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Alien Swarm: Reactive Drop News

Alien Swarm: Reactive Drop Update - April 25, 2022

Here's a list of today's update's changes:

Weapons
  • 22A3-1 Assault Rifle: Increased alternate fire damage from 80 + 10 per Explosives Bonus to 128 + 20 per bonus. (Jaeger from 120 to 208, Sarge and Crash from 100 to 168, others from 80 to 128)
  • X33 Damage Amplifier: Increased duration loss for movement from 1× to 1.25×.
  • IAF Tesla Cannon: Fixed faster than intended marine turn rate when using secondary fire.
  • IAF Minigun: After a period of sustained firing, bullets have an additional chance of piercing.
  • IAF Minigun: Base damage increased from 7 to 8.
  • Chainsaw: Fixed faster than intended marine turn rate when using secondary fire.
  • 22A4-2 Combat Rifle: Increased base damage from 5 to 6.
  • Mining Laser: Fixed faster than intended marine turn rate when using secondary fire.
  • Mining Laser: Automatic reload on empty now works for secondary fire as well.
  • Mining Laser: Base damage increased from 50 to 52 on living targets all targets except laserable rocks.


Translations
  • ReactiveDrop and CloseCaption translation files are now loaded from every addon. If you are making a translation addon, only include the strings that you have changed.
  • ReactiveDrop and CloseCaption translation files are reloaded when the addon list is changed, for example by subscribing to a Workshop addon.
  • Added challenge names and descriptions, campaign names and descriptions, and mission names, locations, descriptions, and briefings to the translation files.
  • Removed unused hl2_*.txt translation files.
  • Removed unused
  • _korean.txt translation files. (Korean language uses
  • _koreana.txt files)
  • Updated Korean translation.


Aliens
  • Mapper-set Antlion and Antlion Worker health bonuses are now applied.
  • Antlion Worker health is now based on the correct cvar. The default value of sk_antlion_worker_health has been set to 24 to avoid having this affect balance.
  • Antlion Guard (both variants) health now scales with difficulty. Base health has been changed from 1000 to 500, so health without difficulty modifiers has changed from 1000/1000/1000/1000/1000 to 300/500/700/1000/1300.


Misc
  • Fixed a crash when a marine without a commander tries to move (empty dedicated servers).
  • Added a check at lobby creation for stuck Nam Humanum campaign achievements. If any of these five achievements are found to be in an inconsistent state, it will be reset to allow progress.
  • Added a new Heroes of the Interstellar Armed Forces participating server in China.


Mapping
  • The DifficultyModifier setting in campaign files has been fixed to function when fixed skill points are in use (the default). Campaign authors, check to see if your campaign has DifficultyModifier set for any missions and determine whether you want to keep old behavior by removing it.

Alien Swarm: Reactive Drop Update - April 20, 2022

Today, Alien Swarm: Reactive Drop is 5 years old on Steam. To celebrate its birthday, we're adding two newly remastered community campaigns, some long-awaited weapon tweaks, updated translations, and plenty of other changes.

Special thanks to Mithrand, Dubstep Amber, jhheight, Orange, daemonspring, Stral, Synmachus, Beka, vq, BRAIN IS BACK, Hagon Wyvon, Steffo, trick-master, Duke M, and Efi for major contributions to this update.

Heroes of the Interstellar Armed Forces, Season 1

Alright marines, Interstellar Armed Forces are introducing a new way for you to compete against each other and fight for the title of the most capable soldier. To prove your worth of the title, we will be monitoring the progression of your narrative in the hardest of missions. This includes fails, completions, as well as the kill count of those stinky bugs and, well, team kills. So you better watch your fire! Compete against your allies by uniting in a team and completing the hardest of missions together. The most active and skillful marines will be fighting for the tops of the quadannual leaderboard, which is publicly visible to all members of the Interstellar Armed Forces.

  • Play on participating dedicated servers to earn points on the seasonal leaderboard.
  • A list of participating servers can be accessed from the main menu.
  • Playing a variety of missions on hard difficulties and challenges will earn more points.
  • A new season begins every 3 months, in March, June, September, and December.


New Official Campaign: Nam Humanum
April 2nd, 2243. The IAF's U.S.C. Odyssey has received a distress signal emitting from the secluded planet of Cassius-III, whose only human colony went below radars prior to the rise of the alien threat. An incomplete transmission, accompanying the signal with burden, was able to relay the scarce words of a broken man; words spoke of unforeseen consequences, of forgiveness, and of a name: Vesta. Committed to finding out more about Cassius-III's fate, the U.S.C. Odyssey is deploying a military operation with the primary objective to exhume the circumstances that would have called for the total shutdown of all planetary transmissions.

