The big one is the East rifleman, the first armed human enemy that runs on his own: he spots you, calls contact, shoots, reloads from his pouch and goes to ground when you suppress him. Medics get a new overhead row above every body (pixel health bar plus crowns for ECG, DNR, broken heart, perma skull and shrapnel) and chest compressions now float a success or failure line over the patient. Xenos send wall crews at colony foundations, go after fuel tanks and the Huey hull, and route over wall climbs properly. Korean ships with its own fonts, and a pile of fixes: the laptop boot crash on atlas upload, frozen flames in the lobby after a map change, and a containment ring closing mid extraction now ends the extraction.
East rifleman
- The East rifleman is the first human NPC with a gun. He's a full human (limbs, bleeding, needs, suppression) in marine fatigues with an M41A on semi and a spare magazine in a pouch, with a Conscript trait so he shoots high and hits soft (75% accuracy, 130% scatter, 70% bullet damage).
- He sees 14 tiles, calls out "Contact!" or "Enemy spotted!" when he gets you, closes to 6 tiles and holds there while he has a clear shot out to 12 tiles, firing about a round a second. If you get behind a wall he stops shooting instead of firing through it.
- Suppress him and he shouts "Taking fire!" and fires at half rate; pin him and he stops firing and holds. Downing him or taking his arm makes him give up the fight.
- He reloads for real: shouts "Reloading!", swaps the empty for the spare from his pouch, and every rifleman in a group draws from a shared reserve of 120 rounds, so a squad eventually runs dry. Knock the rifle out of his hands and he picks it back up.
- He isn't in any mode yet. Admins spawn him with
east spawn <count> <x y> [layer]for testing; the mode work comes next.
Medical
- Every body gets one overhead row: a pixel health bar under a row of crowns, hidden at full health and on the dead. In crit it flashes red. The crowns are the sprout for new people, the ECG (tinted by how bad they are, pulsing fast in the red), DNR, the broken heart, the perma skull and a shrapnel crown on your own body. Hover one for its tooltip; the revive countdown draws in the same spot. This replaces the old medic chip and the sprout pass.
- Ghosts get a Health vision mode on the ghost window chip (Ghost, Observe, NVG, Health), which clears the ethereal effect and shows you the bar, the crowns and the revive countdown as if you had a medical HUD on.
- Chest compressions tell everyone watching how they went: a line rises off the patient for a second and a half, green "Chest compression successful", red "Chest compression failed: too fast" when you're going too quick, red "failed: too far gone" on a corpse that's past saving. Before this a failed compression did nothing you could see.
- Medics get more per compression, a 7 second revive window extension each time instead of 5, and the compression channel is a quarter faster. The 7 second rhythm itself is unchanged.
Xenos
- Sabotage now sends crews. Colony foundations and camp walls get a whole crew chewing on them, working through the walls from the nest outward instead of one xeno scratching at a wall on its own.
- Fuel tanks and the UH1H hull are sabotage targets when they sit near a camp, so xenos go for the Huey and your fuel, not just the machines.
- Xenos route over wall climbs as part of every lane (chase, march, flank, dispatch) and re-derive the climb when you build a wall, blow an overhang or tear a floor, so a cade line that used to break their pathing just gets climbed. The LV759 helipad is on the climb route.
Ladders
- A ladder with no live connection left breaks too: destroy one end of a ladder column and the rung above or below it with nothing to connect to breaks with it, so no more one-way ladders into nothing. A closed manhole still counts as live, so a crowbar can restore the pair.
Languages
- Korean is in, with its own faces (DalmooriArcade for the main font, JetBrains Mono Hangul for the secondary) at 1.3 scale because 1.15 still read small.
Fixes
- The client died at boot on an RTX 4050 laptop with out of device memory: the atlas upload was holding 340 MB of staging for every page at once. It now streams one page at a time through two buffers, and the log prints the memory heaps so the next report shows what the card had.
- After a round handover the lobby showed frozen flames and ember sprites from the previous map: the light plane kept the last round's fire glow when the camera sat off the new map. It clears now.
- A containment ring closing during extraction now ends that extraction: the guards leave, the site and the zone shield come down (people standing in the circle were still shielded from the contained Old One), and the march sweeps home. The next extraction picks a fresh site.
- Callouts over a tile drew at 10 world pixels times zoom in bold, enormous next to every other helper text. They draw at the tooltip size now and stack upward in screen pixels so a rapid pair never overlaps.
Server
east spawn <count> <x y|x,y[,z]> [layer] [defId]births riflemen at a tile;soak eastruns the rifleman soak gate.