Alien Swarm: Reactive Drop Update - October 27, 2022
Hot off the tail of last week's update, here are some fixes for bugs reported by the community.
Weapons
IAF Medical Gun: Fixed collision being oriented differently than the visible model.
CR18 Freeze Grenades: Fixed collision being oriented differently than the visible model.
Flashlight Attachment: Fixed a long-standing issue with this equipment's center of gravity.
FG01 Hand Grenades: Fixed collision being oriented differently than the visible model.
IAF Medical Amplifier Gun: Fixed collision being oriented differently than the visible model.
TG-05 Gas Grenades: Fixed collision being oriented differently than the visible model.
Misc
Fixed doors sometimes surviving a single large hit that dealt more than their max health.
Fixed a rare ragdoll-related crash.
Fixed a crash when killing aliens without a Steam client connection on a map loaded via console commands.
Fixed a crash when leaving the mission settings screen with a dropdown menu open.
Fixed a duplicate in-game voting menu being visible during briefing if a briefing camera is in use.
Added convar asw_blip_color_parasite_egg for setting the color of unhatched parasites on the minimap.
Fixed being unable to join lobbies for certain missions through the game UI.
Fixed the list of disabled workshop addons not being loaded at startup.
Fixed wanderers and hordes spawning behind vault doors.
Added a workaround for the engine sometimes forgetting which players are voice-muted.
Mapping
env_sprite_clientside now changes to server-side env_sprite if it has a targetname or parentname defined. A warning is printed to the console if this happens.
Alien Swarm: Reactive Drop Update - October 20, 2022
Today's update fixes some inconsistencies in various weapons and campaigns. It also adds the ability to assign screen effects to individual marines, and a new trigger to apply different HDR settings to different areas of a map.
Campaigns
Jacob's Rest: Timor Station: Fixed NPC pathfinding near the end of the mission.
Research 7: Jericho Mines: Fixed objective markers failing to update with objective completion.
Research 7: Jericho Mines: Fixed lag caused by physics calculations for falling pipes.
Tears for Tarnor: Abandoned Maintenance Tunnels: Fixed walls having unexpectedly tall collision, negatively affecting grenades.
Tilarus-5: Yanaurus Mine: Fixed walls being invisible with a rotated camera.
Tilarus-5: Forgotten Factory: Fixed walls being invisible with a rotated camera.
Lana's Escape: Lana's Bridge: Made performance optimizations to lighting and cinematic alien spawns.
Nam Humanum: Platform XVII: Removed a tech marine requirement after the last hack is completed.
Nam Humanum: Groundwork Labs: Fixed the countdown objective ending early.
Nam Humanum: Groundwork Labs: Fixed lighting being unexpectedly bright.
Nam Humanum: Groundwork Labs: Improved marine bot navigation.
BioGen Corporation: Operation x5: Fixed death traps not being deadly enough.
BioGen Corporation: Operation x5: Fixed aliens being able to spawn inside the ending elevator, causing it to get stuck.
IAF Minigun: Fixed reloading with an odd ammo count resulting in 499/500 ammo.
Flashlight Attachment: This weapon now reflects light like other weapons do.
Grenade Launcher: Fixed a bug causing grenades to explode twice if they hit an alien directly. Instead, grenades now do double damage if they hit a character (marine or alien). This fixes splash damage from a direct hit bypassing one-hit protection and slightly increases grenade launcher damage (the first explosion would previously push enemies slightly away from the grenade before the second explosion).
Desert Eagle: This gun has been renamed to PS50 Bulldog and has a new appearance and sounds.
IAF Medical Amplifier Gun: Updated skin to differentiate it from the normal medical gun.
TG-05 Gas Grenades: Updated the grenade box to match the style of other grenade items.
Aliens
Made grubs reflect light like other aliens do.
Harvesters no longer spawn xenomites when they are killed by a direct grenade hit that deals more than double their remaining health.
Translations
Updated Chinese translation.