But in the course of its duty, the IAF Marine Squad may shed light on a number of very human questions, the answers of which only to be met in misfortune. What secrets might have the colony of Lugdunum withhold, a mission once proudly defined by its scientific ambitions? Could it have been the prime inadvertent victim in its own blind search for progress? And if not for each others' bodies and souls, what price are we truly willing to pay in favor of Humanity's betterment?

Originally released in December 2021 on the Steam Workshop, Nam Humanum is a linear campaign composed of three fan-made missions. Its action takes place within a colonial installation established on the surface of a remote exoplanet, in the year 2243 at the dawn of the conflict between man and parasite. Through this hellish roadway of cold corridors and clouded truths, face the memory of the forgotten alien strain known as the Hybrid Swarm.

New Official Campaign: BioGen Corporation
Location: New Earth Colony
Time Since Swarm Invasion: 31 Hours
Confirmed Casualties: 34
Mission Objective: Data Retrieval

Originally released in 2010 and 2011 on Swarm Armory as three separate maps, BioGen Corporation has been fully remastered by community mappers.

Note: Due to time constraints, the third mission of BioGen Corporation is not updated in this release. It will be updated in a future patch.

Weapons
  • 22A3-1 Assault Rifle: Picking up a box of Rifle Ammo now grants a grenade in addition to the ammo.
  • 22A7-Z Prototype Assault Rifle: Picking up a box of Rifle Ammo now grants a stun grenade in addition to the ammo.
  • 22A7-Z Prototype Assault Rifle: Increased base damage per shot by 2 (from 5 to 7).
  • 22A7-Z Prototype Assault Rifle: Fire rate is now improved by the marine's Engineering skill.
  • M42 Vindicator: Picking up a box of Vindicator Ammo now grants an incendiary grenade in addition to the ammo.
  • M42 Vindicator: Fixed biomass not being affected by vindicator grenades in certain custom maps.
  • M73 Twin Pistols: Fixed a case where the the pistols would fail to fire due to latency.
  • M73 Twin Pistols: Increased base damage per shot from 14 to 21.
  • M73 Twin Pistols: Increased damage bonus per skill level from 2 to 4.
  • M73 Twin Pistols: Added conditional damage bonuses against drones. Does an additional percentage of uber drones' health in damage on hit, and is guaranteed to kill any drone with 105 or fewer max HP in 2 shots or less.
  • IAF Heal Beacon: Max healing per beacon changed from 50 plus 10 per level of healing bonus to 120 plus 30 per level of healing bonus. (Faith 100→270, Bastille 90→240)
  • IAF Heal Beacon: Healing per second per marine changed from 3 to 4.
  • l3a Tactical Heavy Armor: Now blocks 35% of damage (from 20%).
  • l3a Tactical Heavy Armor: The damage blocking goes down by 4% every time the marine takes damage, to a minimum of 15%.
  • l3a Tactical Heavy Armor: After 2 seconds of not taking damage, the damage blocking is restored at a rate of 4% per 2 seconds.
  • Model 35 Pump-action Shotgun: Secondary fire now fires two blasts in quick succession.
  • X33 Damage Amplifier: When a damage amplifier is deployed by Special Weapons, it attaches to their backpack rather than the floor.
  • X33 Damage Amplifier: Moving a damage amplifier causes its power to deplete at twice the normal rate.
  • M868 Flamer Unit: Fixed extinguisher particle effect continuing after the gun is out of ammo.
  • M478 Proximity Incendiary Mines: Firewalls no longer instantly ignite allied marines if the marine that placed them is killed in action.
  • AVK-36 Marksman Rifle: Reduced the unscoped fire rate.
  • AVK-36 Marksman Rifle: Increased the fire rate while scoped.
  • AVK-36 Marksman Rifle: When scoped, the AVK-36 Marksman Rifle deals additional damage and penetrates additional targets. Terrain is not affected by this damage bonus.
  • AVK-36 Marksman Rifle: Slightly increased walking speed while scoped.
  • IAF Incendiary Sentry Gun: Increased ammo from 800 to 1200.
  • IAF High Velocity Sentry Cannon: Increased base damage from 40 to 60.
  • IAF High Velocity Sentry Cannon: Increased ammo from 25 to 40.
  • 22A4-2 Combat Rifle: Picking up a box of Rifle Ammo now grants a shotgun shell in addition to the ammo.
  • IAF Medical Amplification Gun: Reduced primary ammo by half (Faith 90→45, Bastille 80→40).
  • IAF Medical Amplification Gun: The secondary fire now uses a separate ammo pool (Faith 90, Bastille 150).
  • 22A5 Heavy Assault Rifle: Vertical spread changed from 1.1 degrees to 3 degrees.


