Once again, a big thanks to everyone who's made suggestions, reported bugs, and provided feedback. We want to make sure we're addressing the bits that matter, and the help of our dedicated players has been invaluable in this regard.
[b]Please note due to a rework of how keybinds are stored, rebinds will need to be redone. Apologies for the inconvenience.[/b]
Quite a few notes to get through for this patch, so let's jump right in.
[list]
[*] [b]Enhancement:[/b] The warning LED on the insulation gauge will now glow green if the Deadnaut is in a room with both a Watcher and an active countermeasure (ships), or in range of an ADAD tower with an active countermeasure (settlements). While the countermeasure is active, rather than flash, the LED will become dimmer/brighter based on the Watcher’s distance to the room’s centre, or the Deadnaut’s distance from the tower
[*] [b]Enhancement:[/b] Holo map now shows revealed objectives and unused cloners as icons
[*] [b]Enhancement:[/b] Purchased blueprints can now be individually hidden via an eye icon in the bottom-right corner of the blueprint card. A larger button with the same icon to the right of the “Blueprints” label can be clicked to reveal all previously hidden items. This information is stored in your save game; it will be reset upon starting a new game
[*] [b]Enhancement:[/b] Reduced the intensity of screen interference on settlements when the Deadnaut is inside the radius of an ADAD tower
[*] [b]Balance:[/b] Sentinels that have not been alarmed will only attack enemies in melee range or retaliate against an attack. If the Sentinel is alarmed by a tower, it will attack anything it can see
[*] [b]Balance:[/b] Settlement discoveries have a greater impact on mission performance, meaning fewer buildings need to be scouted to get a positive score
[*] [b]Balance:[/b] Increased duration of Jammer and Knockout Jammer
[*] [b]Balance:[/b] Decreased drop chance of common upgrades relative to suit or fragment upgrades
[*] [b]Added:[/b] If black market codes are unavailable, a popup reminder will appear the first time the Foundry screen is opened after each mission. This reminder can be disabled via the Gameplay options menu
[*] [b]Added:[/b] "--safemode" switch that deletes all video settings and starts the game in windowed mode at a resolution of 1366x768. Note the switch only takes effect after the splash screens
[*] [b]Added:[/b] Tooltips to the back/forwards buttons in the manual explaining what they do, and that the mouse back/forwards buttons are shortcuts to them
[*] [b]Fixed:[/b] Additional checks to prevent soft locks when the Deadnaut dies with a cloner active, but the cloner is on a different level
[*] [b]Fixed:[/b] Some instances of excessive whitespace on tooltips
[*] [b]Fixed:[/b] Reactive armour tooltip sometimes overwriting other tooltips
[*] [b]Fixed:[/b] Floating tags on furniture, elevators, etc. no longer block interactions when other modes (such as hacking or sensor pinging) are active
[*] [b]Fixed:[/b] Mission performance indicator animation getting stuck at a larger size
[*] [b]Fixed:[/b] Reworked saving and loading of keybinds to address lingering issues with rebinds not persisting. [b]Keybinds will be reset as a side-effect of this change[/b]
[*] [b]Fixed:[/b] All entrances to rooms will prevent Watcher attacks inside that room. This includes active doorways, broken doors and openings
[*] [b]Fixed:[/b] Firewalls that get hit by more than one Watcher on the same turn will block all Watchers instead of just the first one
[*] [b]Fixed:[/b] Rare cases where dropzones were surrounded by inaccessible areas
[*] [b]Fixed:[/b] Sentinels are no longer teleported
[*] [b]Fixed:[/b] Issue where cloak status was inconsistently affecting enemy detection chance
[*] [b]Fixed:[/b] Labour suit no longer erroneously displays starting rifle
[*] [b]Fixed:[/b] Panic effects now clearly explained on tooltips and modifiers
[/list]
[url=https://discord.gg/BpFG5M3mep]Our Discord is always open[/url], so be sure to drop in... just not too hard -- the floor is made of internet.