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.
[h2]Hello, mercenaries![/h2]
[img]{STEAM_CLAN_IMAGE}/42894393/ef41fd40923738651533c923b3b198b3ea166e28.png[/img]
Our new major patch, The Dragon Reborn, is now available!
A big thank you to everyone who helped us test the patch: thanks to you, we were able to catch many bugs and abuses, and also were able to slightly reconsider the patch balance. We will continue to fine-tune the new mechanics even after the patch release, so don't forget to come to our [url=https://discord.gg/hb5QdAA4yN]Discord[/url] and leave feedback.
[h2]Disclaimers:[/h2]
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[*] [b]Please note that this patch will wipe saves.[/b] So, don't rush to update if you want to continue playing on your old saves.
[*] Beta patch saves WILL work on the main branch of the game. So if you started playing a save on Thursday, you can continue from there.
[*] Currently, English, Chinese, Russian, and French localizations are complete, but we continue to work on other languages: right now they are already fully playable, but we would be grateful if you could help us update the localization.
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[h2]Patch Highlights:[/h2]
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[*] Rework of resistances, armor, and damage.
[*] Complete overhaul of barter: fast trading (can be enabled in settings), dynamic market of supply/demand.
[*] AI overhaul: "factional" logic of relationships during combat.
[*] First narrative factional arc consisting of three missions.
[*] Addition of a large number of new items, weapons, and armor.
[*] Addition of new stations.
[*] [spoiler]Added tracks for the first and third phases of quasimorphosis for the Martian bramfatura.[/spoiler]
[*] Added mission difficulty indicator.
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[h2]GENERAL[/h2]
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[*] [b]Global rework of overall balance, armor, and weapon characteristics:[/b]
Added limits on resistance and evasion and accuracy
Reworked shooting modes
[*] [b]Reworked barter[/b]
Quick barter (no more wasting time)
Stations now consume, produce, and transport resources between each other.
The value of items on the market is determined by supply and demand.
The value constantly changes depending on the player's activity and the activity of game factions.
[b]Added fast trading: the ability to trade without entering stations: it can be enabled in the game settings.[/b]
[*] [b]Reworked movement mode mechanics:[/b]
The game cycle now consists of turns, and turns consist of action points. A turn is a set of action points for the player depending on the selected movement mode. And an action point is already what used to be a turn and a "basic update" for all game subsystems
You can only change the mode at the beginning of the turn before any actions are taken, otherwise the switch will occur on the next turn (the switch will be displayed in the interface)
Fixed cases where enemies intercepted the player's turn due to a change in movement mode
[*] Toxic puddles [b]will now evaporate over time[/b] until they completely disappear.
[*] Added mission difficulty, now each mission will have varying difficulty, which will affect the number of enemies and rewards. You can see the task difficulty in the mission tooltip when hovering over the station.
[*] Reworked player character death visual, now the death screen will be displayed after the player character's death animation finishes.
[*] Now if there are more than 6 corpses in one cell, they will turn into one impassable pile of remains.
[*] Reworked enemy behavior, they now attack not only the player but also other representatives of hostile factions.
[*] [b]Changes in the quasimorphosis mechanic:[/b]
The collapse of opponents can now occur all over the map, not just in the player's line of sight.
Human opponents can turn into possessed over time. Possessed retain equipment, injuries, and status effects after transformation
Quasimorphs after the collapse (and possessed after transformation) will belong to a separate conflict side "Wild Quasimorphs" and will be hostile to all conflict sides on the mission. However, such quasimorphs will be allies for Tezctlan on Venus. If the player is on Tezctlan's side and has maximum reputation with his faction, then wild quasimorphs will be his allies
In missions against quasimorph factions, the level of quasimorphosis will not decrease to the level of doubt (except for defense missions)
[*] [b]Reworked injury and health mechanics:[/b]
Any decrease in a character's health leads to the appearance of a wound.
Weak wounds have no negative effects.
The effects of amputations depend on the type of damage that caused the amputation.
Significantly reworked the properties and parameters of medications.
The logic of character states has been reworked, and new states have been added, further status effects (infection, poisoning, dependencies, frostbite, and shock).
