Take on a role of a hardened PMC fighter in a dark turn-based extraction RPG. Engage in unforgiving combat, manage your ship and pile up the bodies of your clones to unravel the dark mystery behind threat to all life.
Hello, Mercenaries!
Thank you to everyone who participated in the Beta testing of this patch. It's release time!
Here are the highlights of the patch:
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[*] Difficulty level settings: Choose from one of three presets and customize them to your liking.
[img]{STEAM_CLAN_IMAGE}/42894393/d8ff83c923f6f80d4ef4f55cb85889068f099b3f.png[/img]
[*] Asteroid Belt: New locations, bramphaturas, and factions.
[img]{STEAM_CLAN_IMAGE}/42894393/ebde0976967a32d74e7a63702a2ded76144c1b18.png[/img]
[img]{STEAM_CLAN_IMAGE}/42894393/474c0055482d9ad66fd2694c0ddd2189ad5ad74c.png[/img]
[*] 6 new mission types and the ability to choose a side in the conflict before the mission begins.
[*] Barter system overhaul – improve relationships to gain direct access to specific resource trades.
[img]{STEAM_CLAN_IMAGE}/42894393/2fe935b91c26a69c72af7d0b3a49959754e01d1c.png[/img]
[*] And as always, many new items, several new mechanics, and quality of life improvements!
[img]{STEAM_CLAN_IMAGE}/42894393/c3c4c286f25594ce48db225c80ed956f5002487d.png[/img]
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Please note that many mods may be incompatible with the new patch, so we recommend disabling them before starting the game until the authors update them.
We also want to inform you that most of the translations are currently in a WiP (Work in Progress) status, and we plan to update them closer to the game's release.
Now, onto the patchnotes:
[h2]CONTENT[/h2]
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[*] 4 new story missions
[*] 6 new planets/asteroids
[*] 2 new factions
[*] 3 new bramphaturas
[*] 50 new items
[*] 10 new pacts
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[h2]GENERAL[/h2]
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[*] Added difficulty settings.
[*] Added new mission types – Ritual, Infiltration, Heist, Surveillance, Escort, and Counterattack.
[*] New mechanic – choosing a side before the mission begins.
[*] New mechanic – total faction destruction.
[*] New mechanic – station population. Population growth affects the speed of resource consumption and production on stations.
[*] Added a cap on Magnum project upgrades at the maximum level.
[*] Overhauled the faction barter mechanic.
[*] Overhauled the faction tech level mechanic.
[*] Reworked the armor penetration formula.
[*] Reworked the mission reward selection algorithm and reward pool.
[*] Reworked grenade throwing mechanics and flight path display.
[*] Added a new item type that grants experience to specific perk groups upon use.
[*] Magnum class modification: original perk selection (reset) will now be free.
[*] Added a limit on the maximum number of steps for project upgrades at Magnum. Some Magnum upgrades will now increase this limit.
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[h2]UI / UX[/h2]
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[*] Completely redesigned the faction screen.
[*] Reworked the star map screen: Now shows the current positions of celestial objects on the map, and displays portraits of celestial objects.
[*] Changed the player icon on the minimap for better readability.
[*] Added a shuttle icon on the minimap.
[*] The weapons tab at Magnum’s crafting window is now split into melee and ranged weapons.
[*] Added flight sound effects for Magnum during space travel.
[*] Improved the effects panel. Now, when all wounds of a certain type are treated, the icon of that wound type will turn yellow.
[*] Added an option to choose date display format.
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[h2]FIXES[/h2]
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[*] Multiple perk fixes.
[*] Fixed: Magnum project upgrade time always equaled the last step's cost, not the sum of all steps (if there were multiple upgrades), causing upgrade times to be shorter than intended.
[*] Fixed: All firearms without silencers were considered to have silencers, causing mobs not to react to gunfire sounds.
[*] Fixed: The trading shuttle traded with all stations instead of just stations of the selected celestial object.
[*] Fixed: Evacuation by item was still available even after the player discarded the item from inventory.
[*] Fixed: Enemies disappeared from view when switching to sniper weapons in some cases.
[*] Fixed: Grenades getting stuck in walls.
[*] Fixed: HUD could be clicked through during raids.
[*] Fixed: Class list sorting differed in the class selection window and class modification window.
[*] Fixed: Buttons not working when clicked rapidly.
[*] Fixed: Collider sizes of some buttons exceeded their bounds.
[*] Fixed: Acid, once replaced by another liquid, no longer regenerates or refills the cell after liquid levels decrease.
[*] Fixed: Mobs could stand in a cell where the player exits after using the elevator.
[*] Fixed: Thrown weapons could get stuck under indestructible objects.
[*] Fixed: Shotgun knockback could occur toward the shooter in some cases.
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[i]Good luck on your raids, mercenaries!
All the best, Magnum Scriptum Team.[/i]