The chemical heater is in and some reactions now need heat, so every mix has a temperature. Extinguishers spray firefighting foam, which smothers fire and leaves a firebreak, and they refill with water, foam or CO2. Anyone with under five hours played gets a sprout over their head so you can spot who needs a hand. Russian is fully translated, the sound library has been cooked down so the game loads faster and machine guns on auto stop eating their own shots. More money and a chem heater on every map.
Chemical heater
- There's a chemical heater on LV376, LV759 and LV976, and Soro's chem area got bigger to fit it. Seat a beaker, set a target temperature, hit RUN and it heats or chills the mix toward it, HOLD lets it drift back to room temperature. Every mix now has a temperature and pouring a hot mix into a cold one blends them.
- Some reactions only go in a temperature band: diethylamine and ketamine at 100C, chlorine trifluoride and formaldehyde at 150C. The codex reaction page prints the band on its HEAT row.
- It has its own switch clicks, a fan hum while powered and a heating or chilling loop while it's working on a mix, so you can hear a run from across the room.
- Repainted grey and green to match the ChemMaster it sits next to.
Firefighting
- Firefighting foam is a ground fluid alongside blood and oil. It smothers fire where it lands, a thick foam mark is a firebreak fire won't spread across, and it washes away on its own.
- Every extinguisher starts full of firefighting foam (carbon, chlorine and sulfur 1:1:1 if you want to make more) and refills with water, foam or CO2. It sprays whatever is in the tank, so fill one with fuel and it lays oil.
- Only a water extinguisher wets the floor. Foam, CO2 and nitrogen used to mop every tile they touched and leave a wet sheen next to the foam.
Sprout
- Anyone with under five hours on the server gets a green sprout over their head. Hover it for NEW PLAYER and it takes the hover outline colour like a mob does. Playtime only counts while you're alive and in a round, and the sprout hides on a zombie.
Sound
- Machine guns on auto were losing shots. The M2 fire samples run 5 to 6 seconds but are only audible for about one, and the whole sample counted against the gunshot voice cap, so three M2s held every voice and the quieter guns' shots got stolen the moment they fired. Gunshots, casings and bullet impacts now stop at their audible end.
- The whole sound library is cooked from raw masters: anything above 48 kHz resampled down and silent tails trimmed. Decoded audio drops from 725 MB to 565 MB and audio load from 2.0 s to 1.2 s.
Languages
- Russian is complete, 20,220 strings where the shipped file had 478, with the rows that didn't fit their buttons reworded.
- A language's name in the picker draws in its own font (한국어 was boxes while the game ran in English), and language fonts fill in any glyph the main font is missing.
- A language file can scale the interface, so Korean runs at 1.15x without you touching the slider.
Codex
- CHEMISTRY has an EFFECTS section listing every reagent effect, how many reagents carry it and the chip it lights, each one a link into the effect page.
Content
- More money on LV376, LV759 and LV976.
- Ketamine is a stimulant at twice coffee: 12 percent faster and the CAFFEINE chip.
- The infrared strobe sells at the ATM for 100 under SPECIAL.
- Anomaly creatures bleed acid green like xenos instead of white.
- The Huey cabin oil drip starts at 50 percent hull damage instead of 70, the same point the exhaust smoke starts.
Fixes
- Turning your monitor off and on again confused the UI about where the screens were, it asks Windows now instead of GLFW.
Server
- newplayer console command and --new-player-under set the sprout threshold in hours. The dashboard and players command gain a played column.
- soundmemory reports decoded PCM per loaded sound and how many sit above 48 kHz.