Update Discussion Thread (November 2018)

Generic, on-topic discussion about Colonial Marines.
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ThePiachu
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Update Discussion Thread (November 2018)

Post by ThePiachu » 08 Nov 2018, 01:22

Previous thread: viewtopic.php?f=64&t=18819

Changes since last time:
October 29 2018ThePiachu updated:
  • CMP has ditched the old backpack for a cool new satchel! Satchels have also been added to MP lockers.
  • Chem Master has been updated - it now holds twice the volume of reagents and has an increased liquid flow.
  • Requisitions now has Document Pouches in stock!
  • Fixed bugs 3087, 4467, 4768, 4825, 4954, 4967
October 30 2018RavingManiac updated:
  • Experimental: Smoke is now layered over mobs.
  • Shrapnel mortar shells added.
  • Shrapnel decreased in damage, but increased in number. Embed chance also lowered.
  • Shuttle crash explosion is now powerful enough to carve out nearby walls (but has the same area-of-effect).
  • Resting while standing up will now knock you down instantly.
  • Super-experimental: M40 HEDP box now has a red stripe.
November 01 2018ThePiachu updated:
  • Backpack preference is now functional again.
  • Fixed bugs 4252, 4503, 4631, 4812, 4989, 5009
November 03 2018ThePiachu updated:
  • Flamer backpack now refills any flamer tank even if it's not empty (still can't mix fuel though!).
  • Carrier now will drop more goodies upon death. By goodies, I mean horrible things. Horrible things the Company might want...
  • Carriers are now faster at planting eggs.
November 02 2018ThePiachu updated:
  • Fixed bug 4049
November 4 2018ThePiachu updated:
  • Hunters now have more options for what trophies to take from oomans.
November 6 2018ThePiachu updated:
  • Added two fire extinguishers to Pyro's loadout, a big one and a small one, so they won't need to be stealing emergency equipment from the ship.
  • Pyro's armour is now treated like a firefighter suit by the flames. This should make them more fire resistant without making them entirely immune.
November 07 2018ThePiachu updated:
  • Made flames work more uniformly. Everything that is on a tile when the fire spawns will catch on fire appropriately. This fixes how incendiary grenades as well as a few other weapons that didn't set their victims ablaze appropriately.
  • White phosphorus rocket now spawns fire and smoke - who knew this chemical was so dangerous? It should be a more viable option for the demolitionist now.
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Re: Update Discussion Thread (November 2018)

Post by kastion » 08 Nov 2018, 01:38

Quality changes and bug fixes imo. Waiting for something to get excited about for xenos, been a while.


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Re: Update Discussion Thread (November 2018)

Post by ThesoldierLLJK » 08 Nov 2018, 14:21

Usually stuff that is reported as confidential and can be used as an exploit.

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Re: Update Discussion Thread (November 2018)

Post by conthegodoffire » 08 Nov 2018, 15:38

I wanted to ask, you know how we have objectives but no real reward for them?
I was wondering if when we bring them back up to the ship, we can redeem them for cargo points? Give marines a very good reason to get them.
Does not even have to be that many, maybe 5 or 10 per paper. Maybe 10 or 20 for a disc.

Tell me what you think.
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Re: Update Discussion Thread (November 2018)

Post by liltiptop » 08 Nov 2018, 15:40

conthegodoffire wrote:
08 Nov 2018, 15:38
I wanted to ask, you know how we have objectives but no real reward for them?
I was wondering if when we bring them back up to the ship, we can redeem them for cargo points? Give marines a very good reason to get them.
Does not even have to be that many, maybe 5 or 10 per paper. Maybe 10 or 20 for a disc.

Tell me what you think.
I like that. I think they should be analyzed first, so it's not just dragging a big crate of random paper scraps for points.
Maybe have the initial paper or discs at a lower point rate, and analyzed ones for higher points.

