The big one is EAST engineers. They are the demo experts in the squads and they now blow their way through the walls and doors you seal yourself in behind, and a cluster of player-built walls draws them whether anyone is inside it or not, so a fortress is no longer a safe place to sit. Beside that the chat window shoots through, the aim zone doll is a proper traced drawing with an eyes zone, dead people can jump between ghosts by clicking a name in chat, smoke clouds have an interior instead of being a flat sheet, and the AK-47 is a lot less accurate.
EAST engineers
- Engineer squads breach walls and doors. When a squad can't reach you because you've sealed yourself in, the engineer walks up to the outer face of the wall or welded door between you, plants C4 in his active hand, and backs off to a blast-safe distance before it goes. Two charges on one wall and they give up on it and fall back. The whole squad stays clear of the blast at 12 tiles because the concussion knocks out anyone standing inside 11.
- A cluster of 8 or more player-built walls opens a wall job on its own. The map's own metal walls never count, only what you built, and a straight wall they can walk around opens nothing. So walling in a compound draws the engineers to it whether or not you are home.
- Engineers plant and cut in half the time, the same speed trait the player engineer gets.
- Engineers cut a whole razor wire fence in one task instead of cutting one tile and walking back to their landing. Live on LV759 you'd see "cut one, then move back"; the fence was sideways to the direction they were heading, so only one tile ever counted as work.
- Wire an engineer cuts leaves no coil behind, so you can't pick it up and re-lay it. If you take the EAST engineer loadout in Extended you inherit the rule and get a NO SALVAGE chip.
- Wall jobs were being refused on LV376 as "no safe stand-off" because the search ended at the nearest squad leader, who was often standing right beside the wall. The search now floods out past him. Planters also used to need the exact approach tile and burned themselves out against a zombie crowd at your wall; now any tile beside the approach works and a planter with nowhere to stand waits prone for up to 60 seconds instead of giving up.
- Razor wire now costs NPC paths, so a clear tile beside the wire wins over walking through it. A full fence still gets crossed, they just don't walk through wire when there's a gap next to it. This applies to your own click-to-move too.
Chat
- The chat window has a click-through toggle on its plate, on by default, so you can shoot and interact through the log body. The tabs, the pencil, the plus chip and the plate still take clicks.
- Every button on the tab row has a one-line tip.
- Position, size and the toggles persist between sessions. Closing the chat resets them.
- Dead and released ghosts see a dashed underline under every real player's name on say and radio lines. Click one to follow that person. Click a name that is itself a ghost or an unreleased corpse and you jump to it once rather than following. Discord relay lines don't link.
- The underline takes the name's own colour, so a yellow name gets a yellow underline.
Aim zone window
- The paper doll is a traced anatomical drawing cut into thirteen zones instead of the old blocky one. There's an eyes zone: aiming at the eyes costs 20 accuracy and resolves to the head. Numpad 8 pressed twice swaps between head and eyes.
- The window clicks through to the world by default, same as chat, with a toggle on the strip beside opacity and detach. The pin toggle is gone. It gets the chat window's opacity toggle, a resize grip top-left, and sits a quarter taller than before. The hover tip is the same CRT tip the moodlets use.
Smoke
- Smoke clouds have an interior. Inside a settled cloud every pixel used to land at full opacity so a cloud was a flat sheet. The body is carved into lumps, thins toward the edges, shadows itself against the sun and picks up nearby light. The far side of a cloud you can't see into stays solid, so a hole in dense smoke shows more smoke behind it, never the hidden ground.
Combat
- AK-47 accuracy reduced. Wielded accuracy drops from 1.3 to 0.85 and one-handed from 0.65 to 0.5.
- Only one grenade carrier per EAST squad now, never the leader, instead of two. A squad that loses its carrier doesn't roll a new one.
- EAST soldiers have a harder time throwing your grenade back. It takes them twice as long to react and they need to be right beside it.
- NPCs can only throw a grenade into a helicopter with open doors when the Huey is at or under 2 tiles of altitude, down from 3.
Medical
- The EAST corpsman carries a PAVN emergency injector beside the tricordrazine pen: bicaridine, kelotane and tramadol in one shot. A downed or heavily hurt soldier gets the multi-reagent pen, a lightly hurt one gets a single pen, and a pen that would overdose the patient is skipped.
Fixes
- A body abandoned by a redeploy reads DNR. If you died, then took an ERT activation or re-selected a respawn, your corpse kept the ordinary revive countdown and a medic defibbing it got a living shell with nobody in it.
- Indoor floors stop taking grass and mud edges from outdoor turf beside them, so a prison floor next to strata grass no longer gets a grass edge indoors. Outdoors on Cape River's LZ and LV759's streets the edges still show. Inner corners where grass meets mud no longer curve grass over the mud sides.