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Rouny's Marine Corps 14

Rouny's Marine Corps 14

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Rouny's Marine Corps 14 posts

New update: Close air support, second floor Almayer, Scout specialist, Boiler neurotoxin gas

Close Air Support (CAS)

Pilots now have a way to directly assist marines on the ground by firing on any targets that they designate. This is done with signal flares and laser designators, which SLs and FTLs get for free, but any squad role can buy for points.

Communicate on the JTAC (:j) channel when firing, or risk getting "good hits"! And remember that the offset does not change where you fire in direct bombardment!

The only gun currently implemented is the GAU-21 30mm cannon with two types of ammo:

  • PGU-100 Multi-Purpose: Deals 105 damage and pierces 10 armor, taking 10 seconds to reach the target with a 3-tile spread.

  • PGU-105 30mm Anti-tank: Deals 80 damage and pierces 40 armor, taking 6 seconds to reach the target with a 4-tile spread.

The GAU-21 and its ammo can be printed by the dropship part fabricator, and loaded onto each dropship's weapon points, two in the front, and two on the sides. They will have a green outline when mousing over them.

Fire missions and more guns will come soon in a future update, including mini-rocket pods, rockets, and the laser cannon, alongside other attachments for dropships such as the medevac, fulton, and paradropping.

Piloting skill is now also fully implemented, meaning that pilots with the required skill can shorten the dropship travel time from 100 seconds to 50 seconds!

The dropship hiajck now also takes 180 seconds, up from 100 seconds, and has a warning for marines 10 seconds before impact.

See the video above for a demonstration.

Second floor Almayer

Command no longer has to lead the operation from a cramped room in briefing, and MP no longer has to make a makeshift holding cell for prisoners.

Both the CIC and Brig are located on the second floor, which you can reach by clicking on one of the many ladders, or walking up the four sets of stairs leading up to it.

This update also includes 150 security cameras watchable from the many security consoles, and improvements to the first floor of the Almayer.

This also means that each role will spawn in its intended position now.

Pilots, SOs, COs and XOs now also have access to their designated equipment racks, added by Salazar "Cyclops" Petrovich.

Scout Specialist

Contributed by Lank

It comes with a custom rifle that deals more damage and, most importantly, invisibility on the move.

Remember, the thermal cloak goes into your backpack slot!

Sneak into the hive, coordinate with the pilots on the JTAC channel, and call in air support, if you manage to survive for long enough. Your invisibility won't make you fully invisible, but it will make you much harder to see.

Boiler neurotoxin gas

Contributed by Verm

The Boiler has had its missing neurotoxin gas bombard added, which can be toggled with the "Toggle Gas Type" ability.

Neurotoxin will not deal damage to barricades, but it will severely disorient and potentially kill any marines caught inside the cloud.

Barricade and resin structure invincibility frames

Contributed by Verm

Barricades and resin structures can now be hit a maximum of 3 times per second, to prevent deathstacking.

This is to account for SS14 not having tile movement, where many xenos or marines can stack on one tile to melee-attack the same structure.

Other changes, taken from the #changelog Discord channel

crystalHex updated:

⚒️ - Hive core now has a warp point.

DrSmugleaf updated:

🐛 - Fixed nested marines not being able to see anything.

🐛 - Fixed xenonids being able to attack marines that are both nested and infected.

🐛 - Fixed the client sometimes falsely showing the red color flash effect when attacking something that they can't, like allied xenonids.

DrSmugleaf updated:

🐛 - Fixed the M276 pattern combat toolbelt rig being able to hold more than one pistol. It is now limited to one gun max.

Vermidia updated:

🐛 - Xenos can no longer nest the dead.

Rainbeon updated:

🆕 - Surgical Line and Synth Graft now notify the patient that someone is trying to treat them.

Rainbeon updated:

🆕 - Xenonids are now able to see the hive core through walls.

Vermidia updated:

⚒️ - Opening backpacks in hand is now instant, and doesn't close as long as you keep them inhand

Sigil updated:

🐛 - Hopefully fixed guns shrinking when you put size-changing attachments on them. If you encounter this bug after this is merged, report it.

Vermidia updated:

🆕 - You can now put lids on bottles.

Vermidia updated:

🐛 - Vaulting is no longer cancelled by damage

KalimbaMachine updated:

⚒️ - Allow Lighters to be stored in cigarette packs!

Dutch-VanDerLinde updated:

🆕 - Added marine armor light visuals

FungiFellow updated:

🆕 - Added Penlights into the Med Essential Bundle

DrSmugleaf updated:

🆕 - Added CMO Pandi Fackler and Jermaine 'Bait' McClune figurines.

🆕 - Patrons will now spawn with their figurine in-hand or in their backpack.

Vermidia updated:

⚒️ - You can use a machete or throwing knife while devoured

blueDev2 updated:

🐛 - Corpsmen helmets allow medics to change holocards by examination

Lank updated:

🆕 - Added the Scout Weapon Specialist, and their associated gear.

🆕 - Added A19 Mags for the M4SPR Custom to the requisition console.

Tunguso4ka updated:

🆕 - Added undershirts and underwear markings, check your Marking customization menu!

gorillagaming updated:

🐛 - The selected planet now updates correctely

P-MCT updated:

🆕 - Added Scottish trait/accent.

DrSmugleaf updated:

🐛 - Fixed the chemical dispenser and chemmaster having no skill check. They now have a skill requirement of medical 3 (Nurse, Doctor, Researcher CMO, XO, CO, but excludes the Hospital Corpsman).

🐛 - Fixed the overwatch console having no skill check. It now has a skill requirement of overwatch 1 (SO, XO, CO, Warden, ASO, pilots, IO, CE, CMO, CMP, SEA and QM)

FungiFellow updated:

🆕 - Added M44 Speedloader Boxes

🆕 - Cargo Can Order M44 Reg and Marksman Rounds

DrSmugleaf updated:

🐛 - Fixed being able to attack or shoot while lying down. This includes beds and roller beds.

🐛 - You now drop your items when lying down. Remember to holster your gun, or grab the marine's gun if you are a corpsman.

DrSmugleaf updated:

🐛 - Fixed xenonids being able to build resin structures on top of nested marines.

Dutch-VanDerLinde updated:

⚒️ - The ghostrole for larvae will now appear 20 seconds before the host bursts

Sypher98 updated:

⚒️ - Breaching charges now fit in the explosives pouch

Guess-My-Name updated:

🐛 - Entrenching tool now requires to be held in hand for usage.

Whisper updated:

🆕 - Added Astor Debb figurine.

Rainbeon updated:

🐛 - Fixed Spitter/Boiler's Spray Acid ability not costing plasma to use. It now correctly costs 40 plasma.