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Re: Update Discussion Thread (November 2018)

Post by conthegodoffire » 08 Nov 2018, 15:50

liltiptop wrote:
08 Nov 2018, 15:40
I like that. I think they should be analyzed first, so it's not just dragging a big crate of random paper scraps for points.
Maybe have the initial paper or discs at a lower point rate, and analyzed ones for higher points.
Oh yeah, my point values are not set in stone, I just want the idea itself to be a thing, if they add this as a real thing, I am sure they will do all the values however they like.
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Re: Update Discussion Thread (November 2018)

Post by Nimiety » 08 Nov 2018, 16:57

I don't think I've seen a shrapnel mortar shell used yet. Shrapnel grenades seem to be very inconsistent as well but the FF is hilarious. Any intentions on tweaking the flechette rounds? Shrapnel seems to do more damage than it, lol.
Hoping to try some Warcrimes next time I roll SADAR spec.

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Re: Update Discussion Thread (November 2018)

Post by ThePiachu » 08 Nov 2018, 17:31

The mysterious bugs were:

- Secret predator bug
- Internal logic of how some containers work
- Light sprite offset (needs another fix now for other kind of lights)
- Predator item typo
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Re: Update Discussion Thread (November 2018)

Post by Hughgent » 08 Nov 2018, 17:41

ThePiachu wrote:
08 Nov 2018, 17:31
The mysterious bugs were:

- Secret predator bug
- Internal logic of how some containers work
- Light sprite offset (needs another fix now for other kind of lights)
- Predator item typo
Neato!

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Re: Update Discussion Thread (November 2018)

Post by ThePiachu » 09 Nov 2018, 02:52

November 08 2018ThePiachu updated:
  • A synth vendor has been added. Prepare for your robotic workforce to be more robust than ever.
  • Predator traps are unsafe for use by humans.
  • UPP now speak Russian by default (use :0 to speak English). CLF now speak Tradeband by default. Synths now know all the languages and can speak them, but aren't universally understood by all (you'll have to talk in xeno to your xeno spy for her to understand you).
  • Fixed #5092 - COs and XOs now can actually open APCs.
  • Fixed the flamer not setting people on fire.
  • Fixed bugs #3618, #5057, #5031
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Re: Update Discussion Thread (November 2018)

Post by Kineem » 10 Nov 2018, 02:27

I think (at least, I hope) the objectives are going to be connected to the Research update given how the objectives are computer disks and progress reports. A lot of it is just intel and presumably it could be used by Researchers for R&D.
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Re: Update Discussion Thread (November 2018)

Post by ThePiachu » 11 Nov 2018, 13:42

November 9 2018Awan updated:
  • Whiskey Outpost
  • The alpha version of WO is in the code. It is currently resctricted and staff should not be trying to do a WO round without prior approval from the dev team.
  • Latejoining is now possible on WO until wave 1. (12:15 on a normal WO round.)
  • Wave 1 through 6 are mostly weak xeno’s they have reduced health. The lower the wave the less health.
  • Wave 7 is a break wave. A special ert gets called during this wave. (Only observers get notified so people dont ghost for ert.)
  • Wave 8 until 12 are to ramp it up. This is where xeno's are expected to consistently make breaches.
  • Wave 13 is where the stuff to overwhelm marines starts.
  • Wave 15+ are randomly chosen from several presets. These waves can be smaller and strong or just ancient runner madness.
  • There is a random amount added as overtime this is a maximum of 30 minutes. (45 min is very hard for the xeno's unless they stomp very early.
  • If there is too many xeno's the wave gets delayed.
  • This does not increase the amount of times marines have to hold out.
  • So, this means that Xeno's get one less wave. And the wave lost will be at the end so a strong wave will be lost.
  • This is why it is benificial to throw yourself at the cades. You can wait for evo or recovery but getting a new xeno will be quicker.
  • Because of WO we also have a special new marine ert.
  • Added in a verb for staff to lose their larva protection. They no longer have to deadmin to become a larva just press the button. Staff has to do this for every of their ghosts. So if you ghost back into your body use the verb again.
November 10 2018ThePiachu updated:
  • The Synthetic vendor has been stocked with some items, new and old. A dusty old uniform ended up in there somehow...
  • Burrowers can now see all turfs (so they know where they are burrowing to).
  • You can now check your skills with the check skills verb in the IC tab.
Neth Iafin updated:
  • Sentry guns are no longer blinded by smoke grenades, boiler gas, or tear gas.
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Re: Update Discussion Thread (November 2018)

