive from an aggressive marine assault.
Carrier: Carry huggers around, allowing the Hive to impregnate new hosts on the move. Use pheromones to assist fellow Aliens.
2024-09-10 03:31:26 +0000 UTC
View Post
Mortars
You can buy them at Requisitions, starting with one for free.
The two types of shells available at launch are the high explosive mortar shell and the flare/camera shell.
The mortar can be used by anyone with an engineering skill of 1 (the pamphlet for it has been added as well), and they are aimed to a coordinate obtained with the rangefinder, then dialed to account for the random offset, being able to shoot very far away.
This update also makes mortar explosions deal much more damage to structures than grenades. Mortars will be able to destroy Solaris walls with just two HE shells.
Mortars are more inaccurate the further away they fire and need to be dialed to account for this each time their target is adjusted.
The mortar backpack and belt will also be available to carry mortar shells. More shells will come in a future update.
Combat Technician's sentry and mini sentry
Each combat technician gets one from their vendor for free, and they can optionally buy the upgrade kit for 15 points.
The base sentry has more health and damage but shoots and deploys slower than the mini-sentry. The mini-sentry also doesn't block movement.
More sentry upgrades and combat technician defensive devices will arrive in a future update. As a preview, Verm has already made two more sentry types for the next update: The Sniper and Omni sentries! There's a video attached at the bottom of this post showcasing them.
Hypospray vials
Contributed by Verm
Hyposprays now have vials, which can be tactically reloaded using a hypo on one, or you can swap them in with a vial in hand.
Hyposprays can now have their transfer amount adjusted.
Hospital Corpsmen can buy vial pouches as a pouch option, which comes with 6 vials.
Crusher AOE passive, Crusher/Lurker slow on hit
Contributed by Verm
The Crusher has had its missing AOE on attack passive added.
The Crusher and Lurker have had their missing slow on hit added, with the Lurker's slow only applying to knocked-out marines.
Other changes, taken from the #changelog Discord channel
Vermidia updated:
π - CMO now has squad and engi comms
Whisper updated:
π - Added Darting 'Sleepy' Groth figurine
Vermidia updated:
π - Added the Crusher's and Lurker's missing slow on hit. The Lurker's slow only applies to knocked out marines.
crystalHex updated:
βοΈ - Added descriptions to bundles/kits.
MetalSage updated:
π - Fixed accesses on windoors
Vermidia updated:
π - Fix mobs continuing to hold pulls on death
Vermidia updated:
π - Added 2 new colors of doctor scrubs. Sprites are also updated and the nurse's armband is now a separate item worn on your neck slot
crystalHex updated:
βοΈ - Added various crates to the requisitions catalog (flare packs, binoculars).
crystalHex updated:
π - The fireteam leader now starts with the M12 helmet.
crystalHex updated:
π - Xenos can no longer light flares on ground.
π - Xenos can no longer remove webbings from jumpsuits.
π - Xenos can no longer toggle attachables or internals.
π - Xenos can no longer see or change gun fire modes.
π - Xenos can no longer (attempt to) pray.
crystalHex updated:
βοΈ - Added the G8-A general utility belt and drop pouch to dropship crew and command vendors.
KalimbaMachine updated:
π - Adds Corporate Liaison Wardrobe!
Dutch-VanDerLinde updated:
βοΈ - Armor lamps now turn off when the user dies, gets infected, devoured, or unequips the armor.
Dutch-VanDerLinde updated:
π - Melee weapons now do x1.5 extra damage against xenonids.
Vermidia updated:
π - Fixed Crusher stomp damaging marines more than half a tile away from the crusher that aren't laying down
Vermidia updated:
π - Hyposprays now have vials, which can be tactically reloaded by using a hypo on one, or you can swap them in with a vial in hand.
π - You can now toggle a Hypospray's transfer amount.
π - Hyposprays can't inject into beakers
π - Hyposprays from We-Ya Meds now come with a vial of tricordizine. You can use the vial or the hypo with the vial inserted on a We-Ya Med to refill it.
π - Vial pouches can now be selected by corpsman as a pouch option. Comes with 6 vials
π - Droppers are now available in the We-Ya Med Plus
π - You can add lids to beakers, large beakers, and high capacity beakers
crystalHex updated:
βοΈ - Added the drop pouch crate to requisitions catalog.
Vermidia updated:
π - Added the Brutalizer passive to the Crusher, which gives her an AOE effect that hits every nearby the first person hit at 40% damage. Attacks now reduce the Crusher's Defensive Shield and Charge abilities' cooldowns, with additional hits reducing Charge's even more.
DrSmugleaf updated:
π - Added the mortar and HE/Flare mortar shells. Used by anyone with an engineering skill of 1, they are aimed to a coordinate obtained with the rangefinder and dialled to account for the random offset, being able to shoot shells from very far away. More shells and mortars can be bought in Requisitions.
π - Added the combat technician's sentry and upgrade kit to optionally upgrade it to a mini-sentry. The regular sentry has more health and damage, but shoots and deploys slower than the mini-sentry. The mini-sentry also doesn't block movement. Each combat technician only gets access to one sentry.
π - Added the rangefinder, used to pinpoint coordinates for mortars.
π - Added the engineering pamphlet to vendors.
π - Fixed dead xenos blocking bullets.
π - Fixed tiles on the Almayer's stairs teleport points being weedable and allowing construction.
π - Fixed explosions having a lower structural damage than intended.
π - Fixed xenos not being able to open the scout weapons spec's reactive thermal tarp.