DrSmugleaf updated:

🆕 - Added Mazy 'The Fortress' Tusji figurine.

Vermidia updated:

🐛 - Larva and parasites can no longer nest hosts

🐛 - Xenos that can't put up parasites can no longer infect with them or put them back into eggs by pulling them.

coolmankid12345 updated:

🆕 - Marine icons and Xeno plasma/health for spectators to see

Whisper updated:

🆕 - Added Nesart Onan, updated Satoru Suzuki figurines.

crystalHex updated:

🐛 - Fixed being able to use nightvision items in pockets.

MACMAN2003 updated:

🐛 - Fixed a pixel offset on the welder chestrig.

DrSmugleaf updated:

🆕 - Added Dalton Harris figurine.

Whisper updated:

🆕 - Added Chad Scott, Worships-The-Gods figurines

Dutch-VanDerLinde updated:

🆕 - Added xeno speech sounds

Vermidia updated:

🐛 - Fixed auto-injectors being able to draw from containers.

Vermidia updated:

🐛 - Xenos will no longer look stunned if killed by an AP rocket.

🐛 - Defenders will no longer look stunned if hit by an AP rocket while fortified.

Vermidia updated:

🆕 - Added plasteel barricades, craftable with 6 plasteel. They have more health than normal barricades but take longer to set up.

Dutch-VanDerLinde updated:

🐛 - Fixed duplicate traits in the character Traits tab. Check to make sure that your selected traits are still correct!

blueDev2 updated:

🐛 - Double doors no longer have solid hitboxes on one half of the door when open.

DrSmugleaf updated:

🐛 - Fixed the Queen making no stomp sound when pulled. By making her unable to be pulled while alive, not stunned and not knocked down. You did this to yourselves. This is the best you are getting for now because I don't feel like ahelping more people about it while I go fix footstep sound code.

crystalHex updated:

⚒️ - Added descriptions to squad leader's kits.

DrSmugleaf updated:

🆕 - Added Sukuna Kurze figurine.

DrSmugleaf updated:

🆕 - Added a popup when someone else throws something.

Vermidia updated:

🐛 - Fixed some xeno pull speeds. Runner pulls faster, boiler pulls the same as most xenos, and warrior pulls a little slower then they used to.

Vermidia updated:

🐛 - Barricades can now only be hit a maximum of three times per second by xenos. Same for resin structures and marines.

Vermidia updated:

🐛 - Fixed hyposprays being able to draw from containers. Use a bottle on it to refill it.

blueDev2 updated:

🐛 - Drone evolution to queen cooldown after queen death is properly indicated in the popup.

DrSmugleaf updated:

🐛 - Fixed being able to shoot from within body bags and other containers.

Vermidia updated:

🆕 - Added Boiler's neurotoxin gas, which is more oriented for capturing and causes a slew of chaotic effects if it builds up enough.

diraven updated:

🆕 - Xeno acid corrosion system was reworked and extended.

🆕 - Flares now lose their burn time rather than disappear after a set amount of time if corroded.

🆕 - Barricades are now damaged over time rather than disappear after a set amount of time if corroded.

⚒️ - Slightly nerfed acid corrosion times for them to be closer to CM13 values.

Vermidia updated:

🐛 - Larva auto-burst time has been upped to 60 (from 20) seconds

🐛 - Larva can now move to burst immediately from their host

Dutch-VanDerLinde updated:

🆕 - You can now give most jumpsuits an alternative look by folding them.

DangerRevolution updated:

🆕 - Added the Commanding Officer's equipment and weapon vendors.

🆕 - Added the Executive Officer's equipment and weapon vendors.

🆕 - Added the Staff Officer's equipment and weapon vendors

🆕 - Added the Pilot & Dropship Crew Chiefs' equipment and weapon vendors.

Vermidia updated:

🐛 - Fixed the Lurker's Crippling Strike not doing 20% extra damage, and added a visual effect on the person hit.

MACMAN2003 updated:

🆕 - Added special ballistic goggles that change color to match the squad of the wearer.

crystalHex updated:

🆕 - Added the drop pouch.

blueDev2 updated:

🐛 - Barricades now drop mats based on remaining health when deconstructed. Barbed barricades drop barbed wires when deconstructed

Vermidia updated:

🆕 - You can choose to tuck in features (like hair, moth antenna, etc) on helmets.

Rainbeon updated:

⚒️ - You can now view player character descriptions from much further away.

DrSmugleaf updated:

🐛 - Fixed xenonids not being able to open hypersleep chambers, body bags, closets, morgues and crematoriums. Xenonids still cannot close them nor be inserted into them.

DrSmugleaf updated:

🐛 - Fixed xeno eggs being buildable on top of normal doors.

DrSmugleaf updated:

🐛 - Fixed some cases where the Defender's tail sweep was able to hit through walls. This reduces the range from 1.5 tiles to 1.25.

DrSmugleaf updated:

🆕 - Added close air support and the GAU-21 30mm cannon. This is done by pilots through the weapons controls console in the dropships, by targeting a signal flare or laser designator target in an area that has a weak enough roof to allow CAS to shoot through it. Weapons can be loaded onto the dropships' wings and front attachment points with a power-loader, and the weapons and ammo fabricated at the dropship part fabricator.

🆕 - Added laser designators and JTAC pamphlets for points to the vendor of each squad role. SLs and FTLs get the skill by default and the designator and signal flares for free in their kits, but can also buy additional ones.

🆕 - Added bioscans. These happen between every 5 to 30 minutes and tell each side how many are left on the other side, and one of their locations.

🆕 - Opened up the second floor of the Almayer. Click the ladders or walk up the stairs to move between the two.

🆕 - Added security cameras to the Almayer. Command and MP can watch these in the ship security cameras console.

🆕 - Filled out some missing things on the first floor of the Almayer. Report on the bugs channel or through AHelp if anything has gone missing.

🆕 - Added two missing chem masters to the chemistry room in medbay.

🆕 - Added a proper brig to the Almayer, found on the left of its second floor with brig timers. These brig timers will eventually be replaced with the ones from 13.

🆕 - Implemented piloting skill affecting dropship travel and recharge time. Having a Pilot skill of 2 (Dropship/Gunship pilot, ASO, and SEA, but not DCC) reduces travel time by 50%, recharge time by 25%, and increases fly-by time by 50%.

⚒️ - Every role now spawns where they are intended to. The MP brig is on the far left of the second floor, and the CIC (Overwatch consoles) is located towards the center of the second floor. Every squad role now spawns on the same spot depending on the role, with specs and squad leaders on the left for example.