Translations
  • Updated French translation from trick-master.
  • Updated German translation from Duke M.
  • Updated Italian translation from Steffo.
  • Updated Korean translation from BRAIN IS BACK.
  • Updated Simplified Chinese translation from Dubstep Amber.
  • Updated Spanish translation from Efi.
  • Updated Vietnamese translation from Hagon Wyvon.
  • Localization will use the Steam game language setting rather than the Steam client language.


Aliens
  • Aliens can no longer turn to face enemies while frozen.
  • Added a chance for the director to spawn Rangers, Buzzers, and Xenomites to the default (non-ASBI) alien spawn selection list.
  • Giving an alien orders (such as via the asw_order_nearby_aliens entity) causes an AI wake-up.
  • The director spawns wanderers facing a random direction instead of always due east.
  • Fixed AI frame time limiter.


Campaigns
  • Tilarus-5: Area9800 Landingzone: Fixed the first door not automatically reopening after the hack.
  • Research 7: Illyn Forest: Added a boss health bar for the generator defense encounter.
  • Research 7: Illyn Forest: Fixed a rotating fence door sometimes not fully opening.
  • Tears for Tarnor: Oasis Colony Spaceport: Marines are now teleported to the train on mission completion to avoid bots getting stuck.
  • Jacob's Rest: Landing Bay: Tweaked scenery to better support camera rotation.
  • Jacob's Rest: Landing Bay: Marked interesting spawn locations as director-eligible.
  • Jacob's Rest: Landing Bay: Fixed a basketball breaking a window at map start.
  • Jacob's Rest (all missions): Made sprites non-networked where possible.
  • Area9800: Coolant Pump: Fixed tech requirement not being disabled immediately after the final hack.
  • Bonus Missions: Bonus Mission 1: This map has been replaced with a new mission.


Misc
  • Improved controller support, especially in briefing.
  • Ammo drops show their fullness bar from the side closest to the camera rather than always south.
  • Ammo drops that are more than 1024 units away from the player (about 3 stories below marines in third person) no longer show any UI.
  • Fixed clearing bots in singleplayer leaving their weapon icons visible.
  • Fixed an edge case where leaderboard scores could be uploaded with cheats enabled.
  • rda_hide_backpack and rda_draw_backpack are no longer marked as cheats.
  • Fixed doors not being able to be destroyed if they had more than 1 HP before being hit.
  • Fixed various parts of the UI using different maximum numbers of objectives.
  • Fixed level 30 requirements for higher difficulty levels actually being level 31 requirements.
  • For consistency, players below level 30 (and not promoted) can no longer create lobbies with difficulties they cannot search for public lobbies in. (They can still change the difficulty level freely once the lobby is created.)
  • Players below level 30 can now play on Insane difficulty and on non-ASBI challenges by default.
  • Added rd_grenade_launcher_grenade_preview to draw the expected path of a grenade.
  • Marked phys_timescale and asw_sentry_friendly_target as cheats.
  • Removed FCVAR_ARCHIVE from some replicated convars.
  • Added rd_revert_convars (default on) to reset replicated convars when the main menu is opened to avoid keeping the last server's settings when creating a new lobby.
  • Added rd_override_fps_max, which overrides fps_max without the need to modify newmapsettings.cfg.
  • Dedicated server high resolution timer now uses NtSetTimerResolution, which allows for even higher clock speeds.
  • Added ASBI Elite to the allowed challenges list for leaderboards.
  • Added keybinding options for "select first weapon" and "select second weapon".
  • Added color coding to rda_print_chat_objective_completion_time.
  • Tripled medic bot target acquisition range.
  • Marines killed by parasites or explosions now gib.


Mapping
  • Added ApplyEntity to infodecal.
  • Added func_detail_blocker and func_precipitation_blocker.
  • Added a setting to asw_ammo_rifle and asw_ammo_vindicator to disable secondary ammo.
  • Made trigger_playermovement work on marines for forced crouch.
  • Removed unused entities from the FGD.
  • Replaced all asw_weapon_* entities with asw_pickup_* equivalents.
  • Split spawn rate from director spawn rate (director spawn rate defaults to 4 now even if spawn rate was changed).
  • Added a setting to allow director spawns only after an alien has spawned normally. Setting a spawner to this mode during gameplay will wait until the next alien has spawned normally.
  • Added OnDifficulty(1-5), OnOnslaught(0-1), OnFriendlyFire(0-1), and OnChallenge(string) as outputs to asw_gamerules, fired at mission start.
  • Added prop_dynamic_glow, for making glowing outlines on arbitrary objects.
  • env_sprite_clientside has been made fully client-side. This means client-side sprites no longer use edicts. Maps that incorrectly used it with a targetname or parentname should be updated to use env_sprite instead.

