A relit crew room
Update 0.14.1 · Update 0.14.0 · Update 0.13.0
- A relit crew room
- Moonlight across the floor
- Aim that lines up
- Less aim assist
- Mag-blast grenades with a fuse
- A Deadblow that echoes
- A nail gun that sounds pneumatic
- Blind fire from cover
- A new Quality Control range
- Range controls that stay out of the way
- A clearer crew room
- Line Units on patrol
- Hounds that look armed
- Operators are your look
- Quality Control opens up
- Line Units on the range
- Targets at every height
- A finished range bay
- The Line Runner hits like a machine gun
- Faster loading
- Smoother new areas
Update 0.14.1
- A relit crew room. The fuzzy haze blobs over the floor are gone. The stations now sit in warm pools of light on a dark steel floor instead of one flat blue wash, and the room is a little brighter overall: still moody, but easy to see.
- Moonlight across the floor. A light haze and two soft streaks of moonlight now fall across the open floor either side of the Plotter, instead of landing on the Workbench and off the front of the room.
- If you saved your own look in Room Controls, the room keeps it; reset it to see the new lighting.
Saves, servers and compatibility
Run-safe notes: saves, stash contents and the live protocol are unchanged.
Update 0.14.0
- Aim that lines up. Aiming down sights now lines up on the chest, or the head when your cursor is over it, instead of the hips. Hip fire aims at the body.
- Less aim assist. The mouse no longer snaps sideways onto a target: your shot goes where your cursor is, and a nearby target only sets the height. On a gamepad, assist is narrower and pulls part of the way rather than locking on. The view eases in a little closer while you aim.
- Mag-blast grenades with a fuse. Mag launcher grenades now clamp where they land (a machine they hit carries them along), blink a red light and tick faster for two seconds, then go off in a proper fireball with flying debris, embers, a scorch mark and a smoke cloud that hangs. Companions' grenades do the same.
- A Deadblow that echoes. The Deadblow's shot now rolls away down the hall with a long, sniper-like echo.
- A nail gun that sounds pneumatic. The nail gun fires with a sharper hiss of compressed air, so it sounds unlike the other guns.
- Blind fire from cover. Firing from cover without aiming holds your gun up over low cover, or out round the end of tall cover, while you stay down. Shots spray wider and there's no laser. Taking cover on short props such as a cabinet no longer slips round the corner and drops you.
- A new Quality Control range. The range has painted, damp concrete floor markings, real wall gear, cable trays and cage lights, and a red tool cabinet behind the line to practise cover and cover fire. Three cards now move side to side or front and back. Hits ring with a soft metal ting, effects match the raid's (muzzle fire, impacts, wrecks and the new grenade blast), and the background buzz is gone.
- Range controls that stay out of the way. Pick guns from a strip of matching pictures along the bottom. Your ammo shows as the raid's ring beside your operator, and the weapon card and stats sit compact in the corners. Your gun lowers while the cursor is over a panel or behind the firing line, so the panels are easy to use.
- A clearer crew room. The haze in the crew room is softer, so the back ceiling lights no longer stand as bright fog bubbles. Room Controls now keeps the room's own lighting instead of switching to brighter work lights.
Saves, servers and compatibility
Run-safe notes: saves and stash contents are unchanged. Mag-blast grenades now go off two seconds after landing, and the host's handover snapshot gains an optional fuse field for a companion grenade that has landed (older builds ignore it). Squadmates should use the same client build.
Update 0.13.0
- Line Units on patrol. The factory's humanoid Line Units now walk patrols in raids alongside the drones. When they spot you they raise their Clicker and fire short bursts, and when broken they come apart in plates, limbs and sparks; their wrecks can be searched and dismantled for parts. The guided first shift has none.
- Hounds that look armed. The Rottweiler and Pitbull fold their guns back along the spine, smaller and neater, and fire with a real muzzle flash, flame and sparks, leaving barrel smoke after a burst. Hound wrecks now give parts when dismantled, like their search does.
- Operators are your look. Every operator now plays the same: the per-operator perks and health or shield differences are gone, and AI companions all share one set of numbers. Each operator keeps their role and usual starting kit.
- Quality Control opens up. The benches are gone: you walk freely behind a taped firing line and can't step past it, with your laser sight and F flashlight as in a raid. Rows now stand at 10, 17 and 25 metres, and pointing toward the far row slides the view downrange, so the HUD no longer covers it. Your aim snaps to a target under the cursor and shots climb or drop to reach it.
- Line Units on the range. The old engine-block target is replaced by the factory's humanoid Line Units, one per row. They stand idle and never shoot back; break one to watch it come apart in plates, limbs and sparks before it stands up again.
- Targets at every height. Knockdown cards now stand on posts of different heights, from the floor up to a tall stand.
- A finished range bay. The side walls gain a concrete kick wall with a hazard cap, steel columns, angled acoustic baffles, warm cage lamps, distance plaques and the high windows.
- The Line Runner hits like a machine gun. No more chain wind-up or drill whir: it fires at full rate from the first pull with a heavier, punchier report, a slower and weightier cadence, a bigger muzzle flash and a small shove of the view on every round. Damage per second is about the same.
- Faster loading. The factory loads faster behind the Break Room briefing and its loading bar keeps moving. Quality Control loads sooner too, and its loading screen notes that your first trip takes longer.
- Smoother new areas. New areas fade in more smoothly as they come into view, with less hitching, and a few distracting glows, floodlights and palletizer arms are gone from the raid's look.
Known issues
- Your first visit to the factory or the range after an update can still take a while as your graphics card prepares.
Saves, servers and compatibility
Run-safe notes: saves and stash contents are unchanged. The live protocol is unchanged in shape, but raids now include a new enemy kind (the Line Unit), factory layouts can produce different enemies for the same seed, and the Line Runner's fire rate and damage per round change, so squadmates should use the same client build.