⚒️ - Increased the amount of tackles that a Hivelord, Lurker, Spitter and Queen need to bring down a marine. Hivelord now requires 4, up from 3, Lurker requires 5, up from 4, Queen requires 4, up from 3, and Spitter requires 5, up from 4.

🐛 - Fixed dropship hijack using the same time as regular travel. It now takes 3 minutes for the dropship to arrive during a hijack, and has a warning when it is about to do so.

🐛 - Fixed windoors taking damage from humanoid unarmed attacks.

🐛 - Fixed beds being movable and unintentionally healing a small amount of damage.

🐛 - Fixed the soda and booze dispensers being unpowered.

🐛 - Fixed large crates being able to store mobs inside them.

🐛 - Fixed smoke grenade smoke spreading slower than intended and farther than intended.

🐛 - Fixed being able to remove tackle stacks from yourself while not stunned by shaking yourself up.

🐛 - Fixed medbay staff (nurses, doctors, researcher and the CMO) being able to equip m5 riot control armor.

🐛 - Fixed bullets not hitting the hive core.

🐛 - Fixed throwing things into a disposal unit having a chance to miss.

🐛 - Fixed dropships not deleting all racks and walls when landing.

🐛 - Fixed being able to fit jugs in satchels and backpacks.

🐛 - Fixed secure windoors being damageable with bare hands.

Rainbeon updated:

🐛 - Armed grenades can no longer be inserted into Grenade Launchers.

DrSmugleaf updated:

⚒️ - The CMP temporarily has access to the regular MP equipment rack until their own is added.

crystalHex updated:

⚒️ - Added bipods to requisitions vendor.

⚒️ - Added missing attachment crates to requisitions catalog.

crystalHex updated:

🆕 - Added the M276 G8-A general utility pouch to the appropriate vendors.

Dutch-VanDerLinde updated:

🆕 - Parasites now rip off marine's helmets.

🆕 - The heavy grenadier weapon specialist's helmet now resists parasite attacks.

DrSmugleaf updated:

🐛 - Fixed tall flood lights and broken tall flood lights being unanchorable and movable.

DrSmugleaf updated:

🐛 - Fixed MP not having access to the brig timers.

🐛 - Fixed pulling bugging out on stairs and ladders. If you need to drag something through the stairs, push it through first for now. Ladders don't allow you to push things through.

🐛 - Temporarily removed blindness from neurotoxin until we can check if its working properly.

Vermidia updated:

🐛 - fix neurotoxin dizziness lasting forever

DrSmugleaf updated:

🐛 - Fixed some areas on LV and other planets incorrectly blocking CAS.

Whisper updated:

🐛 - Fixed larva speech sounds being heard globally (stereo instead of mono), resulting in them being "too loud".

DrSmugleaf updated:

🐛 - Fixed crash land damage bypassing the damage limit of 719, making those that are crash-landed unrevivable.

🐛 - Fixed dropships being able to shoot their weapons while recharging or launching.

🐛 - Fixed some rounds automatically choosing the hangar bays as primary landing zone on round-start, making it impossible for xenos to call down a dropship for hijack.

🐛 - Fixed the We-Ya-Med plus, chem, and marinemed not regenerating their reagents.

DrSmugleaf updated:

🐛 - Fixed no ground sound playing after all bullets land with the GAU-21.

🐛 - Fixed the ghost of dropship ammo shot in the past lingering around and lagging the server.

DrSmugleaf updated:

🐛 - Fixed CAS fire exploding grenades and destroying everything in your pockets.

View Post

First month of release statistics

One of the Patrons, @DiRaven, has collected some statistics for the first month since RMC-14's release, see below!

It's been over a month since the game was made publicly accessible. Some random stats and insights over this period:

The game has a pretty solid core of dedicated players that seem to like it a lot

  • There were 5764 unique players in total.

  • They played 428 rounds.

  • There were 2 especially active and impactful players that affected the balance of power a lot. One of them as Xeno Queen, the other as Commanding Officer. Pretty sure, they both know who they are, their names won't be stated.

  • The top 10 active players played well over 200 rounds each. The most dedicated ones played well over 250.

  • Each unique player played 14.4 rounds on average.

Factions and maps

  • Xenonids had the most success with the Fiorina Science Annex map.

  • Marines had the most success with the LV-624 map.

  • On average, Xenonids tend to win during US prime time, and UNMC tends to win during EU prime time.

  • On average, Xenonids tend to win more on new maps while UNMC picks up the pace over time as tactics evolve and map knowledge improves.

Roles

  • 38000 Marine Riflemans accompanied by 6000 Hospital Corpsmans and 4500 Combat Techs participated in operations. *(counting every operation as an independent event)*

  • As expected, combat roles are much more popular than support and RP-heavy ones across the board.

  • One of the very dedicated players played **40 rounds as a correspondent**. Another 2 very dedicated players played almost **50 rounds as quartermaster** each.

  • Remember, quartermaster is one of the least popular jobs played, with even correspondent being more popular.

  • There are a couple of players that like to play xenonid drones specifically over everything else, for some reason.

  • There is a player with almost **80 rounds of Military Police** play. God bless their patience and dedication.

  • One of the rounds had a Ravager at some point.

  • Sentinel is the least common alien after that unique Ravager.

View Post

New update: Overwatch console, squad armor colors, Crusher defensive shield, SL/FTL kits

This is a smaller update focused on implementing some missing but crucial content.

The Overwatch Console

Command can now quickly see the status of every squad and view the battlefield through the camera installed into the helmet of every squad member! Make sure to communicate with your staff officer, as you will typically have one assigned to your squad on Overwatch.

This update also increases the maximum amount of staff officers, from 2 to 4.

Binoculars

Contributed by Verm

These will let you see very, very far in one direction, letting you spot any xenonids ahead before they even know you are there!

Squad and fireteam leaders get one for free, but the other roles can buy some too for points.

SL and FTL kits

The squad leader has gotten its M4SPR, M54C, and engineering kits added to its vendor. These kits contain some attachments and armor-piercing magazines, which can be used by the SL or handed out to their squad.

The FTL now has access to its basic kit, and all roles have received a pass for missing equipment in their racks.

Squad armor colors

Contributed by Whisper

Gone are the days of examining every person you see one by one, you can now quickly see what squad they belong to by looking at the colored strips on their helmet and armor!

Defensive Shield

Contributed by Verm

The Crusher has had its missing defensive shield ability added, which briefly grants it explosive immunity and greater armor.

Other changes, taken from the #changelog Discord channel

BackeTako updated:

🐛 - Fixed doors looking bright when bolted.

