The Huey can be shot down now. The hull takes damage, an airborne one goes down in a fireball and leaves a burning wreck. There's a flamethrower turret for the tripod and the Huey door, you can climb into a low hovering Huey with the climb chip, and blood on the ground is a real system with spray, smears, footprints and pools that reflect the sun. The sound designer's inventory and limb sounds are in.
Huey
- The Huey takes damage. Bullets do 10% to the hull and blasts a quarter, so a full M41A mag won't bring one down on its own, four adjacent grenades will, and a C4 charge or another Huey crashing into it destroys it outright. Shots fired from inside the cabin count against the hull too, and so does hitting a closed door from either side.
- A destroyed Huey in the air loses its engine and comes down where it is. Everyone aboard gets dropped at the doors and shoved clear, then it goes up in a fireball a moment later, scars the ground, tears the floor out on upper levels and leaves a wreck that stays alight. Anything standing where the wreck lands is crushed. A grounded one burns where it sits.
- A burning engine deck flames out of the exhaust, and the hull picks up holes and scorch marks as it takes damage.
- Climb aboard a low hovering Huey with the climb chip on. Step from the sill toward an open door while it's hovering still and low enough and you climb in over 1.5 seconds, dragging your casualty up with you. People were walking under the hull dragging a casualty toward it and getting gibbed at touchdown.
- Xenos can climb into a low hovering Huey the same way (set per caste, nothing has it switched on yet).
- The x-ray view of a Huey flying over you hides under any roof between you and the sky, and a lifting or landing hull fades through the x-ray by height instead of thinning out and popping in.
- The fuel pump loop is an actual pump, and it kicks in 2 seconds after you flip the switch.
- Rotor noise in a cave gets the cavern reverb, and rock overhead muffles it harder than a colony roof does.
Flamethrower turret
- Flamethrower turret for the M2 tripod and the Huey door mount. The kit is 3000 at the W-Y ATM and paradrops as a crate you click open. Attach it to a tripod or door mount and it hoses tile fire from a 500 round drum fed through the same slot as the M2 belt, lit with the IGNITE chip like a hand flamer. A door gunner's flame lands on the ground below from the sill, never under the hull.
- Hand flamers (the FW3 and the improvised flamer) and the turret burn a visible pilot flame at the muzzle while the safety is off, so you can see who's lit at night.
- The M2 and MK19 kits from the ATM paradrop as crates now instead of hand cases.
Blood
- Blood on the ground records what actually happened on the tile. A bullet sprays blood downrange until it hits a wall, a grenade floods its radius, someone bleeding standing up leaves drops and someone bleeding on the floor leaves a smear as they're dragged, and wet feet print bloody footprints in the direction of travel after walking through a pool. Footprints stride left and right across each tile and corner when you turn.
- A saturated kill zone used to read as a grid of filled squares. Blood tears past the tile edge into its neighbours and thins toward the border, so two soaked tiles meet through a ragged seam.
- Blood and acid pools reflect the sun and people walking past the way water puddles do. There's a REFLECTIONS video setting (on by default) that covers water and blood together.
- Blood inside the Huey cabin takes the same pool relief and glints toward the cabin lamp instead of sitting flat.
- Bullet casings on the ground catch the light and sit on top of blood instead of a pool glinting through them.
- A big enough tile fire burns the blood off its tile.
- Rain puddles are scaled and valued to match blood pools and no longer line up floor to floor.
- Gibbing (a Huey landing on you, the elevator crushing you) throws the body's limbs across the floor instead of deleting the whole body, and a severed head keeps its owner's name on hover.
Loadouts
- Machine gunner carries the M2 kit in a backpack (gun, tripod, screwdriver) instead of a hand case, with two M2 belt boxes, and the Anomaly one gets a crowbar in the suit.
- Mercenary wears Royal Marine boots with a bayonet in them.
Sounds
- The sound designer's inventory and limb sounds are in. Storage opening, closing, stashing and taking each have their own sound, closing used to be silent and a take played nothing. Limb removal, violent or surgical, uses the new set on humans and zombies keep the flesh-bite cue.
- The hand flare ignites with a flare gun take from the Apocalypse Now library.
- Fast reload cycles no longer clip the magazine sound.
Settings
- X-RAY VEHICLE OUTLINE is an Interface setting, off by default, for the dark outline the x-ray drew around a hull flying over you.
- Decal memory defaults to High (170 MB) so blood holds across more of the map.
Fixes
- A prosthetic leg could be attached at the foot of a missing leg. Attach and tend-stump surgeries only offer at the limb that was actually severed, and a hand stump lost before the arm no longer hurts forever behind a zone nothing could tend.