Post by ThePiachu » 13 Nov 2018, 18:03

November 11 2018ThePiachu updated:
  • Fixed bugs #5088, #5090, #5121
  • Fixed #5119, etc. - MPs, CMP and CL have access to Upper Medbay now. CMP has access to Research as well.
  • Fixed #3753 - CMO, CL and CE now have access to internal checkpoint doors (meaning they can use the ladders there and not get stuck).
  • Tweaked the internal workings of access lists to pay back some technical debt.
November 12 2018Awan updated:
  • Made sentry guns better. They should miss less and have more armor pen.
  • Gave WO ct's access to req.
  • Xeno's will now be a corpse on WO before being deleted. (Out of nowhere.)
  • On WO you now instantly ghost when the death proc is called instead of when the delete part is called.
  • Made it so the marine ert no longer has people without clothes.
  • The marine ert should now properly assign skills and such for your role.
  • Made people in the marine ert be in a squad based on their squad preference and the amount of people in the squad.
  • Added in a squad and platoon sized marine ert. These are admin/WO only.
ThePiachu updated:
  • You can activate a Scout's Cloak with a convenient UI button. You can still use it with a verb.
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Re: Update Discussion Thread (November 2018)

Post by xXen0zS1ay3rXx » 15 Nov 2018, 01:11

Just how I like my changelogs, short and full of marine buffs.

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Re: Update Discussion Thread (November 2018)

Post by ThePiachu » 15 Nov 2018, 15:40

November 13 2018ThePiachu updated:
  • Bioscans for both sides will now speed up as the opposing team dwindles in numbers. Should the numbers recover, enemy's bioscans will slow down again. The bioscans should now happen between 5 and 30 minutes apart and start a bit earlier, depending on the casualties. This will help the winning side be more informed in the end-game.
  • Bioscans now reveal a random location of an enemy on both the ship and the planet. This is meant to direct both sides to more engagements in the late game.
  • Observers and other unknown parties that may also be on the battlefield will also receive a helpful bioscan of both sides regularly, provided for your viewing and hunting enjoyment.
november 14 2018Awan updated:
  • WO earlier waves now have way less xeno's
  • Reinfocements on wave 7 works again.
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Re: Update Discussion Thread (November 2018)

Post by TopHatPenguin » 24 Nov 2018, 09:46

Added changes since last changelog quote.


November 17 2018 Awan updated:
  • Made the WO XO spawn with officer armor instead of normal marine armor.
  • Made ssd people not count for round end on WO.
  • Made ERT's not be shot at before being fully spawned in with an ID on WO.
November 19 2018 ThePiachu updated:
  • Upper Medbay foyer is now accessible to the general public. Research is still off-limits (this includes MPs and CMP).


    Neth Iafin updated:
  • Xenos can now break lit floor tiles. Crowbar them and place back to fix them. But generally try to use them less.


November 21 2018 ThePiachu updated:
  • Fixes #3904 et al - xeno run, hide and intent preferences carry over upon evolution.
  • Xenos retain their plasma ratio when upgrading - this means if you were full before upgrading, you will remain full!
  • Implemented #1154, #2699 - Ghosts can see Hive Status now.
  • Xenos will now retain their language knowledge on evolution and upgrades (watch out for Tradeband speaking Queens, they are up to no good...).


