Patch v0.7.0+17662
Click here to go back to Patches. REDACTED Update 1 - now live!
The first big Early Access update is now live! There are many more to come and we will work tirelessly to improve all aspects of the game over the next year, but today enjoy the new things we have prepared and read through the changelog below!
Please mind the following:
- The Workshop will be unlocked through an event after playing at least one Construct Operation. A new option called "Workshop" will show up on the left sidebar on the Starmap.
- Existing Construct loot items that you own in existing saves do NOT work with the new Workshop! Only Construct loot items found after this patch can be used in the Workshop. You can identify them by their colorful icons.
Many changes are explained in the last Dev Diary, you can check it out HERE.
This update will NOT break savegames.
Changelog
v0.6.13 -- Patch #9
New
- Added new WORKSHOP screen. It is unlocked by a new event.
- Added blueprint vouchers for tech level 1 to the BLACK MARKET
- Added new Construct tech level 1 items
- Added new Construct loot items to be used in WORKSHOP (old items won't work)
- Added 'Remove Wreckage' skill for all player units
- Added new Construct Master Unit
- Deceased squad leaders are now displayed in the armory
- Holding Shift in the armory and during mission preparation turns the 'Unequip Squad' button into an 'Unequip All Squads' button now
- Added new audio setting: Disable Vehicle Idle Sounds
- Promotion Barks are now based on the Perk Tier
- New models for the SMGs MP3A9 'SOF' PPP and MP3A9 PPP 'Hi-Cap'
- Added new icon for long barrel tank cannon
- Added 'Mercenary Walker' to Pirate faction for the mid game
- Added new building variations to the 'POW Rescue' mission
- Added new barks
Improvements
- Removed 'Promotion Tax' mechanic and added a 'Promotion Cost Factor' based on the leader tier instead
- Overhauled all Construct units with changed stats and new abilities
- Removed Morale Damage from Construct Attacks
- The leader states 'weary', 'exhausted', 'bruised' and 'injured' are displayed better during mission prep and in the armory now
- Added the 'MOD1 Marksman Battle Rifle' Variant to the Zayn Beecherfaction reward list
- Skill 'Cut fence' is no longer usable while unit is inside vehicles or bunkers
- Adjusted Breakthrough and Crush Bridgehead map layouts to be less easy to cheese
- Tactical barks now continue to play, after the primary objectives are completed/failed
- Adjusted the play rate of barks to more evenly space them out
- Adjusted textures for all constructs
- Adjusted Shotgun Muzzle flash effect to be less extreme
- Increased visual firing cadence for twin HMG
- Added Guncrawler move sounds
- Increased plasma tracers visibility
- Reworked ATGM firing effects and sounds (they are now awesome)
- Added new icons for Walker Jetpack Accessory
- Improved grass rendering performance
- Updated game engine
Bugfixes
- FIXED OCI 'Auto Supplies' didn't add the correct amount of supplies
- FIXED Rend ammo decreased damage instead of increasing it
- FIXED It is no longer possible to gain AP by combining certain accessories and perks
Constructs:
- FIXED Construct operations didn't spawn anymore when there was no Menace presence on any planet
- FIXED Construct Skirmishers dropped the wrong loot
- FIXED Construct Soldiers animation didn't react to hits properly
Perks
- FIXED Greifinger's Recover perk text now clarifies that it requires Greifinger himself to kill the elements to gain the benefit
- FIXED The perk 'Counterstrike' now works correctly with skills sharing ammunition
- FIXED Perk 'Flamboyant' now displays the correct supply cost in the UI
- FIXED Perk 'Zig-Zag' buff disappearing after the unit's turn ends
- FIXED Generic Reward Table containing some unfinished items
- FIXED The wrong loot table was used for the "lucky finds" strategic asset
- FIXED A Zama success bark played the wrong voice line
FIXED Operation durations and the number of reward choices was wrong:
- Adjusted operation length for short operations to 3 missions
- Adjusted operation length for medium operations to 4 missions
