Patch v0.7.16

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The big balancing update is now live! So far we only did minor balancing adjustments and approached the most urgent issues or obvious outliers. Over the past months we started looking a bit deeper into which items, perks, OCIs or characters are favoured and which are not and why. Some things are currently hardly used by any player, while others are used a bit too much. Our goal here is explicitly NOT to make all things equal. We are aware that some items, perks, or OCIs are just very situational and are picked by only a few players, and that is exactly what we want. However, we want to level pick rates a bit to make sure there are no dominant builds or ways to play the game. In the end, we want to enable build variety, and this includes working on extreme outliers. Of course balancing will always be one of our main concerns even after the full release of the game. With a game as complex as MENACE, balancing is very difficult and requires a lot of time, testing and trial and error but we are confident that today's update is a big step in the right direction. The update also includes an updated Ironman mode that makes it a lot harder to save scum.

NOTE: This update is compatible with existing savegames, but as several perks have been changed and some have been swapped for different or entirely new ones, all promotion points have been refunded and all promotions have to be assigned again.

New 3D Model for Load Bearing Rig

New Critical Hit UI + SFX

New Accessory: Individual First Aid Kit

New Accessory: Heat Sink

New Sprint Perk

New Silenced Pistol: MK18MOD1 "NSF" HPS

New icons for Tripod Laser Lance

Gameplay: Accuracy Malus for Blind Fire

Gameplay: Hive Queen now Immune to Stuns


Changelog: v0.7.16

New

  • Added new ‘Sprint’ perk: For 40 AP sprint up to 5 tiles, unit gains the ‘winded’ effect afterwards
  • Added new 3D model for load bearing rig armor
  • Added new ‘Heatsink’ vehicle accessory: Increased maximum heat capacity by 50%
  • Added new silenced pistol MK18MOD1 "NSF" HPS
  • Added new IFAK - ‘First Aid’ infantry accessory: Increases squaddie rescue chance for the unit by 25%, 1 squaddie will always get rescued
  • Critical hits gain increased armor penetration by 50%
  • Added a ‘Critical Hit’ text and sound, when landing a critical hit
  • Properly implemented Ironman mode:
   **Quitting / closing the game during a mission will abort the mission
   **If SLs that are downed / KIA during the mission it is not possible to save scum “revive” them anymore
   **'Thats a Knife' status effect
   **Tripod laser lance
   **‘Weapon parts’
  • Updated pistol and AP pistol icons
  • Added new barks


Improvements

  • Damage reduction is now capped at 90%
  • Added a minimum movement cost per tile of 4 AP
  • Firing blindly onto a tile now has a -60% accuracy malus
  • Player controlled allied local forces and civilians can now use the ‘Cut Fence’ and ‘Remove Wreckage’ skills
  • Some big enemies like the Hive Queen are now immune to stun effects
  • Missions can no longer be left during the enemy’s turn
  • Missions:
   **Adjusted some mission briefings and objective texts to be more fitting to the actual objectives
   **‘Barricaded Suspects’: 
       Replaced civilian VIPs with new ‘Dealmaker’ unit
       Adjusted secondary objective
   **Improved enemy positioning and movement in mission 'Hostage Situation'
  ** Retitled mission ‘Minimize Civilian Casualties’ to ‘Locate And Exfil’ and adjusted objective texts 
  • If possible duplicate operations are avoided
  • Increased chance to spawn operations against factions for which there isn't an operation yet
  • Improved UI for missions where assassination targets are not marked at mission start
  • Each Objective now has an individual progress bar instead of using a merged one