UnicornOnLSD updated:

🆕 - Meatzels can be found in marine MREs

Vermidia updated:

🐛 - Fix bombard range being too small to take advantage of long-range sight

MisterVAdos updated:

🆕 - Added marine goggles.

thymol-blue updated:

🐛 - Biohazardous barricades are now constructible with six metal rods.

ShadowCommander updated:

🆕 - Xenonids are now able to see resin walls, doors, and membrane through walls.

🆕 - Xenonids are now able to see eggs through walls.

BackeTako updated:

🐛 - Fixed autolathe looking very bright.

🐛 - Fixed the snack vending machine looking very bright.

Tunguso4ka updated:

🆕 - Ported all hair from cm-ss13!

Vermidia updated:

🆕 - Added binoculars for 5 points in the various squad vendors, and 2 can be found roundstart in requisitions.

Vermidia updated:

⚒️ - Shaking someone out of a stun now only removes 6 seconds from the stun instead of instantly ending it per help.

🐛 - When shaken out of the initial infected state, you lose the blindness & muteness that came with it

DrSmugleaf updated:

🐛 - Fixed climbing not ending until you step off weeds.

Vermidia updated:

🆕 - The regurgitation action now stuns the regurgitated host for 2 seconds

Dutch-VanDerLinde updated:

🆕 - Added animations for building resin structures

Sigil updated:

🐛 - Shotguns now show their fire delay visual as before. The popup, however, is gone due to technical reasons.

Vermidia updated:

🐛 - Parasites & Lesser Drones no longer count for population when considering the amount of t2 and t3s a hive can have.

Vermidia updated:

🐛 - Crushers can hit barricades with charge

DrSmugleaf updated:

🆕 - Added the overwatch console, giving Command roles a way to quickly get information on all squads, their role composition, head count and the ability to watch each marine through their helmet's camera.

DrSmugleaf updated:

🆕 - Added the M4SPR, M54C and Engineering kits to the Squad Leader's gear rack.

🆕 - Added the essential gear kit to the squad leader and fireteam leader racks. These contain normal binoculars and flares until signal flares and laser designators are implemented, and the leader kit contains a breaching charge until plastic explosives are implemented.

🆕 - Added binoculars to some squad vendors that were missing them.

🐛 - Fixed the squad leader, fireteam leader, specialist, comtech, corpsmen and riflemen not having an option to buy M44 marksman speed loaders, and some not having the option to buy MK80 magazines and SU-6 magazines.

🐛 - Fixed the weapons specialist being unable to buy an MK80 case or an SU-6 case.

🐛 - Fixed the cost of the M4 armor being too high for the comtech and corpsman, it now costs 14 for the comtech instead of 30, and 16 for the corpsman instead of 28,

🐛 - Fixed the fireteam leader not being able to buy a grenade rig.

🐛 - Fixed some squad role vendors not having recommended options marked.

🐛 - Fixed some of the prep room vendors having lower special mag amounts than intended. They now have one more M4SPR AP mag, one more M63 ext mag, 1 more M54C extended mag, 1 more MK80 mag, and 1 more SU-6 mag.

DrSmugleaf updated:

🐛 - Fixed an issue related to player movement that was causing lag specially late-round at high player counts. Report any issues relating to not being able to move when you should be able to in AHelp (F1) if they come up.

Whisper updated:

🆕 - Added Alex Gregory figurine

gorillagaming updated:

🆕 - Players are now notified of the current planet when they spawn as well!

P-MCT updated:

🐛 - Fixed portable fire extinguishers and breaching charges not fitting into the normal toolbelt rig and tools pouch.

Vermidia updated:

🆕 - Crushers can now use their defensive shield ability that lasts 7 seconds, which gives them a 200 hitpoint shield that takes 10 less damage from all sources, and for a short while gives them explosion immunity.

Vermidia updated:

⚒️ - Parasites now get a different sprite and announcement if they die from infecting a host.

Whisper updated:

🐛 - Eating and drinking certain items should no longer make the chem mixing sound.

DrSmugleaf updated:

🐛 - Fixed the coif and sterile mask blocking eating pills and food, or being given a pill to eat.

Whisper updated:

🆕 - Added admin fax area. You can now fax High Command, Provost, and WE-YA.

DrSmugleaf updated:

⚒️ - The Queen's Screech description now tells you what blocks the Screech. Smokes and boiler gas are intended to block the Screech and are now mentioned in its description.

DrSmugleaf updated:

🐛 - Fixed shotguns being a small item instead of large and Shivas having upstream toolboxes that could fit many more items than intended. Imagine the things we could have if people reported bugs, instead of silently powergaming them, leading to us wasting more time than necessary fixing them. We could have close air support, orbital bombardment, second floor of the Almayer, the construction, medical or shotgun updates. No, instead we have this bug-fix because only one person had the dignity and self-respect to report it in an AHelp and one on the Discord. Thank you anonymous users, no thank you to everyone else. Fuck my life.

DrSmugleaf updated:

⚒️ - Added twenty more spaceborne gauss turrets around every landing zone.

crystalHex updated:

🐛 - Speedloaders can now be stored in armor storage.

KalimbaMachine updated:

⚒️ - Reworked RMC Clipboard to show paper

View Post

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

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

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

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

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

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

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

The Demolitionist Kit for the Weapons Specialist (SADAR)

Contributed by Kaga-404

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

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

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

Fiorina Science Annex (Planet map)

Contributed by Cuir

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

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

Shivas Snowball (Planet map)

Contributed by noctis

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

Guns as melee weapons and many attachment changes

Contributed by Sigil

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

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

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

Hijack soundtracks

Contributed by Bolgarich 

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

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

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

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

M44 Revolver

Contributed by Antonio Rizzo

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

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

Primary Landing Zones

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

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

Crash Landing

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

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

Evolution point changes

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

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

Other changes, taken from the #changelog Discord channel:

Kaga updated:

🐛 - Fixed wielding and caseless ammo for revolvers.

🆕 - Added cylinder spinning as the default RMC14 revolver unique action.

Vermidia updated:

🐛 - Dead parasites can no longer be used to infect hosts

0xRainy updated:

🐛 - Resin doors are no longer powered

Vermidia updated:

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

Whisper updated:

🆕 - Added Simon Starseeker and Lena Milize figurines.

musicmanvr updated:

⚒️ - Made the standard issue flare less abrasive on the eyes.

DrSmugleaf updated:

🆕 - Added squad:with Toolshed filter command.

musicmanvr updated:

🆕 - Added bedrolls and campfires for camping in the field.

musicmanvr updated:

⚒️ - Reload sounds of most weapons have been changed, and new xeno attack sounds have been added.

Whisper updated:

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

DrSmugleaf updated:

🐛 - Fixed being forced to refer to "Solaris admin" as "Solaris high command"

DrSmugleaf updated:

🆕 - Added RMC Admin UI.

