Oil is in. Fuel cans spill it when they break or blow up, an opened can dribbles it wherever you carry it, and damaged Hueys, fuel tanks and generators leak it onto the floor. Anything lit sets it off and it burns with the fire spreading across the whole slick, so a leaking Huey in a firefight is a problem now. The Huey also stops at mountains instead of flying over them, warns TERRAIN on the panel, and a grenade in the cabin actually damages the hull. IV bags have a drip rate chip, gibs splatter properly, and a client crash on boarding plus the inventory flicker when crossing a Huey door are both gone.
Oil
- Fuel cans spill oil when they shatter or detonate, and the grenade blast sprays it outward with the fire, so a can in a crate is a trap waiting to happen
- Fuel cans open and close with a chip in the hand row next to the transfer amount, and an open can dribbles oil every second on your tile or wherever you set it down, leaving a drops trail behind you as you walk
- Damaged Hueys, fuel tanks and portable generators leak oil out of the damage at 30%, 60% and 90% damage, a drip every 4 seconds at the first tier up to a dose a second at the last, so a shot-up Huey marks its own position on the floor
- Refuelling a Huey spills some of what you pour under your feet, and a crashed Huey sprays whatever fuel was left through the wreck blast
- A lit welder, lighter, match or cigarette dropped or held over oil sets it off, and fire flashes across every connected oil tile instead of creeping, burning the oil away as it goes
- Oil draws as its own black decal with its own shine and reflection instead of borrowing soot, and it reads in the puddle reflections
- Only the orange fuel can exists now, the two colour variants on LV376 are replaced with it
Huey
- Hueys stop at mountains and anything solid at the top layer instead of flying over it, sliding along the cliff face, and a turn that would swing the tail into rock is refused, so your door gunner's rounds won't strike the rock beside the hull anymore
- The TERRAIN lamp on the panel lights red and the horn sounds when the hull is within a tile of terrain in the air
- A grenade going off inside the cabin damages the hull once at the blast's full force, it was either missing the hull entirely on the ground or doing a partial dose in the air depending on which way the hull was facing
- Bullets hitting the hull play a proper bullet-on-metal sound with a 10% chance of a ricochet instead of the melee clank
- Paging the view below your own airborne Huey shows it as the x-ray outline so you keep its place and heading while looking down, it was just showing bare ground
- Exhaust smoke tuned denser and larger so it reads as a haze column instead of a stack of puffs
Medical
- IV bags get a third hand chip that sets the drip rate, cycling 2, 5, 10, 30, 60 or 120 seconds between doses, dosing the quantity chip's amount at that interval whether held or on a stand (5u every 2s by default). Non-blood reagents in a bag drip into the patient too, so you can set up a slow drug feed
- The chem dispenser takes IV bags as well as beakers so you can fill one straight from it, a bag still attached to a patient tears the line when you socket it
- Codex reagent pages split into METABOLISM (rate and how long 10u lasts as separate rows) and an ADMINISTRATION table listing every way the reagent gets into a body with how long each takes, with INJECTORS, PILLS, FOOD and DRINKS as linked families
Death
- A gib splatters blood out three tiles along the direction it was flung like a grenade hit, one tile back, and each flung limb leaves a blood mark along its flight and a pool where it lands instead of one big pool under a heli crush
- Dying words cut off with --- instead of ... since the dots now read as a sleep fragment or whisper
Inventory
- Stashing and taking from storage plays cloth rustling instead of the clipped magazine grab sound, and the cryo cell got open and close tube sounds
- Crowbar, drill, screwdriver, welder, wirecutters and wrench each play their own equip sound when picked up
Rendering
- Catwalk grates draw under blood, soot, oil and bullet casings with the stripes still over the grate, everything was being hidden under the grate
- Ultra decal memory tier added above High in video settings, 128 chunk slots of blood and soot before old decals start getting recycled (340 MB of video memory, High stays the default)
Boot
- The SOUND DECODE step is gone from the boot screen, sound files decode in parallel with everything else so boot is 2 to 3 seconds faster
Netcode
- A move arriving ahead of its lost enter while a Huey was taking off was crashing the client with an index error, it now skips the move and waits for the repair
- Crossing a Huey door or any busy chunk boundary was closing every open storage window and flickering your whole inventory for a moment, it now keeps the carried rows through the crossing and doesn't spend a keyframe on an ordinary crossing