Better performance: the targeting markers and the Glow laser are drawn with about half as many triangles (they look the same), and during a mission the log is rewritten at most once a minute instead of every 15 seconds (each rewrite was a short hitch).
Behind walls markers: all of them together get a fixed number of lines a frame, so a crowd of markers no longer costs more and more. A single close marker stays fully filled; several at once are drawn with fewer rows.
Armor Intelligence now knows 19 enemy kinds it was missing, so they no longer count as unarmored: the Jet Brigade and other Hulk variants, Charger Behemoth, Heavy Devastator, Devastator and Rocket Devastator variants, dropship, cannon turrets, Leviathan cannon turrets and the Reinforced Scout Strider's rocket racks. The Machine Gun Sentry no longer tries to kill a Jet Brigade Hulk by shooting its head; it goes for the heatsink.
Targeting Marker: new Behind walls choice, where walls and objects hide the markers (drawn solid, so Marker Opacity doesn't change them). Through walls stays the default.
Targeting Laser: choose the Glow beam (the default) or the thin Line again, which walls hide. The colors moved to the new Laser Color option: Red while firing (the default) or Green while firing, for either one.
New icons for the Marker Opacity and Marker Size options.
Updating: check Targeting Laser, Laser Color and Targeting Marker in your mod manager. If you used Green while firing, pick Glow under Targeting Laser and Green while firing under Laser Color.
Nothing the mod draws is left on screen when a mission ends: extracting with a Tesla Tower still standing (or with the Rocket Sentry's ring or a dog's laser showing at that moment) could leave the ring or laser on screen on the ship and in later missions until the game was restarted. The same is now true if the laser ever stops after an error.
Part armor for nearly every armored enemy: Impalers, Bile Titans, Dragonroaches, tanks and their turrets, emplacements and Bunker Turrets, Factory Striders, the Vox Engine, War Striders, Scout Striders, Harvesters, Gatekeepers and Veracitors are judged by the part each gun is aiming at (heatsinks, bellies, rears, weak spots), as Hulks and Chargers were.
Heavy Devastators: nothing holds fire on them. The Guard Dog and the Machine Gun and Gatling sentries fire short bursts while the shield is in the way and full auto when its back is turned; the Rover keeps burning them.
Sharper target markers, traced from the game's stratagem icons, and a new Marker Size option (50% to 200%). The dog's marker only shows on a target it keeps, instead of flicking to enemies it can't reach.
Targeting Laser: choose Red while firing (the default) or Green while firing (the colors before 5.0). The Line choice is gone; the glow beam is used.
Better enemy identification: Rocket Devastators no longer get short bursts, the Factory Strider's gatlings and the Vox Engine's miniguns are judged by their real armor (Medium), and more tank, Factory Strider, Harvester and Scout Strider variants are recognized.
Fixes and speed-ups from the release review: a Harvester seen while warping in is looked at again, less work and memory per frame for part armor and the markers, and the in-game menu keeps your laser choice straight after the update.
Part armor (Armor Intelligence): dogs and sentries judge a Hulk or Charger by the part they're aiming at, so they fire on a Hulk's heatsink and a Charger's rear or underside and still leave the armored front alone. If the part can't be worked out, the whole-enemy armor rule is used as before.
New Ping Targeting option: your sentries go for an enemy you or a teammate ping (up to 20 s), safety first; a ping waits while an enemy is at the sentry's feet or right next to a helldiver.
New SEAF Safety option: your guard dog and sentries don't fire through SEAF soldiers or civilians.
New Targeting Marker and Marker Opacity options: each dog and sentry shows its own stratagem icon over its target (yellow on target, gray when it goes out of sight), only on enemies it can hurt and has in reach, side by side when several guns share a target, facing you from any angle.
Targeting laser rework: the beam runs along each gun's barrel like a mounted laser, red while firing and flashing green when a friendly is in the way. Glow is now the default. The Tesla Tower's ring is red, and the Rocket Sentry's too-close ring is thicker.
Cloaked Stalkers and Predator Stalkers are no longer avoided as if they were behind cover.
The guard dog no longer sets aside an enemy close to you because the safety held its shot, and its marker stays on its target the whole time.
Fixes and speed-ups from the release review: ping and part armor recover from a bad read, the safety laser blinks evenly, markers stay in place, and less work per frame.
Fixed the Rocket Sentry's red minimum-range ring staying on screen after the sentry was gone (it stayed through extraction, on the ship and in later missions until the game was restarted).
The ring flashes again as it should, and the same fix covers the Tesla Tower's ring.
The Rover gives each enemy about half a second of beam before moving on, so it spends much more of its time firing, and it's never switched away before its first shot.
Steadier targeting laser on the guard dogs.
The Laser Sentry never leaves a burning enemy near you hidden, only counts an enemy as burning once it has actually hit it, and falls back to its own heat estimate if the game's heat meter stops reading.
Safer: sentries also check their line of fire to a target that has dropped out of their list, and the dog keeps protecting you through a moment when your position can't be read.
The dog stops firing at a dead target sooner, and a Tesla Tower can no longer go idle for the rest of a mission.
Lighter on your PC: the log file is written far less often (each write caused a tiny hitch), and the safety checks do less work.
The Laser Sentry no longer flicks between targets or ignores enemies close by: it gives each enemy about half a second of beam before moving on, keeps firing at burning enemies within 15 m of you or itself, and never sits idle while enemies are in reach.
The Laser Sentry stays on Chargers, Bile Titans and other heavy armor until they're dead instead of lighting them and moving on.
A safety stop is never given up on, even when a sentry or the dog keeps its target.
Enemies hidden from a sentry stay hidden while the game moves its records, and the dog no longer briefly shows them again when a read fails.
Faster start-up after a game patch.
The log notes any target a sentry keeps firing at that the mod doesn't recognize, for bug reports.
Every sentry and guard dog stops firing at the spot the moment its target is lost. The game kept them shooting where it was for about a second, so a Machine Gun Sentry could still hit a helldiver who stepped in front of it.
New Sentry Safety option (on by default): your sentries don't fire through, swing their fire across or blast other sentries, yours or your teammates'.
The safety now also covers you while you pilot an exosuit.
Make sure the new Sentry Safety option is checked.