Updated European Portuguese translation.
Updated German translation.
Updated Italian translation.
Updated Japanese translation.
Updated Korean translation.
Updated Russian translation.
Fixed translations being silently truncated after 1023 bytes. Translations can now be up to 4095 bytes and a warning will be printed to the console if they are longer.
Misc
Changed how animated props are networked. Reverted the change in the last update that makes the server drive animations. Instead, specific props are always visible to the client regardless of distance. Joining a game after an animation has started will play animations late, but this should fix the stuttering.
Improved controller navigation in advanced settings.
Added some example color correction files.
Explosions now deal full damage within a small radius of their epicenter, and damage falloff only starts beyond that distance.
Tech marines can now manually override the boot-up sequence of an unlocked computer that has downloadable data, and will automatically start the hack on a locked computer after 4 seconds.
Mapping
Added trigger_tonemap brush entity. This trigger overrides the active tonemap controller for characters inside its volume, and is overridden by the new SetTonemapController VScript function.
Changed fog_volume to be based on the position of the currently-controlled character's eyes rather than the camera position. Some maps may need to be edited to shift their fog_volume entities north if they were originally made to compensate for the camera shift. fog_volume can now be overridden by the new SetFogController, SetPostProcessController, and SetColorCorrection VScript functions.
Added an option to asw_spawner to ignore carnage scaling, for spawners where the number of aliens being increased due to higher difficulty is undesirable (eg. spawners used for cinematics).
Additional colonist models are now available for use as ragdolls.
VScript
CASW_Marine::GetMarineName() no longer leaks memory on every call and now properly translates the name.
Added GetCommander method to inhabitable NPCs (eg. marines).
Added SetFogController method to inhabitable NPCs.
Added SetPostProcessController method to inhabitable NPCs.
Added SetColorCorrection method to inhabitable NPCs.
Added SetTonemapController method to inhabitable NPCs.
Alien Swarm: Reactive Drop Update - September 3, 2022
As Season 2 of Heroes of the Interstellar Armed Forces comes to an end, we are changing the competition from quarterly to monthly. We've also got a wide assortment of bugfixes and a few new VScript functions.
Campaigns
Jacob's Rest: Rydberg Reactor: Fixed a bug in the ending area where marines could jump with jump jets underground to their death.
Area 9800: Power Plant's Generator: Fixed narrow catwalks negatively affecting AI pathing.
Operation Cleansweep: Landing Bay 7: Removed an invisible ceiling near the south egg room to prevent unintuitive grenade trajectories.
Operation Cleansweep: U.S.C. Medusa: Pods will now reopen if a marine leaves, rather than if they are fully empty.
Research 7: Illyn Forest: Fixed generator being targetable by marine bots.
Tears for Tarnor: Oasis Colony Spaceport: Fixed a soft lock if a boomer used in a cinematic is killed early due to a challenge.
Tilarus-5: SynTek Hospital: Reworked countdown at end of mission.
Lana's Escape: Lana's Bridge: Fixed escape objective not updating when a marine dies.
Lana's Escape: Lana's Sewer: Fixed escape objective not updating when a marine dies.
Lana's Escape: Lana's Complex: Expanded the evacuation zone.
Paranoia: Crucial Point: Reworked the final encounter. Marines must now defend a generator. If the generator is damaged, it will stop the completion progress until fixed by a tech. If no marine is near the generator, it will take additional damage.
Nam Humanum: Logistics Area: Reworked geometry near a fire.
Nam Humanum: Groundwork Labs: Fixed a large door being able to be damaged, which would cause it to get stuck.
BioGen Corporation: Invisible Threat: Added markers and a visual clue for the fan room to make it easier to navigate for players who do not know the way.
Bonus Mission 7: Fixed narrow catwalks negatively affecting AI pathing.
Aliens
Added Queen sound effects from the City 17 campaign.
