Labs are leaking
Lab floors now have permanent acid and cryo spills — normal-sized puddles, not corridor-wide lakes. Every one has a visible cause: a pipe dripping the same liquid from above, a tipped flask or cryo barrel still draining from its neck, or the shards of a broken one. Like any spill, they're slippery, and a creature only takes the risk while chasing someone it can see.
You stop losing your gear
- Anything knocked out of your hands — by a fall, a puddle, a creature's grab — comes back to the same slot once you're on your feet again and standing near it. Carried off somewhere far? It stays where it landed.
- Gear lying on the floor gives off a faint cold glow — but only gear that has been in someone's hands. Everything the level itself put there stays dark.
Loot carts
- Two people can ride at once, the second one facing whoever's pushing. Bodies take whatever seats are left.
- Carts now refuse loot by how full they are, not by shape — pile anything on top of anything until the cart is actually full.
- You only get thrown out of a cart by a real hit now, not by every little bump.
- The Core Hound can steal the Core out of a cart instead of standing there stuck next to it.
Zombies give you a moment
A zombie's first hit only knocks you down, and it stands over you long enough for you to get up. Go down again to any zombie within twenty seconds and it finishes the job.
Inhaler
Doses stack in time now: hit it again and you add the full duration to what's left, and a puff during the crash cancels the crash entirely. A stacked dose is visible only in your view — wider, with the glass bending at the edges. Speed and wave range don't stack.
Fixes
- Zombie contracts came up empty on metro and warehouse floors — the generator was quietly dropping the job. Fixed, with several fallbacks so it can't happen again.
- Psi emitters and cells are cargo now: they ride up with you and the van pays for them, in money and materials. In the yard, a cell won't make you sick.
- Blow the Line read as a single vague task. The order now says plainly that there are two charges and that one goes at each end of the line, and counts them 0/2.
- The van leaves on its own. Once everything is aboard and your hands are empty, the cargo screen counts down from five and dispatches. Pick something back up and the countdown stops.
- A resonance anchor's idle hum no longer pulls creatures to it — they still hear you striking it, and the activation flash still calls them.