Rounds snapping past you now suppress you: your aim and movement drop and the screen flinches, blurs and greys out the more you take, and ketamine is in as the first drug that dulls it. The Huey took most of the rest of the work: flying into terrain damages the hull, a heavily damaged one drips fuel inside the cabin, a destroyed one spins down and crashes on its wreck heading, zombies and xenos chew on a grounded one, and the Old One hunts an occupied heli and brings it down. Bullets now sound like what they hit, wood, metal, concrete or dirt, with a puff where a spent round lands. Also a box of empty IV bags at the ATM, an infrared strobe, renaming blood packs with a pen, and two crash fixes.
Suppression
- Rounds passing near you suppress you. Each round within a tile charges it up (more on your own tile than beside you) and it decays over a couple of seconds, so a steady stream keeps you down while a single shot barely registers. Three stages show as a SUPPRESSED chip: unsettled drops movement and aim to 90 percent, suppressed to 67 percent movement and 80 percent aim, pinned to half of both.
- The screen flinches on each pass, then blurs and darkens in from the edges and the colour drains out as you get pinned. Rounds stopping in cover right beside you count, so being shot at behind a cade still rattles you.
- The M2 belt suppresses at double rate. A round from the muzzle next to you doesn't count, and you have to be alive to care.
- Ketamine is new as the first dissociative: 80 percent less suppression taken while it's in your blood, with painkilling, narcotic and sedative effects and an overdose at 15U. Mix it from equal parts diethylamine, chlorine and carbon, three units out per three in. Oxycodone and sleen also take 40 and 30 percent off, and stacking them multiplies, so ketamine and oxycodone together leave you taking 12 percent.
- The PAINKILLERS chip shows how much suppression you're taking, and the codex has a page per reagent effect now (DISSOCIATES, SEDATES and the rest) listing which drugs carry it and how strongly, so the SUPPRESSED chip links through to what treats it.
Huey
- Flying into terrain hits the hull. Pushing into a cliff chips and clanks every tick and arriving at full speed takes a fifth of the hull off in one go, so a cliff isn't a wall you can lean on anymore.
- A destroyed Huey in the air now spins as it sinks and only comes down once it's turned onto a heading the wreck art exists for, so you don't get a crash with no wreck on it.
- Above 70 percent hull damage it drips fuel onto random cabin floor tiles every 5 seconds from the same tank the outside leak drains, so a shot-up cabin is a slick waiting for a spark. The outside pump leak was dripping every tick and is now every 15.
- Hull repair takes 90 seconds now instead of 20, and the fuel it spills lands across the whole footprint tile by tile instead of in one puddle under you.
- Zombies and xenos beside a grounded Huey chew its hull between prey, and one chewed to death crashes in place rather than vanishing. Take off or clear them.
- The Old One hunts an occupied Huey, on the ground or in the air, and claws it until it comes down: grounded it crashes where it sits, airborne the engine fails and it falls. It's slower work than its wall breach since that would one-shot the hull.
- You can throw a dragged body out the door the same way you throw an item, hovering or grounded. Before, items went out and bodies didn't.
- Cabin blood, soot and oil clip to the actual floor now instead of the hull's whole silhouette, so blood stops painting the wall art.
Combat sounds and impacts
- Bullets hitting wood (cades, chairs, tables, crates, bookcases) play a wood impact, and everything metal (metal cades, drums, lockers, the generator, street lights, machines) plays metal with a ricochet. Metal cades keep their old clang for melee only.
- A round that runs out of range plays a surface sound for the ground it lands on (dirt, metal floor, concrete, wood) with a puff of that tile's colour where it stopped, and shooting a turf wall does the same.
- Parked trucks, power loaders, the janicart and the colony crawler only took hits on one of their tiles, so a round crossing the rest of a truck sounded like open ground. Every tile of a parked vehicle rolls cover now and all of them take metal hits. The three small Hybrisa trucks on LV759 that had no hit rows at all have them.
Items and medical
- Box of empty IV bags at the ATM for 50, seven bags in it.
- A pen on a blood pack opens a rename window prefilled with its current name, so you can label what's in it.
- Infrared strobe: a rechargeable beacon that flashes for everyone, but its light only shows through night vision goggles, from your hands, belt, pockets or suit storage. It runs an hour on a charge and goes in the recharger. Nothing hands one out yet.
- Right-click strip drops the armor or helmet at the target's feet instead of into your hand. The strip window still takes into hand.
World
- Damaged static fuel tanks hold 600U of fuel now, leak it onto an open tile beside them as they take damage, dump the lot when destroyed, and welders and fuel cans refill from them.
- Fire extinguishers leave oil on the tile. The fire goes out and the tile wets but the oil stays, so use a mop.
- The Old One can't be shut in a stasis bag, locker, crate or pod anymore. People were trapping it.
Fixes
- The 27 October server crash: a grenade going off inside a Huey cabin that destroyed the hull the same tick left an explosion queued on a cabin that no longer existed, and it took the server down the next tick.
- Clients were crashing with a heap corruption right after joining, the first time the scene tore down, from the cabin floor mask double-freeing its shaders.