Alien Swarm: Reactive Drop Update - February 10, 2022

Here comes a big one. This update improves stability and performance (especially when there are a lot of aliens at once) and a whole lot more. Special thanks to the contributors to RDA, especially Orange, who contributed many of their patches from that mod.

Stability and Performance
  • Killing a large number of aliens at once no longer crashes the game.
  • The death animation of Shieldbugs no longer causes rare client crashes.
  • Long play sessions will no longer crash due to particles array overflow.
  • VScripts no longer crash server when creating a lot of entities in challenges.
  • Cleaned up memory leaks.
  • Improved performance by removing unnecessary calculations throughout the codebase.
  • Disabled some spammy developer warnings by default.
  • Improved the performance of rm_welcome_message.
  • Reduce the amount of client-server network errors


Aliens
  • Fixed Buzzer poison getting stuck if a player died while it was active and did not switch to another marine.
  • Fixed Parasites and Xenomites being immune to blast damage when fully submerged in water.
  • Fixed Drones getting stuck when dismounting info_node_climb.
  • Fixed a case where Drones would navigate to the wrong location when pathfinding failed.
  • Parasites should no longer appear to be growing outside of their egg or spawn at the wrong place when jumping out of an egg with unusual angles.
  • Mortarbug shells no longer block moving platforms.
  • Buzzers properly enter and exit the sleep state when far from players.
  • Drones will no longer "warp" past marines on challenges with very high drone acceleration.
  • Aliens with moveclone set do not trigger physics collision code. This improves performance on maps like Cargo Elevator that use aliens in a cinematic way.


Weapons
  • Extremely short range shots will no longer cause incorrect decals or impact animations.
  • X33 Damage Amplifier and IAF Heal Beacon no longer bounce in place or fall through the floor when placed on a moving platform.
  • M478 Proximity Incendiary Mines no longer fall through certain types of dynamic floor.
  • ML30 Laser Trip Mines no longer explode when touched by an invisible character.
  • SM75 Combat Flares and TG-05 Gas Grenades no longer collide with NPC Clip.
  • Fixed an issue where grenades would aim incorrectly if the marine had been hit from behind very recently.
  • Fixed collision inconsistencies between mines and various types of throwables.
  • The beam of the mining laser no longer gets stuck if the weapon is deleted by a script.


Misc
  • Fixed doors getting stuck with negative health if they were killed from the side they were dented towards. Extremely high damage can correctly knock down a door in one hit.
  • Sentry bases now use a different skin number for each type of sentry.
  • Made the cheat convar asw_unlock_all_weapons available outside of debug builds.
  • Added asw_create_generic_emitters_for_drone_gibs, which can be set to 0 to disable some graphics.
  • r_drawsprites and r_drawropes are no longer marked as cheats.
  • Added statistics support for the Football map.
  • Fixed exploits involving client commands (cl_campaignsas, cl_kickvote, etc.)
  • Fixed the warning message for an invalid unburrow idle activity.
  • Fixed a rare case where a marine dying would not automatically spectate the next marine.
  • Fixed the calculation of the fast hack time for 4-wire hacks.
  • Fixed scrolling the difficulty from Insane using keyboard or a controller going to Easy rather than Brutal.
  • Fixed not being able to draw on some parts of the map in the mission failed debriefing.
  • Improved physics calculations when a marine is stuck on a box or near a spawning alien.
  • Increased engine limit for pseudosounds, which are used for NPC AI.
  • Reduced the delay when starting a mission.
  • Added HUD support for having more than max HP.


Client ConVars
  • rda_better_weapon_chooser
  • rda_faster_radialmenu
  • rda_faster_wire_hack_close
  • rda_draw_scanner_rings
  • asw_tree_sway_enabled
  • rda_print_console_objective_completion_time
  • rda_print_chat_objective_completion_time


Server ConVars
  • rda_marine_backpack
  • rda_marine_backpack_alt_position
  • sv_clamp_unsafe_velocities
  • sv_skip_velocities_warnings
  • sv_draw_debug_overlays_release
  • phys_applystressdamage


Server ConCommands
  • rda_hide_backpack
  • rda_draw_backpack
  • rda_strafepush


Mapping
  • Added the ability to require a held rd_weapon_generic_object to activate an trigger_asw_button_area.
  • Added rd_func_jumpjet, which allows the Jump Jets and the Blink Pack to jump to a point inside the volume regardless of pathing.
  • Added the ability to mark spawners and aliens to reflect grenades.