Bugfixes

  • FIXED Sometimes operations didn't finish even though the required victory points were reached
  • FIXED Sometimes ‘Plow Through’ didn’t deal damage to units when fast forwarding
  • FIXED Sometimes offmap ability countdowns could get stuck
  • FIXED Player offmap abilities were able to be placed with no delay when using it after the enemy's offmap ability
  • FIXED Bonus operation reward choices from OCI ‘Wayback Advocate’ were not capped to 1
  • FIXED Some heavy armors had movement penalties on top of the ‘encumbered’ effect
  • FIXED Perk 'Critical Hits' did not increase critical hit damage by 50%
  • FIXED Perk 'Call Out' was usable on invisible targets
  • FIXED Perk ‘Taking Command’ can no longer be used on enemies inside towers
  • FIXED Perk ‘Buyout’ now works with rogue army conscripts equipped with IMX SA-RPG 2
  • FIXED Airburst launchers can now target blocked tiles
  • FIXED Tooltips of perk 'Dash' were stating different movement cost reduction values
  • FIXED Some missions had primary objectives wrongly set up as optional
  • FIXED Alien Warriors had a faulty pick chance calculation that could result in very high numbers on bad rolls
  • FIXED Sometimes Pirate Boarding Commando pick chance was too high
  • FIXED Supply point costs for enemy vehicles that transport infantry. (This will result in lower enemy numbers in armies with a lot of these units)
  • FIXED Mission ‘Hostage Situation’ had a double fence that had to be cut twice
  • FIXED Sometimes boulders were not aligned with the terrain
  • FIXED Rocket Organ had a very bright flash while shooting at night
  • FIXED Squaddie names were not updated immediately after changing them
  • FIXED Pirate scavengers equipped with R14A2 ARC now also drop the weapon as loot
  • FIXED 'Corridor Sweeper' was in the reward tables
  • FIXED Accessory ‘Advanced Armor Plates’ stacked
  • FIXED E4A2 ELSA Plasma Rifle now shows the correct amount of uses while unequipped
  • FIXED Weapon uses are now updated in the armory/mission preparation when perk 'Share the Load' is active
  • FIXED Construct Shamblers healthbar updates after self-destruction
  • FIXED In certain angles the tile tooltip would flicker repeatedly
  • FIXED Leader faction backgrounds weren’t displayed correctly properly on the mission result screen
  • FIXED New Pirate missions now use correct background music
  • FIXED Autocannon Strafing didn't have a dropship shadow
  • FIXED MK 2 Fragmentation Grenade was available in the blackmarket
  • Various UI fixes
  • Adjusted various descriptions

Balancing

Squad Leaders

   Swapped ‘Standby’ for reworked ‘Take Aim’ perk
   Swapped ‘Demolitions Expert’ for ‘Disruptive Fire’ perk

Perks

   Now grants additional 5% damage reduction per tile
   Increased defense per tile from 3% to 5%
  • First Aid: Now grants additional squaddie rescue chance of 20% for all units with a minimum of 1
  • Hit the Deck: Now grants additional +3 concealment when suppressed or pinned down
  • Sharpshooter: Now reduces enemy cover level by 2, but only works for special weapons and vehicle weapons
  • Determined: Increased suppression reduction from 35% to 50%
  • Hotwire: Now lets unit ignore the first time it would be destroyed and lets it survive with 10% hitpoints on top of the existing effect
  • Standby and Take Aim
   Perks got merged into a new ‘Take Aim’ perk
   Take Aim now skips the active unit’s turn to act later and grants a +10% accuracy bonus and +30% critical hit chance bonus
   Now reduces incoming damage for the whole unit
   Reduced damage reduction from 90% to 30%
   Now grants 25% maximum hitpoint damage
   Increased elements hit from 1+50% to 2+60%
   Killing a unit with this ability will give the next attack +100% critical hit chance
   Now grants additional +1 concealment
   Additionally reduces movement cost per tile by -2 when isolated
  • Steady Gun: Now grants +1 maximum weapon range when stationary for 1 round on top of the existing effect
  • To Shreds: Now always triggers a critical hit explosion when killing a vehicle
  • Disdain: Now grants a full stack of ‘Partir De Rien’ upon losing a squaddie
  • Linebreaker: Now ACTIVE: Spend 60 AP to instantly charge at an enemy within 5 tiles and stun them. Half cover along the way gets destroyed
  • Short Squeeze
   Increased range from 10 to 12
   Now checks for a 3 tiles wide area
   Increased range from 2 to 4
   Increased uses from 6 to 8
   Trapped units receive +30% damage
   Increased duration from 1 to 2 rounds
   Now also grants +20% armor damage reduction

