Notes About the Upcoming Patch (0.9.10f2)

Survivor Mercs

Lead your squad of Mercs against M.E.G.A. Corp.'s evil robot army. Fast-paced twin-stick action, frantic horde survival, tactical squad-building & lots of loot! Exploit game-breaking synergies and beat the evil billionaire bosses in ever-changing operations. Lock, load, and loot, Commander!

Commanders, the next patch is about to be released in these days! This briefing is for all you new Commanders joining the battle and our veterans returning to the game after the last big update. With the [url=https://store.steampowered.com/news/app/2141520/view/4157463301952420114?l=english]last major update, "Bootcamp"[/url] the progression and balancing changed a lot. Some areas in the game turned out a bit too difficult or grindy. [quote]We apologize to all Commanders who are held back in their fight against M.E.G.A. Corp. by this![/quote] The next patch (0.9.10f2) for the game is nearly ready for release but requires a tiny bit more testing and tweaking. Here's an overview of the main changes & improvements coming with this patch: At the moment, the [b]re-roll option is not appearing correctly[/b] after building the Procurement room. This was confirmed fixed with the last patch already but there's an issue where our test builds of the game can differ from the release builds. This should be fixed now and is one of the reasons the patch is still being tested and wasn't release by this weekend already. We intended to make the Elite Ops a tough challenge compared to the Standard Ops in exchange for a much higher chance at rare building components to get advanced upgrades for your Bunker. Many reports have us assume that [b]the difficulty ramp is a bit too steep[/b], resulting in a mid-game phase that feels very grindy. We are making slight adjustments to the drop rates for Blood Diamonds and rare components, as well as the requirements for some Bunker rooms. This should allow you to progress at a more regular pace. The introduction of the new Merc skill trees changed a lot of the damage scaling. We also discovered an [b]issue with the underlying system that was stacking multipliers[/b] in ways that weren't intended, skewing all of our insights and data. You either figured out how to exploit this for massive damage, or struggled to make your squad builds work. We fixed this issue and are rearranging and changing a lot of the stats to align with our intentions and allow you to play the variety of squad builds that we wanted to offer, with many synergies emerging from the combination of stat modifiers and different effects. The [b]boss fights between Standard Ops and Elite Ops[/b] are going to differ more, offering the challenge we intended for them. Expect a few adjustments to their attack patterns and be prepared that the encounters will be more of a test for your squad builds and upgrades. Last but not least there will be [b]various improvements to the UI[/b]. Issues with falsely displayed stat upgrades will be fixed, e.g. Gear showing "Overall Damage" instead of the specific damage types like "Fire Damage". Some stats also appear broken because they aren't clarifying how they work, e.g. "Armor Decay" missing a hint at it being a proc effect on critical hits. We will post a full list of changes and improvements with the patch notes for this update, as always. [b]Thanks a lot for your patience and understanding, Commanders.[/b] In the meantime, please join the discussions on the [url=https://steamcommunity.com/app/2141520/discussions/]Steam Forums[/url] or on our [url=https://discord.com/invite/nWQVgDNErd]Community Discord Server[/url]. We want your feedback to improve the game. You don't want Reaper come knocking on your door to get it. Enjoy your weekend, Commanders!