Weapons
Fixed piercing chance calculation for bullets that went through a door or other non-living object. (A 200% chance, 290% chance, and 300% chance now all become 100% chance of piercing another target rather than 0%, 90%, and 0%.)
M868 Flamer Unit: Doubled ammo per clip and ammo usage. Primary attack now uses one unit of fuel per shot.
IAF Minigun: Doubled ammo per clip and ammo usage. Primary attack now uses one unit of ammo per shot.
Translations
Updated Chinese translation.
Updated German translation.
Updated Italian translation.
Updated Japanese translation.
Updated Russian translation.
Misc
Fixed non-Workshop addons acting as if they were disabled in the mission chooser.
Fixed a crash at startup if the PATH environment variable was very long.
Added an advanced setting to reduce motion on menus.
Improved keyboard/controller navigation on Advanced Settings and Game Settings.
Added a warning on the lobby list if you have a different version of a map than the host.
prop_dynamic now uses server-driven animation timing. This fixes vault door opening animations getting desynchronized, but increases network bandwidth requirements in missions that use a lot of animated props.
Mapping
Fixed npc_bullseye failing to compile due to a key being too long.
npc_bullseye now inherits AI relationships from its faction and is not an enemy of all by default.
ai_relationship now delays applying its effect to gameplay start rather than map spawn.
VScript
Added new VScript class TempEnts which allows creating Temporary Entities on clients.
Added new global VScript functions to use when creating Temporary Entities.
Added the PlayerVoiceListener class to VScript with access to the following functions.
Added new VScript functions for CASW_Player.
TempEnts
void Create( CBasePlayer player, string name, float delay, table ) Queue a temp entity for transmission on a client from a passed table of SendProp data. Passing null for a player will playback Temp Entity on all clients.
void GetPropTypes( string name, table ) Fills in a passed table with all SendProps and their types for the temp entity
void GetNames( table ) Fills in a passed table with the names of all temp entities
PlayerVoiceListener
bool IsPlayerSpeaking( int nPlayerIndex ) Returns whether the player specified is speaking.
float GetPlayerSpeechDuration( int nPlayerIndex ) Returns the number of seconds the player has been continuously speaking.
Global
int PrecacheParticleSystem( string name ) Precaches a particle material
int GetParticleSystemIndex( string name ) Converts a previously precached material into an index
string GetParticleSystemNameFromIndex( int index ) Converts a previously precached material index into a string
void PrecacheEffect( string name ) Precaches an effect
int GetEffectIndex( const char *name ) Converts a previously precached effect into an index
string GetEffectNameFromIndex( int index ) Converts a previously precached effect index into a string
int GetDecalIndexForName( string name ) Get decal index from a string
CASW_Player
CBaseEntity GetNPC() Returns entity the player is inhabiting
CBaseEntity GetSpectatingNPC() Returns entity the player is spectating
CBaseEntity GetViewNPC() Returns entity the player is spectating, else will return inhabiting entity
CASW_Marine GetMarine() Returns the marine the player is commanding
CBaseEntity FindPickerEntity() Finds the nearest entity in front of the player
Vector GetCrosshairTracePos() Returns the world location directly beneath the player's crosshair
Alien Swarm: Reactive Drop Update - August 22, 2022
As we continue preparing for the 6th anniversary update in 2023, there are some UI improvements and bugfixes we would like to release sooner. Notably, we've made font rendering more consistent for non-Latin character sets and added support for workshop addons that change or add BIK files.
Campaigns
Area 9800: Wastelands: Fixed a soft lock that could be caused by director aliens spawning inside of a grate.
Aliens
Added statistics tracking for number of biomass ignited.
Fixed aliens that were already on fire counting towards the "aliens burned" statistic.
Translations
Updated Chinese translation.
Updated German translation.
Updated Italian translation.
Updated Japanese translation.
Updated Russian translation.
Fixed missing letters on the mission complete screen for Chinese.
The game now uses Noto Sans SC as its default fallback font instead of an arbitrary system font.