OCIs

   Increased repetitions from 30 to 40
   Reduced scatter chance from 25% to 10%
   Increased repetitions from 30 to 40
   Reduced scatter chance from 25% to 10%
   Increased uses from 6 to 8
   Reduced cost from 60 to 40
   Increased uses from 3 to 5
   Reduced cost from 80 to 50
   Increased suppression from 45 to 60
   Increased morale damage from 30 to 55
   Reduced cost from 80 to 50
   Increased accuracy for rocket sentry turret  from 50 to 80 
   Reduced cost from 100 to 60
   Increased accuracy for ATGM sentry turret from 50 to 80 
   Increased uses from 3 to 5
   Reduced cost from 60 to 50
   Increased uses from 3 to 5
   Reduced cost from 90 to 70
   Increased uses from 3 to 6
   Reduced cost from 90 to 60
   Increased uses from 3 to 4
   Increased selectable tiles from 2 to 3
   Reduced delay from 2 to 1
   Increased uses from 5 to 6
   Increased selectable tiles from 2 to 3
   Reduced delay from 1 to 0
   Increased uses from 6 to 10
   Reduced cost from 80 to 40

Armors

Infantry Accessories

   Increased accuracy bonus from 20 to 30
   Reduced supply cost from 10 to 5
   Increased accuracy bonus from 20 to 30
   Reduced supply cost from 10 to 5
   Reduced trade value from 20 to 15
   Increased accuracy bonus from 0 to 10
   Increased damage from 35% to 45% maximum hitpoints
   Increased armor penetration from 140 to 180
   Increased armor damage from 200 to 250
   Increased accuracy bonus from 20 to 30
   Reduced armor damage from 20 to 15
   Increased accuracy bonus from 20 to 30
   Removed damage percentage based on current hitpoints
   Increased damage from 25 to 130
   Increased elements hit from 1 to 2
   Increased armor penetration from 60 to 65
   Increased duration from 2 to 3 rounds
   Increased uses from 2 to 3
   Reduced trade value from 45 to 30
   Increased uses from 2 to 3
   Reduced supply cost from 25 to 15
   Reduced trade value from 45 to 40
   Increased damage reduction from 25% to 50%
   Increased uses from 2 to 3
   Increased duration from 2 to 3 rounds
   Increased uses from 2 to 3
   Reduced supply cost from 25 to 15
   Reduced supply cost from 20 to 15
   Reduced trade value from 60 to 45
   Reduced item rarity from 45 to 40
   Increased uses from 2 to 3
   Reduced supply cost from 20 to 10
   Reduced trade value from 45 to 30
   Reduced item rarity from 35 to 25
   Increased uses from 2 to 3
   Reduced defense malus from 10% to 5%
   Reduced supply cost from 15 to 10
   Reduced trade value from 45 to 35
   Now additionally grants +2 detection
   Increased discipline bonus from 15 to 20
   Reduced supply cost from 20 to 15
   Increased uses from 2 to 3
   Reduced supply cost from 20 to 15
   Automatically removes the ‘injured’ and ‘bruised’ emotional state while equipped
   Increases squaddie hitpoints by 2 while equipped
   Automatically removes the ‘exhausted’ emotional state while equipped
   Increases growth potential by 2 while equipped
   Increased accuracy bonus from 15 to 20 
   Increased uses from 2 to 3