- Adjusted operation length for long operations to 5 missions
- Adjusted reward option rarity multipliers based on operation length
Glitches:
- FIXED Some Rogue army vehicles didn't use the right material when destroyed
- FIXED Some armors weren't displayed correctly on the skill bar
- FIXED One plasma weapon had no impact effects for some surfaces
- FIXED Skin of light vehicle turret showing wrong faction color
- FIXED Missing vehicle trails for the 'light carrier' and 'ATV'
- FIXED 'Light walker pilot' had no material assigned
UI
- FIXED In all languages, except English, too many line-breaks were displayed for various descriptions
- FIXED Equipment slot names were sometimes incorrectly displayed in English
- FIXED 'Leave Mission' button wasn't clickable while covered by barks
- Various other translation fixes
- Many UI fixes and tweaks
Balancing
Perks:
- Buffed Iveys Perk "Barrage", increased AP reduction from 10 to 15
- Reduced perk "Lucky Shot" AP cost to 30
- Increased movement cost reduction from perk 'Shoot and Scoot' from 4 to 6
- Reduced 'base supply' cost for squad leaders and vehicles
- Increased 'base supplies' for all difficulties
- Increased squaddie tax
- Adjusted rank promotion costs
- Removed the ability of mining lasers to destroy cover
- Reduced Laser Lance Supply costs from 70 to 50
- Increased Long Barrel Tank Gun supply costs from 55 to 60
- Reduced civilian vision range from 12 to 9
- Adjusted deployable laser turret vision range from 11 to 8
- Reduced authority hiring costs from 30 to 20 for all SLs and Pilots
- Increased negative discipline impact of low authority
- Set maximum lootable enemies per mission to 15 flat to combat extreme enemy farming
- Reduced alien loot drop chance from 35% to 25%
- Increased campaign progress lock for RA Jaegers to make them show up in battles slightly later
- Long operations only show up after 35% campaign progress
Items
- Increased Black Market Item selection for vehicles, special weapons and vehicle weapons
- Increased tier 2 Rocket Launcher range to 10
- Changed Thermite Grenade do 35% of max HP damage instead of 50% of current hitpoint damage.
- Reduced rarity of tier 2 squad and special weapons from 50 to 45
- Reduced disposable rocket launcher and disposable flamethrower trade value to 15 from 25
- Reduced Construct Loot Trade Value across the board
- Changed autocannon supply costs to 45 for tripod and 55 for vehicle versions
- Increased AT wardog trade value to 35 from 30
- Increased AT wardog supply deployment costs to 20 from 15
- Rebalanced pirate truck, ATV and light carrier to be more in line
- Buffed ATV to be actually useful now
- Adjusted ATGM Launcher and Zayntech ASGM 2 direct fire mode to have 4 tiles min. range and -5 accuracy dropoff instead of -3
- Fixed vehicle HMG armor pen being too low, is now 25 as it should have been
Missions
- Slightly increased reinforcement timers on all defense missions so enemies will spawn reinforces for more rounds
- Changed Raid Command Post Mission to make enemies more active and react to player units faster, reduced enemy army points slightly
- Adjusted AP from 80 to 100 across all entities to be in line with other units and make rescue missions a bit easier
- Increased pirate defense turrets HP from 140 to 160
Constructs:
- Reduced Carrier HP from 600 to 480
- Reduced Drone HP to 25
- Increased Drone elements from 5-7 to 8-9
- Reduced Drone accuracy to 50
- Reduced Guncrawler HP to 300
- Reduced Floater Armor to 70 and armor durability to 100.
- Increased Shambler explosion armor damage to 160 from 60
- Removed loot from Floaters
- Reduced change for the Carrier to spawn multiple times
Known Issues
Some antivirus programs incorrectly classify the "GameAssembly.dll" file as malware and delete it, making the game unplayable. If that happens, please whitelist the "GameAssembly.dll" and "Menace.exe".
If the game is installed on HDD drives, loading times are bad and barks are delayed.
Display mode "Fullscreen" sometimes behaves not as expected, after minimizing the game. Until this is fixed please consider using "Fullscreen Window" instead.