Misc
Fixed a long-standing issue where doors that were destroyed before they became dented would not position themselves properly when falling.
Updated the appearance of the tabs in the mission chooser and collections screens.
Turn speed related convars are now marked as cheats.
Removed per-map soundcache manifests to save disk space.
asw_max_saves can no longer be set below 2, which can cause crashes or lock-ups.
Added information about addon file name conflicts to the Addons screen.
Added convar rd_reduce_motion, which disables some UI animations.
Added some diagnostic data to Steam lobbies.
Mapping
Added a new entity, rd_briefing_camera, to show part of the level as the background for briefing. Mappers should try to keep large motions to a minimum (eg. avoid parenting rd_briefing_camera or having it point at a rotating projected texture) as this version of the briefing background cannot be affected by rd_reduce_motion.
Added a field to asw_gamerules for setting the briefing background movie filename. If empty, the game will choose randomly from the four default movies. This random choice is now synchronized between clients.
The game will automatically extract BIK files from VPK addons if needed.
VScript
Fixed FileToString returning one byte from a previously read file.
CBaseEntity SpawnEntityFromTable( string name, table ) // Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn.
int PrecacheModel( string modelName ) // Precache a model after the map has loaded and return index of the model
int GetModelIndex( string modelName ) // Returns index of model by name
Alien Swarm: Reactive Drop Update - August 2, 2022
This update contains some bugfixes for the July 31st release.
Translations
Updated Brazilian Portuguese translation.
Updated German translation.
Updated Italian translation.
Updated Japanese translation.
Updated Russian translation.
Fixed an issue where the wrong translation could be partially loaded at startup.
Misc
Fixed a crash when opening the voting menu while not in a lobby.
Players that cannot be vote-kicked are no longer kicked by timeout.
Alien Swarm: Reactive Drop Update - July 31, 2022
Today's update contains changes to computer interaction, a new advanced volume settings menu, new graphics for gas grenades, a new translation and many translation updates, some polish to the user interface, and of course, bug fixes.
Campaigns
Tears for Tarnor: Abandoned Maintenance Tunnels: Added a constraint group to the crane platform to avoid strange physics interactions.
Aliens
Added an experimental system where aliens can be controlled by players. There is currently no gameplay or UI associated with this system. Aliens can be inhabited using the asw_inhabit_npc concommand and spectated using the asw_spectate_npc concommand. Both of these concommands are cheats. In this initial version, rangers and harvesters have the ability to attack in this mode.
Weapons
TG-05 Gas Grenades: The visuals for this weapon have been updated.
The gas cloud and grenade trail are now yellow rather than green.
The gas cloud now visually fills the entire area of effect.
The gas cloud is now culled based on a visibility proxy rather than by map geometry. (The same way that glows from light sources are culled.)
There is now a red circle on the floor where the gas grenade is dealing damage.
Fixed the HUD damage indicator not appearing for damage caused by gas grenades.
Translations
Added Brazilian Portuguese translation.
Updated Chinese translation.
Updated German translation.
Updated Italian translation.
Updated Japanese translation.
Updated Russian translation.
Added missing letter textures for Chinese, German, and Brazilian Portuguese mission success screens.
Compiled caption files are no longer used by the game.
Misc
Fixed a server crash during instant restart (ED_Alloc) when precaching entities pushed the edict number over the limit.
Reorganized the alien class hierarchy in the code to facilitate the addition of future features.
Moved the USE prompt to the side when hacking or using a computer.
Computer hacks no longer start automatically after 4 seconds.
Walking away from a computer after interacting with it no longer logs out of the computer. (The computer still returns to the main menu.)
Added convars (rd_mixer_*) that affect the volume of various types of audio.
Added "Advanced Volume Settings" to the audio menu.
Mission chooser titles can now wrap to the next line.
Made a bit of shaky text in net_graph less shaky.
Increased the default FPS limit by 1 to avoid rounding errors (on a 60Hz monitor, the limit will now start at 61, etc.)