Squad Weapons

   Reduced ammunition from 12 to 10
   Increased supply cost from 9 to 11
   Reduced accuracy bonus from 20 to 10
   Increased damage from 10 to 20
   Increased damage dropoff from -1.5 to -2.5
   Reduced armor durability damage from 30 to 20
   Increased suppression from 4 to 6
   Reduced element hit percentage from 40% to 30%
   Reduced maximum hitpoint damage from 15% to 10%
   Increased armor durability damage from 18 to 22
   Increased damage from 18 to 25
   Reduced trade value from 130 to 90
   Reduced supply cost from 20 to 18
   Increased armor durability damage from 9 to 11
   Reduced trade value from 70 to 60
   Reduced supply cost from 13 to 11
   Increased armor durability damage from 9 to 11
   Reduced trade value from 70 to 60
   Reduced supply cost from 13 to 11
   Increased armor durability damage from 9 to 11
   Reduced trade value from 15 to 10
   Reduced supply cost from 9 to 8
   Increased ideal range from 2 to 3
   Increased amount of repetitions from 5 to 6
   Increased fire mode ‘Tap Fire’ ideal range from 4 to 5
   Reduced trade value from 120 to 90
   Reduced supply cost from 20 to 18
   Increased damage from 8 to 9
   Increased armor penetration from 30 to 35
   Increased armor durability damage from 9 to 10
   Reduced trade value from 25 to 20
   Reduced supply cost from 11 to 9
   Increased ideal range from 2 to 3
   Increased accuracy bonus from 5 to 10
   Reduced trade value from 70 to 60
   Reduced trade value from 70 to 60
   Increased ideal range from 3 to 4
   Fire mode ‘Spray’
       Reduced accuracy malus from -30 to -14
       Increased ideal range from 1 to 2
       Reduced accuracy dropoff from -12 to -10
   Reduced accuracy malus from -10 to -5
   Fire mode ‘Underbarrel Grenade’:
       Adjusted damage to match other grenade launchers
       Reduced accuracy bonus from 25 to 15
   Reduced trade value from 65 to 40
   Reduced supply cost from 18 to 11
  • MK22MOD1: Can now be obtained in the Black Market

Special Infantry Weapons

   Added +10% critical hit chance to primary fire mode
   Increased damage from 25 to 30
   Added +10% critical hit chance to primary fire mode
   Increased damage from 30 to 35
   Added +20% critical hit chance to fire mode ‘Aimed Shot’
   Increased damage from 40 to 55
   Added +20% critical hit chance to fire mode ‘Aimed Shot’
   Increased damage from 30 to 45
   Reduced supply cost from 30 to 25
   Increased ideal range from 3 to 4
   Fire mode ‘Salvo’
       Reduced AP cost from 40 to 30
       Increased repetitions from 15 to 20
   Fire mode ‘Strafing’
       Reduced AP cost from 60 to 50
       Increased repetitions from 40 to 60
   Increased trade value from 60 to 70
   Increased supply cost from 50 to 65
   Increased damage from 12 to 20
   Reduced chance to jam from 10% to 5%
   Reduced supply cost from 50 to 45
   Reduced item rarity from 40 to 30
   Reduced trade value from 80 to 55
   Reduced supply cost from 70 to 45
   Increased suppression from 25 to 50
   Reduced trade value from 55 to 45
   Reduced supply cost from 25 to 20
   Reduced accuracy malus from -15 to -10
   Reduced trade value from 120 to 90
   Reduced accuracy malus from -25 to -15
   Increased suppression from 10 to 13
   Increased ammunition from 8 to 10
   Reduced accuracy malus from -10 to -5
   Increased suppression from 12 to 15
   Increased ammunition from 8 to 10
   Reduced item rarity from 60 to 55
   Reduced trade value from 180 to 140
   Reduced supply cost from 40 to 35
   Reduced accuracy malus from -20 to -10
   Increased suppression from 12 to 15
   Increased ammunition from 8 to 10
   Reduced trade value from 120 to 90
   Increased ammunition from 8 to 10
   Reduced trade value 50 to 40
   Reduced supply cost from 40 to 35
   Increased damage from 15 to 40
   Increased armor penetration from 10 to 20
   Increased armor damage from 20 to 30
   Reduced scatter range from 2 to 1
   Reduced scatter chance from 50% to 33%
   Increased damage dropoff from -10 to -25
   Reduced AP cost from 50 to 40
   Adjusted elements hit from 0+70% to 1+60%
   Reduced trade value from 50 to 40
   Reduced supply cost from 40 to 30
   Increased armor durability damage from 60 to 160
   Increased elements hit from 0+30% to 2+50%
   Removed shrapnel AOE effect
   Reduced dropoffs from AOE center:
       Damage from -120 to -40
       Armor Penetration from -80 to -30
       Armor Damage from -60 to -30
       Suppression from -30 to -20
   Increased ammunition from 8 to 10
   Swapped ‘Disrupted’ effect for new ‘Concussed’ effect
       Concussed: Reduces accuracy by 20% and AP by 50
   Reduced supply cost from 40 to 35
   Increased ideal range from 6 to 7
   Increased maximum range from 9 to 10
   Increased accuracy bonus from -5 to 5
   Increased damage from 12 to 25
   Increased armor penetration from 35 to 40
   Reduced armor penetration dropoff from -1.2 to -1
   Increased armor damage from 13 to 25
   Increased armor durability damage dropoff from 0.4 to 0.5
   Increased suppression from 25 to 30
   Reduced trade value from 120 to 90
   Increased accuracy malus from -10 to -15
   Increased supply cost from 45 to 50

