[previewyoutube=gnikQCcfkn0;full][/previewyoutube] Howdy Folks! Here we go, the first Meat Fortress focussed update of the year! I know a bunch of you have been waiting (mostly) patiently for this. As mentioned in the devlog, this Spy kid should give you an idea of the sort of thing I want to add eventually to each classes loadout options: Some sort of alt-weapon, a dedicated grenade, and ammo class variations for at least one of their weapons that switches up, or augments their battlefield role. The longer term goal of doing this is being able to grow the equipment variation enough to make a really compelling Meat Fortress Take & Hold character eventually. So you should expect a drip feed of this new equipment over the coming months :-) As for the Speedloaders, all of the existing controls/capabilities of magazines that are relevant are now shared by speed loaders. You can dump rounds out, to your other hand, and into a quickbelt slot, as well as loading them manually. Lastly, I hope you all enjoy playing with the rejuvenated Graviton Beamer. Right now it appears in the Proving Ground, and can spawn in Ricky Dicky Random Take & Hold. I’m going to give it one week of testing in that context, and if everything seems to be behaving as desired, I’ll pop it into the Item Spawner so you can use it in any scene! Anywho, hope you’re all weathering the current events well. Make sure you keep washing those meaty hands and have a wonderful weekend! Peace, Anton Full Changelog - Update 86 Additions: [list] [*] [Meat Fortress] Added New Firearm: Petite Liasion (.366 Ultra Magnum) [*] [Meat Fortress] Added New Ammo Classes for .366 Ultra Magnum (Riposte, Debuff, Salut) [*] [Meat Fortress] Added New Grenade: Spy Smoke Grenade [*] [Meat Fortress] Added New Device: Spy Cloaking Watch [*] [Meat Fortress] Added New Device: Spy Sapper (Area disruption of turrets) [*] [Meat Fortress] Added New Entity: Mini Turburgert Sentries [*] [Meat Fortress] Added New Ability to Engineer Sosigs: Turret Spawning [*] Added New Functionality To SpeedLoaders: Loading, Unloading, Dumping to Quickbelt, Dumping to hand [/list] Changes: [list] [*] Rebuilt the Graviton Beamer from the ground up [*] Segments of Downed Sosigs can now be laser-grabbed [*] Major changes to Stun, Confusion, and collision thresholds for all non-rotwiener Sosigs. [/list] Fixes: [list] [*] Fixed issue where generalized OnDeath Sosig lines weren’t playing when specific conditions (on neck break) existed [*] Fixed issue where Sosig lines for reloading weren’t playing [*] Fixed issue where comments to medic weren’t playing for Meat Fortress Sosigs when being healed [*] Limited contexts were state(wander, investigate, etc.) speech will play to prevent ‘huh’ playing during bleedout [*] Fixed assorted Sosig Speech prioritization and volume distance issues [*] Fixed issues in computing collision damage for Sosigs [*] Fixed issues with stun threshold computation for Sosigs [*] Optimized some tag string comparrison in firearm round code [*] Fixed Issue where Hometown Powerup in Rotwieners was broken [*] Fixed A/X button snapturn not working on Vive Cosmos [*] Tweaked AK5 Brass ejection angle [*] Fixed incorrect ammo type for Model 95 [/list]