First off, bugs squashed:
B18 Defensive Helmet increased to 3 huggers blocked
B18 Armor and Helmet are now unacidable
Sulaco basic comms no longer transfer between ground and ship
Predators spawn with headsets tuned to their own channel
Predators can claw open closed doors with wristblades
Predators can slash down tables with wristblades
Shuttles transition 20 seconds faster
Xeno tail attack has a small chance to miss
Predator trap has new sprites
Preds are no longer affected by security huds
Hivelords nerfed -- less plasma regen, slower move speed (but both still better than Queen)
Craptons of spray cleaner scattered around the Sulaco
Large fuel tanks scattered around all over
Neurotoxic spit should no longer miss due to accuracy (The neuro narrowly misses blah!)
Ravagers slight speed nerf
Telecomms and the SMES on lower level Sulaco are unacidable
Xenos slightly more stunned from explosions
Sniper rifle buff -- does slightly more damage and holds 7 shells instead of 6
Smartgun damage very slightly nerfed
All marine backpacks now spawn with empty boxes (jam yer ammo in there)
Medbay got some new supplies
Medbay area split into: West Medbay, Central Medbay, North Storage, East Storage, with their own APCs, to ease up the power drain
Brig has a lot of fun new toys (hailer, forensic scanners, fingerprint stuff, etc)
Cargo has a ladder going directly from cargo bay to hangar
Mechs now have a Climb verb that lets them use ladders
Supermatter no longer causes hallucinations when it asplodes (still causes rads though)
Chemist job removed.
Cargo tech job added! They work under the RO and are permitted to make deliveries to the planet surface.
Shuttle unpowered doors (the white ones) as well as shutters now automatically close and open during liftoff/landing
Carg Requisitions has a huge new pile of supplies they can order, including attachables crates
RO attachables vendor lost a bunch of their stored attachables (order it!)
Okay, so now you're wondering what the Big New Thing is.
On the bridge there are 4 shiny new consoles. They form the basis of the new Overwatch system.
Overwatch is a military term used for your guardian angels. It allows any bridge officer (or XO or CO) to claim a squad to become their Overwatch Officer.
A squad on Overwatch is MUCH more powerful. In effect the OO becomes their platoon leader, a step above the squad leader but below the executive officer.
So what can someone performing Overwatch do?
They have access to a wide variety of functions --
* Send non-radio messages to all squad members in their chosen squad, or specifically to the SL
* Set Primary and Secondary objectives for the squad, which show up in their Status pane
* View a list of all marines in their squad, including their status, job, and current distance from their SL
* Watch the SL via a helmet camera that is embedded in the new Squad Leader Helmet available in the SL vendor (so the SL should not be using a standard helmet unless they have nobody on Overwatch)
* Launch Supply Drops
* Fire Orbital bombardment strikes
The last two need a bit of explanation.
They work generally the same way -- the SL now has available two types of beacons -- supply beacons and strike beacons. The supply beacons must be activated outside on the ground-- ie. on a ground map turf like the grass, sand, or river. In Requisitions there are four supply launching pads at the west end of cargo bay, near the mechs--- the RO or Cargo Tech puts a crate on that square, and if the beacon is activated and on the ground somewhere, the Overwatch officer can launch the crate (and ONLY crates) at the beacon. The beacons are one-time-use and disappear after they are used up, but the SL gets 3 supply and 1 strike beacon (and more can be ordered in Requisitions).
Orbital strikes work roughly the same way, only there's no supply pad and RO is not involved. The SL just activates the beacon, tosses it on the ground, and then the Overwatch officer can call in an orbital strike on that general area. It CAN be used indoors (it's considered a wifi signal), but only on the ground map Z-level.
Both types of drops have an "offset" which can be set by the Overwatch officer or left at 0: this allows you to pretend the drop is up to 5 tiles away from the actual beacon. For example, the SL sees a big hive in ground telecomms, drops a strike beacon to the east of it, and can tell the OO to set the X Offset to -5 (west); the strike will attempt to aim 5 tiles west of the beacon. There's also a degree of randomization regardless of what the Overwatch officer sets.
Supply drops have a 5 minute cooldown and bombardment drops have a 20 minute cooldown.
And yes, I can hear the xeno whining already, but not to fret -- there's something already in the works that will even the score considerably.
Any ideas, comments, or suggestions, fire away!