Fixed dedicated servers having fps_max set by default.
showbudget can now be used in multiplayer.
Added a label to the "change view" button on the in-game HoIAF leaderboard to show what the current view is. Fixed the "no entries" error message getting stuck when changing between views.
The SourceTV bot no longer shows up as a player in lobbies, can no longer become the lobby leader, and no longer counts towards the 60% requirement for a kick or leader vote.
Closed captions in VCD cutscenes are now forced to be at least as long as the associated audio (rd_scene_extend_caption_to_sound).
Fixed debriefing charts showing the first occurance of a stat (such as friendly fire) as if it had happened immediately at the start of the mission.
Added convar rd_kick_inactive_players, which is the maximum number of seconds a player can remain connected to a server without taking any actions.
Fixed flyout menus in advanced settings staying open when switching to the next section.
Mapping
Added a developer warning at mission start if any spawners are inside terrain.
Camera rotation is now enabled rather than disabled by default. Mappers who want to disable camera rotation for players who haven't set a preference need to update their asw_gamerules entity.
VScript
VScript save files no longer end with a NUL byte. Fixed VScript save files without a terminating NUL byte loading part of the previously loaded file.
Fixed a client crash when calling Destroy on a player. (You still shouldn't do that.)
TileGen
Fixed cases where TileGen would fail to save files.
Alien Swarm: Reactive Drop Update - July 8, 2022
Today's update is a maintenance build. It is mostly bug fixes, with a few new toys for mappers to play with.
Steam Deck Compatibility
In case you missed it, Alien Swarm: Reactive Drop is now Steam Deck Verified! As always, report anything that doesn't feel right on the Steam discussion forums or via the feedback form on the website.
Campaigns
Jacob's Rest: Sewer Junction B5: Fixed some places where the skybox could be seen through the floor or walls near the start of the level.
Jacob's Rest: Sewer Junction B5: Removed skybox fog that was causing bright reflections in water.
Nam Humanum: Groundwork Labs: Fixed some console warnings at map start.
Aliens
Aliens with "flammable" set to false by mappers can no longer be ignited by any means.
Translations
Updated Chinese translation.
Updated German translation.
Updated Italian translation.
Updated Korean translation.
Updated Russian translation.
Misc
The "Freezing Bullets" power-up effect now freezes aliens for 3 seconds rather than 100.
The game instructor will no longer suggest using a mining laser on boulders that have a damage filter defined.
Fixed a console warning when a player with no medal equipped takes over the lobby position of a player with a medal equipped before that player's medal finishes loading.
Fixed a regression where scanner blips would not display motion.
Added convar asw_draw_blips_real_time, which can be disabled to make scanner blips immobile.
Fixed the "order marine to hold position" command always acting as if the camera was pointing north.
Fixed map drawing speed being affected by slow motion.
Added some diagnostics for the NO STEAM error screen.
The new convar rd_skip_all_dialogue disables all voiceover audio and captions from characters like Williams, Richard, and Duval.
Added convar rd_loading_status_text_visible, which can be disabled to remove the loading screen progress description.
Added convar rd_fail_advice, which can be disabled to remove the hints on the mission failure screen.
Removed lobbies that are on dedicated servers from the lobby browser by default.
Fixed handling of UTF-8 files with byte order marks for files that get loaded from every addon.
Fixed a client-server desync when an instant restart occurred during slow motion.
Instant restart can now occur on challenges that use scripts.
Mapping
npc_bullseye can now be part of a faction and scale damage based on whether it came from that faction. Clarified what the Enemy Damage Only spawnflag means.
Added asw_voiceover_dialogue, a much simpler way to add voiceover audio to a mission than using Faceposer. Unlike logic_choreographed_scene, it cannot play multiple audio files, control NPC actors, or be interrupted.
Endless missions without the "points" tag now sort leaderboard entries in descending order of time.
Dropped weapons can now be detected by trigger brushes.