November 21 2018 RavingManiac updated:
  • Bullet scatter now works by deviating the angle of the bullet, instead of having a random chance of the bullet targeting an adjacent tile.
  • In burst fire, the first bullet is unaffected by burst scatter, with burst scatter being added with each subsequent bullet.
  • SMG scatter is less affected by burst fire and one-handed firing than before.
  • Dual-wielding SMGs has penalties less than dual-wielding larger weapons, but still more than dual-wielding pistols. Probably still impractical.
  • Burstfire adapter does not increase scatter beyond the inherent scatter from a larger burst size.
  • Fixed the secondary tile of some multi-tile doors not changing opacity properly.


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Re: Update Discussion Thread (November 2018)

Post by TheMaskedMan2 » 25 Nov 2018, 02:36

Now if only Xenos could actually speak the extra languages I give them instead of only understanding it. As well, seems like SMG's are a bit more viable now and so are BFA's, i'll have to try one sometime.

Also rest in peace floor tile light meta. Sorta, I guess it still could work to decorate an FOB without having to use flares since they're easy to make.
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Re: Update Discussion Thread (November 2018)

Post by Garrison » 01 Dec 2018, 00:10

Predator SD has been babyproofed against non-Yautja users.
I can only assume this happened because someone did something overly retarded. Is that why we can't have nice things?
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Re: Update Discussion Thread (November 2018)

Post by Sora9567 » 01 Dec 2018, 00:30

Garrison wrote:
01 Dec 2018, 00:10
I can only assume this happened because someone did something overly retarded. Is that why we can't have nice things?
We can only imagine. I personally suspect someone pressed the wrong button in CIC, or the following:

At LZ1 FOB- General Evac has been called.

SL:"What's that obnoxious beeping sound?"

Local Jackass: "Uhhhhhhhhhhhhhhhh..."
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Re: Update Discussion Thread (November 2018)

Post by CABAL » 01 Dec 2018, 15:25

Who thought it was a good idea?: "Changed the 'Commander' role to 'Commanding Officer'. Whitelisted COs are Captains, while CO Council members are Commodores. There is no mechanical difference."

I was thinking about applying to CO, mainly becouse of sweet "C&C" references with "Commander".
Who the fuck is "Commanding Officer"?
"Captain"? Are we on some generic space station that half of the population are mutated humans crossbreed with animals?
"Commodores"? More like "Commodore 64". First Synth Commanders?
I will always say "Commander", even if I will end up in brig for that.
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Re: Update Discussion Thread (November 2018)

Post by Sulaboy » 01 Dec 2018, 15:38

CABAL wrote:
01 Dec 2018, 15:25
Who thought it was a good idea?: "Changed the 'Commander' role to 'Commanding Officer'. Whitelisted COs are Captains, while CO Council members are Commodores. There is no mechanical difference."

I was thinking about applying to CO, mainly becouse of sweet "C&C" references with "Commander".
Who the fuck is "Commanding Officer"?
"Captain"? Are we on some generic space station that half of the population are mutated humans crossbreed with animals?
"Commodores"? More like "Commodore 64". First Synth Commanders?
I will always say "Commander", even if I will end up in brig for that.
The Executive Officer now holds the title of Commander.
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Re: Update Discussion Thread (November 2018)

Post by CABAL » 01 Dec 2018, 15:58

Sulaboy wrote:
01 Dec 2018, 15:38
The Executive Officer now holds the title of Commander.
Well... Cool. No need to get whitelisted.
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Re: Update Discussion Thread (November 2018)

Post by Sulaboy » 01 Dec 2018, 16:28

You know with these changes the Captian should be more of a SS13 Captain. Instead of doubling up on commanding the operation with the XO, they could focus on making sure departments are performing their duties.
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Re: Update Discussion Thread (November 2018)

Post by Garrison » 01 Dec 2018, 16:53

Sulaboy wrote:
01 Dec 2018, 16:28
You know with these changes the Captian should be more of a SS13 Captain. Instead of doubling up on commanding the operation with the XO, they could focus on making sure departments are performing their duties.

I'm really keen on that idea. Never thought of it that way.
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