Challenge ConVars
  • asw_paint_ammo_bar
  • rda_grenade_launcher_grenade_ricochet
  • rda_grenade_allow_electro_amped
  • rda_grenade_electrostun_duration
  • rda_grenade_electrostun_range_multiplier
  • rda_grenade_max_ricochets
  • rda_grenade_post_ricochet_velocity_multiplier
  • rda_grenade_reflector_radius
  • rda_grenade_search_reflectors
  • rda_laser_mine_ownerless_alien_friendly
  • rda_marine_allow_strafe
  • rda_marine_strafe_allow_air
  • rda_marine_strafe_push_hor_velocity
  • rda_marine_strafe_push_vert_velocity
  • rda_mortarbug_shells_by_alien_sizescale
  • sv_enablebunnyhopping
  • sv_autobunnyhopping


Game Events
  • Added laser_mine_active (entindex, marine)
  • Added cluster_grenade_create (entindex, marine, weapon)
  • Modified player_dropped_weapon (userid, entindex) - added entindex.


VScript Functions
  • void CBaseEntity::SetParent(handle parent) - sets an entity as another entity's move parent; faster than calling the input from VScript
  • void CBaseEntity::ClearParent() - clears the entity's move parent; faster than calling the input from VScript
  • handle FindNearestNPC(Vector Position, bool CheckZCoordinate, float Radius) - returns the nearest character (marine, colonist, or alien) to the given coordinate
  • void CASW_Grenade_Cluster::Disable() - disables the grenade's timer
  • void CASW_Grenade_Cluster::Enable() - re-enables the grenade's timer
  • void CASW_Grenade_Cluster::EnableWithReset() - re-enables and resets the grenade's timer to its original duration
  • void CASW_Grenade_Cluster::ReflectBack() - reflects the grenade to approximately where it was fired from
  • void CASW_Grenade_Cluster::ReflectRandomly() - reflects the grenade to a random direction
The VScript functions added to CASW_Grenade_Cluster are also available as Hammer inputs.

Alien Swarm: Reactive Drop Update - February 3, 2022

This is a minor patch with the following changes:
  • Fixed extra weapons being overridden by temporary weapons that should have acted as normal weapons.
  • Changing away from the temporary weapon switches to a different weapon consistently based on the type of swap rather than always switching to the secondary.
  • Added engine build number to leaderboard entry metadata.

Alien Swarm: Reactive Drop Update - February 1, 2022

This update improves startup performance for players who are subscribed to a large number of Workshop addons, as well as:

Weapons
  • Doubled the amount that the Damage Bonus skill affects the AVK-36 Marksman Rifle from 10 to 20 per point.
  • Fixed gas grenades not recording Steam stats.
  • Added stat recording for the IAF Medical SMG's secondary fire.
  • Marines can place sentries on moving objects as long as the feet of the sentry are all located on the same object and the object is not physics-based.


Bots
  • Medic bots will only attempt to heal targets within 512 hammer units (32 feet) of their current position to avoid running a long distance while the squad is split.
  • Added a cvar (rd_bot_melee) to allow marine bots to melee attack when out of ammo or when being mobbed by aliens. Disabled by default to match previous behavior.
  • Fixed bots not being able to use the primary fire of the IAF Medical SMG.
  • Fixed keybindings not being shown on the HUD for some extra weapons held by bots in multiplayer.


Hacking
  • Right-clicking on a wire hack tile will turn it in the opposite direction.
  • Added a cvar (rd_wire_tile_alternate) to adjust what right click does in wire hacks.
  • Added an animation to wire hack actuators charging up.
  • Added a cvar (rd_wire_tile_charge) to disable the new animation.


Mapping
  • Added asw_weapon_healamp_gun and asw_weapon_medrifle to Hammer.
  • Sentry tops can be attached to a rotating parent and will update their angles correctly.
  • Remote turret can be attached to a rotating parent and has a Parent Name field in Hammer.
  • Added rd_debug_sentry_placement cvar to visualize the sentry placement traces.
  • Sentries now use the ai_relationship system when determining what they can shoot at.
  • Added an input to asw_env_shake to only target one marine.
  • Fixed SetTonemapRate not working in multiplayer.


Misc
  • Reduced memory usage for large Workshop preview images.
  • Fixed lack of controller focus on the Create Lobby screen.
  • Enabled the new prediction strategy by default.
  • Fixed a puddle at the start of Timor Station using the sewer water material.
  • Added EntityOutputs.GetValue VScript function (can be used to read math_counter OutValue).