Added two orange skyboxes, one from Left 4 Dead and one from Half-Life 2: Episode One, for use in maps where a blue skybox doesn't make sense.
trigger_serverragdoll now works on marines.
VScript
Fixed a bug where a challenge would inherit game event handlers from the map if it did not define its own function for any given event.
Added a global IsAnniversaryWeek function for community maps that want to do something to celebrate Alien Swarm: Reactive Drop's anniversary.
Added OnGameEvent_fast_reload_fail.
Alien Swarm: Reactive Drop Update - June 26, 2022
Hotfix
Reverted SynTek Residential lighting.
Reduced melee knockback.
Fixed missing alt fire description for Model 35 Pump-action Shotgun.
Updated German translation.
Alien Swarm: Reactive Drop Update - June 25, 2022
Today's update is a big one--by file size, at least--and includes bugfixes, some new convars, translation updates, and map changes that pave the way for future translation improvements.
Additionally, the final community medal, Reporter, has been granted to some people. If we missed you, let us know.
Aliens
Fixed a crash when a Buzzer is killed in Holdout mode.
Weapons
M478 Proximity Incendiary Mines: Fixed kills using this weapon not counting towards a weapon-specific achievement.
Campaigns
Jacob's Rest: Rydberg Reactor: Vault doors now use a more accurate hitbox.
Jacob's Rest: Sewer Junction B5: Fixed graphical weirdness in the "sky" in first person.
Area 9800: Landing Zone: Vault doors now use a more accurate hitbox.
Operation Cleansweep: U.S.C. Medusa: Cryopods at the end of the mission will now re-open if they detect that they were closed erroneously.
Research 7: Transport Facility: Vault doors now use a more accurate hitbox.
Tears for Tarnor: Insertion Point: Vault doors now use a more accurate hitbox.
Tears for Tarnor: Insertion Point: Fixed some invisible collision above the entrances to the summoner encounter room.
Tears for Tarnor: Abandoned Maintenance Tunnels: Fixed some drones ignoring marines completely.
Tears for Tarnor: Oasis Colony Spaceport: Vault doors now use a more accurate hitbox.
Tears for Tarnor: Oasis Colony Spaceport: Fixed a crate with no collision.
Tilarus-5: Road to Dawn: Vault doors now use a more accurate hitbox.
Tilarus-5: Arctic Infiltration: Vault doors now use a more accurate hitbox.
Tilarus-5: Area 9800: Vault doors now use a more accurate hitbox.
Tilarus-5: Yanaurus Mine: Vault doors now use a more accurate hitbox.
Tilarus-5: Forgotten Factory: Vault doors now use a more accurate hitbox.
Tilarus-5: Communication Center: Vault doors now use a more accurate hitbox.
Lana's Escape: Lana's Sewer: Vault doors now use a more accurate hitbox.
Lana's Escape: Lana's Sewer: Added north- and bottom-faces to some brushes.
Lana's Escape: Lana's Sewer: Removed a small area of water near the start that was causing rendering issues.
Paranoia: Close Contact: Vault doors now use a more accurate hitbox.
Nam Humanum: Logistics Area: Vault doors now use a more accurate hitbox.
Nam Humanum: Platform XVII: Fixed invisible collision near some boxes at the first platform stop.
Nam Humanum: Groundwork Labs: Medkits are now single-use (sorry, 60 use medkit fans)
Nam Humanum: Groundwork Labs: Moved a fire out of the floor in the central room.
Nam Humanum: Groundwork Labs: Fixed bot navigation not using tactical positions.
Nam Humanum: Groundwork Labs: Moved some spawners out of displacements.
Nam Humanum: Groundwork Labs: Fixed an invisible north wall near the medkits.
BioGen Corporation: Operation x5: Vault doors now use a more accurate hitbox.
Bonus Mission 2: Vault doors now use a more accurate hitbox.
Bonus Mission 5: Vault doors now use a more accurate hitbox.
