You can click a live grenade on the ground to pick it up even when someone is standing on it, which was the thing killing people when a grenade landed at their feet. A marine response team is on the ATM beside the PMC one, extraction guard medics dig shrapnel out of you and each post has two of them, and the Huey whines when it loses its tail. Two ERT helicopters called on one site no longer get born on top of each other.
Live grenades
- Clicking the tile a live grenade is on picks the grenade up, even with a person standing over it. It used to pick the person, and the grenade went off under both of you. The hover outline shows what you'll grab before you click.
- Live grenades draw above every item, pile and lying body on the tile, and under a standing person's feet, so you can see them. Planted C4 still draws on top of everything.
- It's on by default and there's a TILE PICK ARMED GRENADES toggle in the GAMEPLAY tab if you want the old pick back. An armed gun's click is still a shot, so you can't accidentally grab a grenade mid-fight with the weapon up.
Marine response team
- The ATM sells a MARINE RESPONSE TEAM beacon under SPECIAL for 4000, beside the PMC beacon. Activate it and six marines come in on the helicopter: a leader in a royal marine beret, four riflemen, a machine gunner and a medic, carrying the same kit you spawn with.
- The ERT pilot kit carries night goggles, so every flight crew (UH1H, MH6J, AH6J) can fly at night.
- Two ERT helicopters called onto one site were being born on the same footprint and striking each other apart before anyone got off. The landing pick sees helicopters still in the air and ones about to be born, and takes another corner.
Extraction guard post
- Every extraction guard post has two medics instead of one, and they won't both work on the same patient.
- The guard medic digs shrapnel out of anyone inside the site circle before going on to pens and kits. The riflemen and marksmen dig their own shrapnel too with the bayonet in their boots, but only when idle with nothing in sight. A guard with a target in sight never digs.
Vehicles
- The engine and rotor whine when the Huey loses its tail, and whine harder in the spin. Each of the UH1H, MH6J and AH6J has its own values so it'll be tuned by ear.
- A ghost riding a helicopter can PageUp and PageDown through the interior, x-ray, full and the map below, the same as an occupant. It did nothing before.
Inventory
- Right-click a downed, asleep or dead squadmate and you can toggle their worn lamp, goggles or tracker from a submenu. On a conscious person the entries show greyed out, because switching someone's goggles off while they're fighting is griefing.
- Flipping a PMC or marine beacon by that submenu, or from the hand slot by the verb, didn't register a call and couldn't be switched back. Only Activate calls the team now.
- The M37 wooden stock is in the ATM under ATTACH for 300. The pump shotgun always accepted it, it just wasn't for sale.
Maps
- The 32 cargo containers on LV976 break and can be welded apart like the ones on LV759. They were indestructible props.
- A cave on LV976 was sealed off by one tile. Very minor.
Server
- The dashboard Players tab pages properly, fits the screen and sorts by character name. The last two players were hiding under the log tail with no page count.