Vehicle Weapons

Light Weapons

Medium Weapons

           Reduced trade value from 60 to 40
           Reduced supply cost from 45 to 30
           Increased accuracy malus from -10 to -15
           Increased supply cost from 45 to 50
           Reduced trade value from 65 to 50
           Reduced supply cost from 50 to 40
           Reduced trade value from 50 to 40
           Reduced supply cost from 45 to 30
           Increased damage from 12 to 20
           Increased armor damage from 30 to 35
           Reduced supply cost from 60 to 40
           Increased ideal range from 3 to 4
           Reduced armor penetration dropoff from -1.7 to -1.6
           Reduced AP costs for Salvo from 40 to 30
           Reduced AP costs for Strafing from 60 to 50
           Reduced item rarity from 45 to 35
           Reduced trade value from 80 to 70
           Reduced supply cost from 70 to 65

Heavy Weapons

           Increased ideal range from 3 to 4
           Reduced armor penetration dropoff from -1.7 to -1.6
           Fire mode ‘Salvo’:
               Reduced AP costs from 40 to 30
               Increased repetitions from 30 to 40
           Fire mode ‘Strafing’:
               Reduced AP costs from 60 to 50
               Increased repetitions from 80 to 120
           Reduced item rarity from 60 to 55
           Reduced trade value from 110 to 100
           Reduced supply cost from 140 to 110
           Increased trade value from 80 to 90
           Increased supply cost from 60 to 70
           Increased elements hit from 1+40% to 2+40%
           Will now always hit with a 25% chance to scatter up to 1 tile
       Removed additional accuracy malus for all twin-linked weapons
           Increased minimum range from 8 to 10
           Increased maximum range from 16 to 22
           Adjusted stats for AoE center hit:
               Increased damage from 25 to 100
               Increased armor penetration from 35 to 100
               Increased armor damage from 15 to 80
               Increased elements hit from 1 to 2
           Reduced AP cost from 60 to 40 for all fire modes
           Increased ammunition from 8 to 14
           Reduced scatter chance from 70% to 60%
           Reduced trade value from 90 to 65
           Reduced supply cost from 65 to 50

Vehicle Accessories

       Reduced AP cost from 15 to 10
       Increased uses from 2 to 3
       Reduced trade value from 45 to 35
       Reduced AP cost from 20 to 10
       Increased uses from 2 to 3
       Increased AoE size
       Reduced trade value from 35 to 25
       Increased damage reduction from 33% to 50%
       Reduced supply cost from 25 to 20

Black Market

  • Reduced ‘Recruitment Effort’ trade value from 60 to 50
  • Increased value for ‘Weapon Parts’ commodity from 10 to 25

Missions

Enemies


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.
  • If you have a monitor with a high refresh rate, crashes can occur. If this is the case, please either enable ‘Vsync’ in the settings or lower the refresh rate to 60 FPS or lower.