π - Fixed CAS fire popups sometimes incorrectly saying that the dropship is not in flight when trying to fire on a location that has a CAS-proof roof.
π - Fixed dropship cameras being FOV. They will now allow the pilot to see everything around the target.
π - Fixed the named items Patreon perk not renaming items that are bought within a storage, such as the MK80 and SU-6 pistol cases.
π - Fixed admin-triggered bioscans not resetting the time for the next bioscan, sometimes leading to two bioscans in quick succession.
π - Fixed the dropship arrival overlay being hidden by weeds.
π - Fixed the QM not spawning with an approved stamp.
π - Fixed the popup for a hive core already existing being displayed for all players instead of just the xeno that tried to build it.
π - Fixed worn armor with explosion armor not reducing explosion damage.
π - Fixed the global RMC admin UI counting marines and xenos without a player inside them.
π - Fixed being able to stack barricades in the same direction and tile.
π - Added the 5 missing smoke grenades in the Requisitions weapon vendor.
π - Fixed some replays from very long rounds being cut off early.
π - Fixed some items being considered contraband.
DrSmugleaf updated:
π - Added Sam Ali figurine.
Vermidia updated:
π - FTLs get insulated gloves as part of their kit
DrSmugleaf updated:
π - Fixed Boiler gas spreading into itself and causing massive amounts of lag. Re-enabled Boiler evolution.
π - Fixed mortars and sentries not being attackable by xenoniods.
π - Fixed Requisitions not being able to buy sentry magazines.
2024-09-09 10:30:28 +0000 UTC
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A smaller but quicker update this time, as there were some bug fixes we had to publish early.
Squad Leader / Queen trackers
Contributed by ShadowCommander and DrSmugleaf
Gone are the days of not knowing where your Squad Leader is as a marine, or where the Queen is as a xenonid. A tracker on the right-hand side of the screen will now point you towards their location. See the video above for a demonstration!
These don't work with camera rotation yet (numpad 7/9), and Command still can't assign an acting SL if one dies or none join, but both will be fixed in a future update.
Squad preference
Contributed by tsp01 and DrSmugleaf
You can now choose your preferred squad before the round starts, including Bravo if you love FOB duty. This is found in the customize window under the Appearance tab.
Your role preference always takes priority, so if your role is only available in a squad that isn't your preferred one, you will get that role in that squad instead.
Savannah update
Contributed by Tunguso4ka
Savannah's briefing and hangars have been revamped, giving more room to conduct a briefing. See below for a render of the whole map.

Other changes, taken from the #changelog Discord channel
Vermidia updated:
π - Fixed First responder pouch not holding pill packets and ointment
π - Fixed Medical pouch not holding ointment, pill packets, and penlights
DrSmugleaf updated:
π - Added Seth Sleeper figurine.
π - Added The Soil of Martyrs figurine.
diraven updated:
π - Corrosive acid can't be applied to barricades multiple times any more.
MetalSage updated:
π - Added supply crates containing M4 and B12 armor
Tunguso4ka updated:
π - Signal Flare pack now has the correct name.
Vermidia updated:
π - Fixed corrosive ccid on barricades not expiring after 45 seconds.
MetalSage updated:
π - Add high capacity beaker, dropper, grinder, nanomed
ShadowCommander, DrSmugleaf updated:
π - Added Squad Leader tracker for marines and xenonid Queen tracker for xenonids.
tsp01, DrSmugleaf updated:
π - Added squad preference in character customization.
π - Fixed squads being able to have multiple SLs, SGOs, or weapons specs if one cryos and another one late-joins.
CaasGit updated:
π - Fax Machines now print local files using the CMPaper sprite.
DrSmugleaf updated:
π - Fixed stopping targeting with a laser designator stopping already in-flight GAU-21 bullets from arriving after they have already been fired.
π - Fixed the ground sound after the GAU-21 bullets have all arrived not playing, or playing so loudly that it CAS's your eardrums.
π - Actually fixed the ghost of ammo long shot past from sticking around lagging the server.
π - Examining a dropship weapon attach point will now tell you what gun and ammo it has loaded, and how many rounds it has left.
Vermidia updated:
π - The M96S Scoped Rifle no longer has any scatter when wielded.
π - Fixed monkeys suffocating while nested.
FungiFellow updated:
π - You can no longer buy laserlight Modules from the pilot vendors, replaced with laser sight
Lank updated:
βοΈ - Scout now hides external markings (wings, frills, tails, etc.) while cloaked, and is slightly less visible overall.
βοΈ - Scout's A19 magazines now have a unique sprite.
π - Scout is now correctly not decloaked by acid spit.
FungiFellow updated:
π - Infiltrator Boots are now part of WS Scout Kit
KalimbaMachine updated:
π - Added SEA Equipment and Gun Racks!
DrSmugleaf updated:
π - Hopefully fix an error that makes some round starts lag to death.
π - Fixed being able to build and anchor constructions on stairs.
βοΈ - Lowered the pointing delay back down from 2 seconds to 1 second.
Tunguso4ka updated:
π - North of Solaris Marshal's now have cave wall.
Whisper updated:
π - Added Lance Victors figurine.
DrSmugleaf updated:
π - Added Bred Dahne figurine.
DrSmugleaf updated:
π - Fixed ammo boxes not being light-attackable with left click.
π - Fixed lobby messages not being displayed for players still in the lobby mid-round.
π - Fixed unholstering your gun with F not working.
π - Fixed Russian accent being very difficult for cyrillic language speakers to read, by removing the A to cyrillic D conversion.
2024-08-26 20:35:08 +0000 UTC
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