Translations
Updated French translation.
Updated Italian translation.
Updated Korean translation.
Updated Russian translation.
Credits files will load file_language.txt instead of file.txt if the former exists.
Fixed typos in English closed captions.
Misc
The final melee attack of the combo now has a larger radius and knocks aliens back.
Visible holstered weapons have been split into rd_client_marine_backpacks (for use in autoexec.cfg) and rd_server_marine_backpacks (for use in challenges).
Added asw_controls_spectator_override convar, available when spectating or playing a demo.
Added convars glow_outline_color_alien, glow_outline_color_ammo, glow_outline_color_weapon, glow_outline_color_active, and glow_outline_color_inactive for use in autoexec.cfg.
Fixed controller navigation for in-briefing difficulty settings.
Opening chat in Steam Big Picture mode now shows a virtual keyboard.
Fixed unintended bright lighting in Rydberg Reactor, SynTek Residential, and Sewer Junction B5
Alien Swarm: Reactive Drop Update - June 19, 2022
We're working on some map changes, but while you wait, here are some fixes for aliens and updates for weapons and the UI.
Medals
The Translator medal was awarded a few days ago. Beta Tester is available from completing any mission on the beta branch, and can now be equipped. People liked the error placeholder icon, so we're keeping it for Beta Tester.
If you haven't opened the game in the past 30 days, we can't put the medal in your inventory, but we will keep retrying nightly if you have been marked as eligible for one until we can grant it.
Campaigns
The map changes that are in the beta branch have been held back from this release.
Aliens
Fixed a bug where shieldbugs could be damaged from the front if a shot hit part of their middle leg during certain frames in their defend stance.
Aliens can now display textures for multiple status effects at the same time (fire, shock, and ice).
Piercing weapons can now penetrate recently killed frozen aliens.
Fixed a cause of buzzer poison getting stuck.
Weapons
M73 Twin Pistols: Limited fire rate to 10 per real time second (not affected by adrenaline) in co-op, the same as deathmatch.
l3a Tactical Heavy Armor: Updated the briefing description of this item.
IAF Power Fist Attachment: Reduced passive melee damage bonus from 2x to 1.5x.
IAF Power Fist Attachment: The final hit of a melee combo now deals 40x damage, for a total of 60x base melee damage in a single hit.
Translations
Updated German translation.
Updated Italian translation.
Updated Korean translation.
Updated Russian translation.
Misc
The Tech scanner has been upgraded to differentiate between different sizes and shapes of moving objects.
Fixed the arrow in the advanced settings header being too big and blocking clicks.
Medals now use a smaller base texture size (32x32 rather than 512x512) for the small version in lobbies, which should make them look slightly less jagged.
Out-of-mission buttons that are activated by a face button now display that face button if a controller is plugged in.
Fixed ingame HoIAF leaderboard being slightly taller than its scrollable area.
Tweaked the HUD layout for the bottom of the screen to support 8-marine squads better.
Opening certain website links will use the system browser if the Steam Overlay is disabled.
HoIAF servers now automatically install the full list of ranked maps and challenges. See the rd_workshop_official_addons convar.
Updated the description of the "Perfect" achievement to state that killing 25 aliens is also a requirement.
Inventory item (medal) updates such as descriptions and icons can now apply without restarting the game if the game is left open for a long time.
Fixed a rare crash in debriefing.
Fixed spectating a computer or hack using the spectator's mouse position for the cursor type.
Mapping
PDA owner names can now be translation keys.
VScript
Added player.ResurrectMarine().
Added entindex and marine fields to the player_deploy_ammo game event.
Added tesla_trap_placed, fire_mine_placed, laser_mine_placed, laser_mine_placed, gas_grenade_placed, flare_placed, and rocket_fired game events, all with entindex and marine fields.
Swapped the attacker and inflictor for damage dealt by fires such as those from mines. The marine is now correctly the attacker and the fire the inflictor.