🆕 - Added marine:randomizewithjob command.

DrSmugleaf updated:

🆕 - Added Orion Blackburn, Lilly 'Pipsqueak' Harding, Bites-The-Dust figurines.

DrSmugleaf updated:

🐛 - Fixed being able to attach magazine boxes to yourself by clicking some inventory items.

🐛 - Fixed magazine boxes getting placed and stuck inside walls.

DrSmugleaf updated:

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

Kaga updated:

🐛 - Made smartgun and shotgun projectiles face the target.

DrSmugleaf updated:

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

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

⚒️ - Stun baton usage now requires a police skill of 1.

Vermidia updated:

🆕 - All armors can hold more types of items, mostly different medical items

Cu1r updated:

🆕 - Ported Fiorina Science Annex

musicmanvr updated:

🐛 - Directional windows no longer mess up layering when you press against them.

DrSmugleaf updated:

🐛 - Fixed explosions making elevator tiles weedable.

🐛 - Fixed underplating using the wrong sprite.

⚒️ - Changed the popup that shows when trying to plant weeds on an invalid tile.

DrSmugleaf updated:

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

DrSmugleaf updated:

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

DrSmugleaf updated:

⚒️ - The ASRS console is no longer corrodible.

Dutch-VanDerLinde updated:

🆕 - Added MK80 hand cannon pistol case

DrSmugleaf updated:

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

DrSmugleaf updated:

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

🐛 - Fixed xenos being able to hug the outsides of the dropship to hitch a ride.

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

🐛 - Fixed Savannah having two groundside operation consoles.

DrSmugleaf updated:

⚒️ - The Dropship landing gibbing you now has half a tile less range.

Whisper updated:

🐛 - Pretzels are no longer made of meatballs.

DrSmugleaf updated:

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

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

🐛 - Fixed being able to call two dropships down to the same spot for hijack.

Dutch-VanDerLinde updated:

⚒️ - The xeno pheromones menu is now a radial menu rather than a window

Whisper updated:

🐛 - Fences and catwalks are no longer buildable. Fences are still able to be deconstructed.

🐛 - catwalks are no longer able to be deconstructed.

Vermidia updated:

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

ShadowCommander updated:

⚒️ - Holster keybinds now equip to equipped holsters before inventory slots.

DrSmugleaf updated:

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

musicmanvr updated:

🆕 - Added floodlights to help be a light in the darkness.

blueDev2 updated:

🐛 - Multiple people wiring the same barricade no longer wastes barbed wire.

⚒️ - Attempting to wire another cade while already wiring does not cancel the original wiring.

musicmanvr updated:

🆕 - Ported the M44 combat revolver, find it in your nearest vendor!

DrSmugleaf updated:

🐛 - Fixed xenonids being able to open UIs that they shouldn't be able to.

Dutch-VanDerLinde updated:

🆕 - Added SU-6 magazines to squad vendors

Cu1r updated:

🐛 - Fixed windows not having any destructible functionality.

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

0xRainy updated:

🐛 - Xenos can no longer get in hypersleep chambers

Vermidia updated:

🐛 - Fixed xenonids being able to pull eggs.

DrSmugleaf updated:

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

Whisper updated:

🆕 - Added Kate Fleming, Kaylie Rowleyininski, Amari 'Dropping Hot' Williams figurines

DrSmugleaf updated:

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

Tunguso4ka updated:

🆕 - Added handheld Broadcasting Camera for Correspondents!

musicmanvr updated:

🆕 - The Hot Foods machine now stocks familiar items.

gorillagaming updated:

🆕 - The current planet is now displayed in the lobby

Vermidia updated:

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

Dutch-VanDerLinde updated:

⚒️ - Defibrillating someone now requires their armor to be off.

Vermidia updated:

🐛 - Smartgunner combat-sight giving permanent far sight

DrSmugleaf updated:

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

DrSmugleaf updated:

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

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

noctyrnal updated:

🆕 - Ported Shiva's Snowball

Kaga updated:

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

🆕 - Added Demolitionist ammo to the requisition console.

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

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

🐛 - Fixed some bullets appearing backwards.

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

DrSmugleaf updated:

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

Sigil updated:

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

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

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

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

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

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

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

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

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

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

⚒️ - The UGL can now only be fired if the gun it's attached to is wielded.

⚒️ - Added use delays for attachments. You can no longer spam toggle rail and grip lights.

⚒️ - All implemented weapon stats adjusted to match their CM counterparts.

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

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

🐛 - The arm brace no longer causes an error when its user is handcuffed.

🐛 - The bayonet no longer deals 20 extra damage when used as a knife.

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

🐛 - Xenos are no longer capable of removing attachments from items.

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

🐛 - The rail light now fits on the smartgun.

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

DrSmugleaf updated:

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

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

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

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

🐛 - Fixed tail stab having no popups missing a sound.

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

0xRainy updated:

🐛 - Xenos can no longer interact with a LOT of items

DrSmugleaf updated:

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

DrSmugleaf updated:

🐛 - Fixed xenonids being able to watch other xenonids without a Queen.

DrSmugleaf updated:

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

DrSmugleaf updated:

🐛 - Fixed hyposprays not having a delay on use for medically unskilled marines.

DrSmugleaf updated:

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

DrSmugleaf updated:

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

DrSmugleaf updated:

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

DrSmugleaf updated:

🐛 - Fixed Requisitions not getting their free 80 m44 speed loaders round-start.

DrSmugleaf updated:

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

🐛 - Fixed dropships taking 1 second to travel.

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

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

View Post

New update: The SU-6 Smart Pistol

Contributed by Dutch-VanDerLinde

It has IFF, letting it shoot through marines like the smart gun. Get it in your equipment or gear rack for points if it's available for your role!

Alongside this, the MK80 pistol has had its magazines fixed, vastly increasing its damage to 45 and AP to 30, allowing it to punch through almost all the default armor on a defender.

Another important fix is for the smart gun operator, who no longer drops its smart gun when a xenonid stuns them.

Feature Priority Poll Results

The last feature priority poll is now closed, and its winner is the Boiler!

Whisper and I will be focusing on implementing it for a future update. Stay tuned.

Here is the vote tally, accounting for feature priority vote multipliers for each tier:

Boiler: 70, Ravager: 25, Praetorian: 22.

Other changes, taken from the #changelog Discord channel:

CaasGit updated:

⚒️ - Slightly upgrade sprites for the surgical case along with open states

musicmanvr updated:

⚒️ - The MK80 has been upgraded with new ammo and new sounds.