Visual display of status effects on the player has been added.
Each status effect has its own progression logic from 0% to 100% and has 4 stages (the first 0-25, the second 26-50, and so on). Each stage has its own set of debuffs applied to the character.
Dependency status effects (narcotic, alcoholic, nicotine, and kavakha) may occur with a chance when using corresponding items. With each use of such an item, the chance of addiction increases. Using such items on a character with an existing addiction will reset its progress to 0% but will not remove it. There are separate items for treating dependencies.
Treatment of a status effect occurs through the use of items that reduce the progress of specific status effects by a certain percentage. If after application the progress of the status effect is 0%, it will automatically pass.
[*] The duration of defense missions has been changed from 150 to 80 turns.
[*] Improved the model and texture of the ship. Both for the regular and "Support Set" versions.
[*] Mission duration for defense missions has been changed from 150 to 80 turns.
[*] Improved model and texture of the ship, both for regular and "Support Pack" versions.
[*] Xiomara's Skull will now be awarded even in the case of mission evacuation, not just upon successful mission completion.
[*] Increased rewards for completed tasks, and costs from rewards are now added to the player's account with the beneficiary faction.
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[h2]UI / UX[/h2]
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[*] Mission goal descriptions now include clarifications about the location of the task objective.
[*] Added a screen to display item prices, where you can learn about changes in the price and demand for various goods.
[*] Added a quick trade option, which allows trading with stations without landing. The option is enabled in the settings under the General tab.
[*] Added an option to disable camera shake.
[*] The camera has been reworked to remove shake in some cases.
[*] The visual display of interaction restrictions with items and interactive objects while running has been reworked for greater clarity.
[*] The description of the Pyromaniac perk has been supplemented. It is now specifically indicated that the perk affects the duration of fire on the ground (+1 turn) and the duration of burning on the target (+1 action point).
[*] Added display of critical hit chance for melee weapons on the mercenary class screen.
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[h2]FIXES[/h2]
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[*] Balancing adjustments to barter.
[*] Slightly reduced the radius in which enemies react to shots and sounds.
[*] Fixed: Character couldn't move to an adjacent cell if there was a fence obstacle nearby.
[*] Fixed: Interacting with containers and corpses consumed an extra action point.
[*] Fixed: Flamethrower was hitting targets behind closed doors.
[*] Fixed: Disc gun was not dealing damage to enemies in front.
[*] Fixed: Disc gun was not dealing damage to the player.
[*] Fixed: Fire was spreading through closed doors.
[*] Fixed: Discharging the grenade launcher produced extra fragmentation grenades.
[*] Fixed: Skull icon wasn't appearing on the ground after picking it up.
[*] Fixed: Highlighting selected enemies didn't illuminate all parts of the enemy's body in some cases.
[*] Fixed: Bullet decals were displaying purple after level load.
[*] Fixed: Softlock when a human enemy turned into an obsessed and started moving.
[*] Fixed: Pact of Ibo didn't heal.
[*] Fixed: Various arsenal sorting bugs.
[*] Fixed: Quasimorphosis level increased when quasimorphs phased back into the bramfatura.
[*] Fixed: Limb amputation of a corpse caused errors and softlocks.
[*] Fixed: AI behavior causing mobs to shoot "from the dark" or idle instead of attacking.
[*] Fixed: Delays between turns caused by actions of mobs outside the field of view.
[*] Fixed: Softlock when the baron transformed or when loading the game in a baron state.
[*] Multiple fixes related to the mechanics of wounds and status effects that led to corrupted saves.
[*] Fixed: Meddock healed amputations.
[*] Fixed: Goods obtained by the player during fast trading were not participating in the economic process.
[*] Fixed: Visiting the Promised Earth station resulted in a black screen.
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We would appreciate your feedback! Join our community on [url=https://discord.gg/hb5QdAA4yN]Discord[/url] to be the first to hear game news and receive notification when the patch release occurs! Also, follow us on [url=https://twitter.com/quasimorph]Twitter[/url]!
[i]Good luck in battle!
Best regards, Magnum Scriptum Team.[/i]