0.6.0 - THE WAREHOUSE AREA
Hello there! Now that the Firing Range is out, it was time for the other thing I've been endlessly delaying: the extra zones!
The idea behind extra zones is to add a bit of variety to matches by having the area behind a console-locked gate be more than just a checkpoint. Instead of the yellow keycard being available straight away (next to the longarm crate and the Multitool charger), you'll have to venture a bit to find it. This opens up different strats, each with different risks and rewards. You can leave your Multitool charging, and try to quickly find the keycard and come back before the gates fully open and the Mandrillians can get in. Or you could go and carefully scour for loot, hiding from the Mandrillians as they enter the zone. And of course, you can just bait the Mandrillians into thinking you entered the zone, giving them the slip.

As a match setting, the final goal for extra zones is to be on "random" by default, meaning in normal matches one of the three consoles will open up to the extended area. Of course, the match setting will allow you to have them all disabled, a specific one enabled, or (hopefully) all enabled. Because this update has just the Warehouse in it, the only options currently available are either "off" or "warehouse".
This update brings the first of the three extra zones, the Warehouse. The plan is for each zone to have distinctive gimmicks and hazards, and the Warehouse is no exception.

Comparatively more open than the rest of the facility, this section boasts high ceilings with cranes precariously holding huge containers.
[h2]CONTAINERS AND BOXES AND CRATES[/h2]
Shelves and stacked boxes offer multiple hiding/cover spots for both the Robot and the Mandrillians. Particularly skillful Mandrillians will notice the crates and containers are climbable, allowing for creative ambushes.

The Warehouse also comes with a new breakable prop: the wooden crate. Unlike the previous breakables, this one sometimes has loot in it. It might not be particularly good, but it's something! I've also added the ability for Coop Drones to use their stomping attack on breakable props, which feels pretty good.

[h2]NEW HAZARDS[/h2]
Having environment stuff that can be used for both damaging your enemies and modifying the map is something I've been wanting to do again since the High Impact Plasma Cannon. And the Warehouse has a couple of those!
You'll notice some containers being held by ceiling cranes. Damaging them will make them fall, crushing anything below it and blocking that path. Remember the Mandrillians can use their Plasma Gun upgrade for this, so stay alert!

There's also a fully autonomous forklift you can activate. It uses SPHYNX cutting-edge self-driving technology, so you don't have to worry about it doing anything unpredictable or unsafe.

I've also fixed some instances of silencers blocking bullets that remained after last update's fix, and added a couple warehouse-related achievements.
That's all for now -stay tuned as I'm already working on the next extra zone, Waste Disposal!
[h3]FULL CHANGELOG[/h3]
EXTRA ZONES
The idea behind extra zones is to add a bit of variety to matches by having the area behind a console-locked gate be more than just a checkpoint. Instead of the yellow keycard being available straight away (next to the longarm crate and the Multitool charger), you'll have to venture a bit to find it. This opens up different strats, each with different risks and rewards. You can leave your Multitool charging, and try to quickly find the keycard and come back before the gates fully open and the Mandrillians can get in. Or you could go and carefully scour for loot, hiding from the Mandrillians as they enter the zone. And of course, you can just bait the Mandrillians into thinking you entered the zone, giving them the slip.

As a match setting, the final goal for extra zones is to be on "random" by default, meaning in normal matches one of the three consoles will open up to the extended area. Of course, the match setting will allow you to have them all disabled, a specific one enabled, or (hopefully) all enabled. Because this update has just the Warehouse in it, the only options currently available are either "off" or "warehouse".
THE WAREHOUSE
This update brings the first of the three extra zones, the Warehouse. The plan is for each zone to have distinctive gimmicks and hazards, and the Warehouse is no exception.

Comparatively more open than the rest of the facility, this section boasts high ceilings with cranes precariously holding huge containers.
[h2]CONTAINERS AND BOXES AND CRATES[/h2]
Shelves and stacked boxes offer multiple hiding/cover spots for both the Robot and the Mandrillians. Particularly skillful Mandrillians will notice the crates and containers are climbable, allowing for creative ambushes.

The Warehouse also comes with a new breakable prop: the wooden crate. Unlike the previous breakables, this one sometimes has loot in it. It might not be particularly good, but it's something! I've also added the ability for Coop Drones to use their stomping attack on breakable props, which feels pretty good.

[h2]NEW HAZARDS[/h2]
Having environment stuff that can be used for both damaging your enemies and modifying the map is something I've been wanting to do again since the High Impact Plasma Cannon. And the Warehouse has a couple of those!
You'll notice some containers being held by ceiling cranes. Damaging them will make them fall, crushing anything below it and blocking that path. Remember the Mandrillians can use their Plasma Gun upgrade for this, so stay alert!

There's also a fully autonomous forklift you can activate. It uses SPHYNX cutting-edge self-driving technology, so you don't have to worry about it doing anything unpredictable or unsafe.

I've also fixed some instances of silencers blocking bullets that remained after last update's fix, and added a couple warehouse-related achievements.
That's all for now -stay tuned as I'm already working on the next extra zone, Waste Disposal!
[h3]FULL CHANGELOG[/h3]
- Added new zone: the Warehouse
- Added new setting: EXTRA ZONE (currently limited to NONE and WAREHOUSE)
- Added new breakable prop: wooden crate
- Added new achievement: CONTAINER INITIATIVE
- Added new achievement: FORKLIFT CERTIFIED
- Fixed some starting weapons not having the silencer collision fix
- Increased Map Station detection height cutoff from 0.6 meters to 2.5 meters, meaning it will now also detect Mandrillians that are standing on tables or crates
- Breakable objects now have minimap sound pings and short-range noise warning for Mandrillian Bots and Insectoids when they break
- Coop Drones can now destroy breakable props (wooden crates, tables, bathroom stalls) with their main gun
- Coop Drones can now destroy "weak" breakable props (wooden crates) with their stomping attack
- Trickshot Coin now takes SMG shots and Coop Drone main gun shots for the split shot