DrSmugleaf updated:

🐛 - Fixed spaceborne gauss turrets not destroying resin structures in one shot.

🐛 - Fixed spaceborne gauss turrets hitting marines if they were in the way.

blueDev2 updated:

🆕 - Re-added medical label icons

Kadeo64 updated:

🆕 - ROUNY IS FINALLY HERE!!

Tunguso4ka updated:

🆕 - Corporate Liaison now have access to WeYa radio channel.

🆕 - Fireteam Leaders now have access to JTAC channel.

🐛 - ASO now don't have access to Squad channels.

musicmanvr updated:

🆕 - An old shipment of trench whistles has arrived for SLs and FTLs.

DrSmugleaf updated:

🐛 - Fixed xenonids sometimes being unable to evolve at full health.

🐛 - Fixed operating tables being corrodible.

Derrek-Larson updated:

🆕 - Medical access, Requisition access to Secure Surgery Crate

🆕 - Corporate access, Requisition access to WeYa Secure Crate

DrSmugleaf updated:

🆕 - Added Bill Titan figurine.

🐛 - Fixed the whistle having the wrong sound and cooldown.

🐛 - Fixed weapon specialists not being able to buy a whistle.

🐛 - Fixed xenonid stuns making a smart gun operator drop their gun.

🆕 - Added Jimmy 'Punished Pit' Johnson figurine.

Dutch-VanDerLinde updated:

🆕 - Added the SU-6 smart pistol and gun case

View Post

Feature Priority Poll: Tier 3 xenos

The Smart Gun Operator update is now done, which was the winner of the first community-wide feature priority poll on Discord.

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. Alongside it, the Spitter and Crusher will have their missing abilities added as well.

  • The poll will run for 24 hours, after which Whisper and me will focus on implementing it.

  • Its implementation should be much faster than that of the Smart Gun Operator, as we have less game-breaking bugs to focus on fixing now.

  • 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 me 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.

Boiler: Bring the Hive's ranged combat castes to their maximum potential with long range acid glob shots, allowing you to bombard and heavily damage areas after a bit of setup. Use your enhanced vision to locate targets without being seen and shot. Use your acid lance for close range defense. Use your incredibly strong acid to make short work of everything in your way.

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 good cover for a retreat, as it stuns and knocks down anyone who walks into it.

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 any more.

View Post

New Update: The Smart Gun Operator

1 per squad, they can wield the ML66A Smart Gun, which rapidly fires standard or armor-piercing rounds past friendly targets, with 0 recoil.

Remember to carry extra batteries and magazines, each one holds 500 bullets!

Other changes, taken from the #changelog channel:

DrSmugleaf updated:

🐛 - Fixed Patron figurines not being able to fit into helmets.

🐛 - Fixed the defibrillator using the wrong audio, and its audio being able to be spammed.

🐛 - Fixed the defibrillator being able to be used on more than one target at the same time.

Adrian16199 updated:

🆕 - Added a new tail for felinid species.

Whisper updated:

🐛 - Fixed meralyn recipe.

DrSmugleaf updated:

🐛 - Fixed the runner's and lurker's leap cooldown being swapped. The runner's is now correctly 3 seconds, and the lurker's is 6 seconds.

Mattshark89 updated:

🐛 - The Queen's screech is no longer blocked by marines. Apparently, marines are opaque.

ShadowCommander updated:

🐛 - Fixed nests sometimes getting placed in between walls.

⚒️ - Nest direction is now based on Xenonid position instead of host position.

⚒️ - Xenonids now attempt to place hosts on both wall surface directions when positioned diagonally to the surface.

Sigil updated:

🐛 - Attachments that modify the size of their holder now properly apply and remove their modifiers.

DrSmugleaf updated:

🆕 - Added Rytil Pyain figurine.

🐛 - Fixed warding pheromones giving far more crit health than intended. It now gives (40 times the pheromone level) extra crit health, instead of multiplying crit health by 4.4 when used by the Queen, or 2.5 when used by a hivelord.

⚒️ - The turrets guarding landing zones at round-start will now automatically target nearby resin structures and destroy them in a single shot.

⚒️ - The turrets guarding landing zones at round-start will now last 20 minutes after a dropship lands, instead of 20 minutes from round-start, keeping the landing zones safer for longer.

🐛 - Fixed xenonids not being able to corrode folding barricades for realsies this time.

⚒️ - Marines-per-xeno ratio auto-balancing after each round now has different values for each planet map.

🆕 - The planet's name for the current round is now shown in the groundside operations console and the command tablet.

🆕 - Xenonids will now get visibly injured from damage.

MendaxxDev updated:

🆕 - Added new lobby music

DrSmugleaf updated:

🐛 - Fixed shutters not occluding vision when closed.

🐛 - Fixed shutters and podlocks showing a red damage visual effect when they are invincible to damage.

DrSmugleaf updated:

⚒️ - The game no longer forces at least one xeno to spawn as Queen. In the event that there is none round-start, one of the larvas can evolve into it.

🐛 - Fixed the Grenadier Specialist's M83 grenade launcher shooting grenades half as far as it should have been.

Kaga updated:

🐛 - Wield delay now applies to shooting after wielding.

Vermidia updated:

⚒️ - Larva dies if a host becomes unreviviable

🆕 - Nesting speeds up incubation, and stasis bags are less good against late stage infections

Kaga updated:

🆕 - Added proper resin wall explosion damage modifiers. They should be much easier to blow up, now.

⚒️ - Reduced HEDP and HEFA base explosion power to account for the resin-breaking buff.

blueDev2 updated:

🆕 - Medical containers now have prefix icons

DrSmugleaf updated:

🐛 - Fixed the defender's fortified wounded state being a massive error sign.

⚒️ - Savannah now has a second Staff Officer slot and a fourth Cargo Tech slot, just like the Almayer.

🐛 - Fixed there being no cooldown for replacing a dead Queen. There is now a 5 minute cooldown.

🐛 - Fixed hivemind chat not being disabled for xenonids when there is no live Queen. Local chat will still work.

⚒️ - Xenonids now receive an announcement in chat when a new Queen evolves.

⚒️ - Xenonid parasites now only have a 25% chance of becoming a ghost role.

🆕 - The current operation name is now displayed in the groundside operations console and the command tablet.

⚒️ - Added 2 more large surgical cases to Savannah with all of the surgery tools.

⚒️ - Renamed the large surgical case to make it stand out more.

blueDev2 updated:

❌ - Temporarily Remove Medical Items Inventory Icon Labels

DrSmugleaf updated:

🐛 - Fixed equipment and gear racks being corrodible. They can no longer be destroyed with corrosive acid.

🐛 - Fixed xenos being able to pry open shutters. Corroding still works.

