Changelog summary 265ac9133

The M60D is in as a mounted machine gun, there's a Huey variant that carries one in each door, and if you join late you can spawn straight into a Huey that's already flying. The big fix is the "everything goes laggy and stale until I reconnect" bug. Bodies got a lot nastier: bleeding limbs drip, helmets come off when people die, blasts tear gear off, and fire strips a corpse and burns it to bone. East engineers will blow through a thin bit of rock or an unfinished wall frame to get to you.

Helicopters and the M60​

  • M60D mounted machine gun. It goes on a vehicle mount the same way the M2 does and takes every LMG magazine already in the game, so there's no new ammo to learn. Auto only, fast, and not very accurate on its own, so the Gunner and Steady Hands traits and going prone matter a lot on it. It attaches in 3 seconds and packs up in 4, half the time of the other mounted guns.
  • The M60 kit bag is 1000 at the ATM and comes full. The three machine-gunner loadouts carry it in place of the M2 kit, and their M2 magazines became LMG magazines.
  • There's a UH1H variant with an M60 in each doorway, and the ERT Huey turns up with them. If you're trained on the Huey you can fly the variant, it was going to seat a trained pilot as a passenger.
  • Late join into a Huey. When you deploy during an airdrop phase you get a popup offering each helicopter you can join beside the normal drop. The helicopter needs a living pilot and room left, and nobody hostile to you on board. You get a seat if there's one free, otherwise a spot on the cabin floor, and if anything goes wrong you just airdrop like before.
  • The M2 fires slower but its round hits harder, flies faster and reaches 24 tiles, it was stopping nine tiles short of a rifle round. The M2 crate is 2000 at the ATM.
  • Bracing an M2, MK19 or flamer turret doesn't open the magnified glass window any more, that stays a sniper and rail scope thing. You still get the zoom and the lean, and the FOCUS chip hides the HUD.
  • M60s mounted in a helicopter's doors were arriving with no ammo in them and going empty on the first tick.
  • The LMGs have a whole new M60 sound set from Chaz, with close, medium, far and very far takes and a tail that rings out differently indoors.

Combat​

  • Blasts can blow off masks, gloves, boots and armor as well as helmets, glasses and headsets. Every piece of gear you can get from a loadout or the ATM has its own chance, and the closer you are to the blast the worse it gets. The firefighter helmet and the MOPP hood stay on.
  • Smoke grenades flash yellow when armed. They were flashing red like a frag or C4, so a smoke on the ground looked like something about to kill you.
  • The double-barrel shotguns are gone, they loaded but never fired. The MOU53 on LV759 and the sawn-off on LV376 are M37 pumps.
  • The M20 claymore is gone and the land mine takes its place on CAPE, ALMAYER and LV976.
  • Tall grass ground burns down to short grass once the fire on it gets hot enough.
  • An armed containment emitter sparks before it blows, it was giving no warning at all.

Medical​

  • Surgical line closes an incision without a cautery. It takes nearly twice as long, and you can't do it on yourself.
  • Syringes and beakers work on containers sitting inside an open bag or pouch, so you can draw from a bottle or inject into one without taking it out first.
  • Bleeding limbs drip blood, so you can see who's bleeding and from where at a glance. It follows the body when it's dragged or carried.

Death​

  • Headgear can fall off when its wearer dies. Helmets go a quarter of the time, PAVN helmets a bit more often than that, and berets nearly always.
  • Fire strips a body that's past revival, one item per burn, and its limbs turn to bone the more it burns. Anything that can't burn drops on the tile.
  • Headless zombies turn to bone over three minutes, and you can't CPR a dead zombie.

East AI​

  • Engineers will blow a thin neck of rock when going through it saves a long walk. On LV976 there's one spot where it turns a 101 step walk into 5. Only one rock job runs at a time across the map, and it's the last thing they pick.
  • Engineers breach unfinished wall frames. A camp ringed in bare girders wasn't a target at all, so they stood around outside it.
  • Conscripts scatter more at range, and PAVN soldiers are worse at spotting you when you crawl.
  • Xenos skip a ledge with a handrail or a cade on the rim. They were trying the same blocked climb over and over and stalling there.

Maps​

  • LV759 has upper level tunnels.
  • More cash on LV376.
  • The rock walls on LV976 and CAPE are drawn as actual stone with four variants, so a cliff face doesn't repeat the same tile.
  • The Incursion lobby plays its own Vietnam theme.

Fixes​

  • The weird network bug of "everything is laggy and stale until I reconnect". After a burst of packet loss your client could sit up to two seconds behind the server and stay there for minutes, and it was slower to recover when nothing was happening around you than in a fight. It recovers in about ten seconds.
  • There were two copies of the M3 armor.
This one is a big deal to get fixed. It only shows up on real connections with real people, so it's a product of us having more pop, and it's the kind of thing that made the game feel broken when it wasn't your fault. Before I can do more advanced stuff, these netcode issues need to be stamped out. Playing, getting more people in, and reporting bugs is how the huge ones get found.

Server​

  • The watch counters split sent bytes by replication lane, and climb refusals are tallied for every lane with the top three tiles logged.
 
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