Beta update – 23 Apr, 2022 @ 00:01 UTC Posted on April 23, 2022September 25, 2022 The beta branch has been updated with the following 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 1Ã to 1.25Ã. IAF Tesla Cannon: Fixed faster than intended marine turn rate when using secondary fire. IAF Minigun: After a period of sustained firing, bullets have a 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. 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. 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). 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.