🐛 - Fixed warding pheromones for real this time.

diraven updated:

🆕 - automatic xeno text chat replacements for "cat", "grenade", "ship", "bullet", "ammo", "marine".

lunarcomets updated:

🐛 - lightbulbs now ALSO break in a single hit

DrSmugleaf updated:

🐛 - Fixed others priming grenades showing the popup as "You" priming it.

⚒️ - Some CVars have been renamed. Check your settings for "Play Humanoid Voicelines" as they have been reset.

⚒️ - Requisitions now starts with 10000 more dollars as a base.

⚒️ - Requisitions now gains 800 dollars per minute, up from 600.

Whisper, DrSmugleaf, Cepha updated:

🆕 - Added the ML66A Smart Gun and Smart Gun Operator.

DrSmugleaf updated:

🐛 - Fixed hivemind chat not always being disabled without a Queen.

View Post

Round replays are now publicly available

You can download them by clicking here.

Most replays will be under alamo, as in the link above.

Normandy is the old second server that we temporarily had online, so it only has a handful of replays.

Simyon also hosts a third-party replay viewer, which you can use to find different replays and stats about them by clicking here.

Some things to note:

  • Bigger replays may take a long time and a large amount of RAM to load.

  • Some old replays were cut off before round end, as they were too large for the default replay size limit. Smaller replays and any newer than around a week old will not have that problem.

View Post

New Update: Solaris, attachments and many bug fixes

New planet map: Solaris! Contributed by Tunguso4ka

This is our second planet map, which will be randomly picked each round.

It features a large cave system for the xenonids to build their hive in, with an open space where the marines start pushing from.

This will also allow us to implement survivors in the future, who will have to defend themselves from the xenonids until the marines arrive on the planet.

Many new attachments. Contributed by Siigiil

This includes all standard attachments, excluding the bipod, under-barrel extinguisher, under-barrel flamer, and any attachments specific to weapons that are not implemented yet.

The Warrior's lifesteal passive. Contributed by DrSmugleaf

The Warrior was missing its passive from SS13, which restores its health with each attack.

Limited to 1 heal per melee attack, it heals the Warrior for 7% of its current missing health, adding 1% for each marine within a 3 tile radius of it, to a maximum of 9% total. Minimum heal of 20, maximum heal of 40. A popup is displayed to the Warrior and marines if the max of 9% is reached. This does not count nested nor dead marines.

Remember to split up when fighting one as a marine!

Other changes, taken directly from the changelog:

DrSmugleaf updated:

⚒️ - Medbay personnel (doctors, nurses, researchers and CMOs but NOT hospital corpsmen) are now unable to equip any armor other than the M3-VL pattern ballistics vest.

⚒️ - Medbay personnel now have +75 degrees added to their spread if using guns other than pistols, increased from +10.

⚒️ - Medbay personnel now have a decreased accuracy penalty when firing pistols of 5 degrees, and only a 10 degree accuracy penalty when firing SMGs.

snebl updated:

🐛 - Fixed the punch and fling Xenonid abilities working on dead marines.

DrSmugleaf updated:

🐛 - Fixed showing the inventory button in the bottom left to xenonids, which have no inventory slots.

🐛 - Fixed xenonid weeds behind walls getting destroyed by explosions on the other side of the wall.

🐛 - Fixed the round not ending when the only marines left alive and not infected are all nested.

Tunguso4ka updated:

🆕 - Added welder satchel for Combat Technicians.

🆕 - Added requisition vendors to the Savannah.

Whisper updated:

🆕 - Added Rainy Cloudly figurine

Vermidia updated:

🆕 - MREs can now be stored in webbing and armor

DrSmugleaf updated:

🐛 - Fixed not being able to normal attack breakable walls.

ShadowCommander updated:

🐛 - Parasites no longer show up in ghost roles after infection.

snebl updated:

🆕 - Sandbag barricades can now be deconstructed with the entrenching tool.

TsjipTsjip updated:

🆕 - Explosion damage dealt to players is now logged again.

Whisper updated:

⚒️ - Made queen footsteps louder.

tsp01 updated:

🆕 - Added Command Tablet

⚒️ - changed UI name for ground side operations console to "Groundside Operations"

Vermidia updated:

🆕 - Larva removal surgery now spits out the removed larva

rest of today's changelog:

DrSmugleaf updated:

🐛 - Fix the patron perks window initially showing the lobby message tab even if the user's tier doesn't have that perk.

🐛 - Fixed barbed wire damage not piercing through xeno armor. It now always deals the same amount of damage, regardless of armor.

🐛 - Fixed barbed wire damage being too low. It now deals 10 damage, up from 6.

🐛 - Fixed explosions destroying destroyable items inside backpacks, belts, pouches, webbings, armors and helmets. Any items stored inside will no longer be destroyed by an explosion.

⚒️ - Helmets now have two slots for items instead of a single 3 space area, allowing for two injectors, bandages, ointments or pill packets to fit inside, for example.

🐛 - Fixed small items fitting into helmets. Only tiny items and the following items can be fit into helmets: auto injectors, pill packets, bandages, ointment, flasks, scalpels, cigarettes, pizza slices, pens, crayons and flashlights,

🐛 - Fixed thick resin structures (the hivelord ones) being cheaper to build than intended. The thick wall now costs 170 plasma, up from 120. The thick membrane now costs 120, up from 95. The thick door now costs 145, up from 120.

🐛 - Fixed being able to eat req invoices and being able to put them into fax machines.

🐛 - Fixed microwaves being invincible.

🐛 - Fixed crushers, defenders, runners and other xenonid castes sometimes being able to charge or leap through barricades.

🐛 - Fixed marines not being able to take out their boot knife to attack xenonids while devoured.

🐛 - Fixed the grenadier armor not being able to fit any items.

🐛 - Fixed the grenadier armor only having 2 slots, it now has 3 slots.

🐛 - Fixed armor not being able to fit grenades.

🐛 - Fixed being able to drop equipped items to the ground while nested.

diraven updated:

🐛 - Fixed metal barricades and sandbags damage thresholds for them to look more progressively more broken rather than almost fully destroyed after a slightest hit.

ShadowCommander updated:

🆕 - Added unfolding magazine boxes into cardboard sheets.

diraven updated:

🆕 - Added an ability to climb metal barricades that do not have barbed wire.

Whisper updated:

⚒️ - Cardboard box crate now gives a stack of cardboard instead

DrSmugleaf updated:

🆕 - Temporarily added an autobalance feature that will change the ratio of marines per xeno round-start depending on round outcome. This was already being done by the hosts manually from time to time but is now automatic.

🆕 - The dropship crew hatches can now be locked by the pilot from the navigation computer.

🐛 - Fixed dropship doors not closing during travel if someone is in the way.

🐛 - Fixed being able to build barricades and other fortifications on or move existing ones onto dropships.

🐛 - Fixed dropships having no initial cooldown, They now need 15 minutes of round time to pass before they can start flying.

🐛 - Fixed dropship crew hatches being corrodible.

⚒️ - The health of dropship crew hatches has been doubled to 1000 as a temporary measure until separate prying timers for xenos and marines is implemented.

Dorragon updated:

🆕 - Medical crew vendor

DrSmugleaf updated:

🐛 - Added the Warrior's missing passive: lifesteal on melee hits. Limited to 1 heal per melee attack, it heals the Warrior for 7% of its current missing health, adding 1% for each marine that is within a 3 tile radius of it, to a maximum of 9% total. Minimum heal of 20, maximum heal of 40. A popup is displayed to the Warrior and marines if the max of 9% is reached. This does not count nested nor dead marines.

🐛 - Fixed the Warrior's abilities being able to target weeds, items, and dead marines. Warrior abilities now remain selected until a valid target is clicked, or the ability is cancelled with right click.

UnicornOnLSD updated:

🆕 - Marines have finally developed kinetic reflexes for machetes! (You can now use holster keys on the machete pouch)

DrSmugleaf updated:

🐛 - Fixed xenos being affected by camera recoil from bullet hits.

snebl updated:

🐛 - Fixed sandbag barricades being repairable with a welder.

Mattshark89 updated:

⚒️ - The Queen's screech no longer affects marines behind opaque walls. It still affects marines behind barricades.

UnicornOnLSD updated:

🆕 - Several medical sprites are now BLU, per player demand.

DrSmugleaf updated:

⚒️ - All caps including surgical can now hold any combination of 2 lighters, cigarettes, and matchsticks.

🐛 - Fixed the defender being able to push nested marines deeper into the walls with its abilities.

ShadowCommander updated:

🐛 - Ship staff no longer spawn hungry.

diraven updated:

⚒️ - Pheromones icons are now shown even without a direct line of sight.

DrSmugleaf updated:

🐛 - Fixed the lifesaver bag's storage UI being extremely long, it is now split into 3 rows instead. Same storage space as before.

🐛 - Fixed a bug where the health bar overlay for xenos would sometimes momentarily disappear.

🐛 - Fixed xenos not being able to corrode folding barricades.

⚒️ - Xenos can now see non-xenos hidden in lockers after a hijack.

🐛 - Fixed being able to deconstruct the ASRS console.

Tunguso4ka updated:

🆕 - Ported disabler gun!

DrSmugleaf updated:

🆕 - Added pod door buttons.

Sphiral updated:

⚒️ - Barricades now have a 0.3 use delay

Tunguso4ka updated:

🆕 - Ported Solaris Ridge

Vermidia updated:

🆕 - Getting infected now also mutes you (in addition to paralyzing and blinding you)

DrSmugleaf updated:

🐛 - Fixed damaged xenonids being able to evolve. Xenos must now be on full health to evolve, same as devolving.

🐛 - Fixed defenders staying fortified after going into crit.

🐛 - Fixed xenonids being able to put eggs inside resin structures and being able to build on top of eggs to hide them.

🐛 - Fixed eggs being able to infect through corners.

🆕 - Re-enabled the Discord game admin chat bridge.

diraven updated:

⚒️ - Xenos in "watch xeno" skill ui are now sorted alphabetically.

Zarq updated:

🆕 - Added recipes for current medicines.

⚒️ - Re-enabled the Chemical Dispenser.

blueDev2 updated:

🐛 - Barricades with barbed wires maintain their barbed wires when upgrading

DrSmugleaf updated:

🐛 - Fixed walls and membranes not destroying weed nodes under them when constructed.

🆕 - Added admin logs for plant weeds, xeno construction and order construction.

🐛 - Fixed nested marines getting knocked back into walls by grenade explosions.

⚒️ - Default projectile speed has been increased by 24%

🐛 - Fixed some dropship tiles not being see-through. This includes the engines on the sides, and the winglets next to the side and bottom crew hatches.

⚒️ - The xenonid "Choose Resin Structure" window now stays open after making a selection, allowing it to be changed back and forth without reopening the window.

0xRainy updated:

🐛 - Non-Xeno can no longer nest players

DrSmugleaf updated:

🐛 - Fixed anyone being able to walk through the Almayer's medbay, and hospital corpsmen being able to walk into the medbay's chemistry rooms. The marine tide must now walk through the top or bottom hallways towards the hangar.

🐛 - Fixed security airlocks not being security locked on the Almayer.

🐛 - Temporarily unpowered all Intercoms until the xenonids are no longer able to speak in plain English through them.

🆕 - Added the Almayer's north and south hangar pod doors, and meeting room security checkpoints shutters.

🆕 - Added medical equipment racks and chemical dispensers to the Almayer's medbay.

🆕 - Added a command tablet next to the groundside operations console on the Almayer.

⚒️ - Moved the liaison's spawn point on the Almayer into a temporary room with a fax and paper.

⚒️ - Moved the correspondent's spawn point on the Almayer into a temporary room with two cameras.

⚒️ - Added one more staff officer slot on the Almayer, and one more cargo tech slot.

Whisper updated:

🐛 - Fixed M1984 accepting 9mm AP in regular mags.

Siigiil updated:

❌ - Magnetic harness temporarily removed from vendors due to being horribly bugged.

Siigiil, Cepha updated:

🆕 - Added all standard attachments, excluding the bipod, the underbarrel extinguisher, the underbarrel flamers and most attachments specific to weapons that are unimplemented.

🆕 - Added the missing default keybinds for attachment activation. Your keybinds will be reset.

🆕 - You can now open the attachment strip menu with a hotkey as well as the verb. No default keybinding.

⚒️ - Certain scopes now allow movement. These being the smartscope and the miniscope.

🐛 - Scopes now properly work with attachment hotkeys.

🆕 - Implemented wield delay. You will need to wait a short while after picking up a weapon before you can wield it. Shooting is unaffected. Attachments can affect this.

🆕 - Added wield slowdown. Wielding certain weapons will slow you down. Attachments can affect this.

⚒️ - Added new sprites for the agrip and vgrip. Sprited by Cepha.

⚒️ - Added new sprites for the M54C solid and folding stocks. Sprited by Sigil.

Future updates

With a lot of bug fixes now done, we will be focusing on porting the Smart Gun as decided in the community-wide feature priority poll.

As soon as that is done we will be making a feature priority poll here, exclusive to Patrons. Stay tuned!

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