Patch v0.7.3+18395: Difference between revisions
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To give you a quick glance of what to expect in today's patch, here is a list with images of the most important changes: | To give you a quick glance of what to expect in today's patch, here is a list with images of the most important changes: | ||
The new Battle Tank and finally the Heavy Marine Tank: | *The new [[Battle Tank]] and finally the [[Captured Heavy Tank|Heavy Marine Tank]]: | ||
[[File:801ef5fb5eb3fd6278dccfc75409040ba14abce2.jpg|center]] | [[File:801ef5fb5eb3fd6278dccfc75409040ba14abce2.jpg|center|1000px]] | ||
[[File:442e6078f040a86909bc004aa1974ed1dd93163b.jpg|center]] | [[File:442e6078f040a86909bc004aa1974ed1dd93163b.jpg|center|1000px]] | ||
Light Vehicle Weapons can now fit in Medium Weapon slots. Medium walkers can also equip two of the same and get a twin-fire skill: | *[[Vehicle Weapons|Light Vehicle Weapons]] can now fit in [[Vehicle Weapons|Medium Weapon]] slots. [[Medium Walker|Medium walkers]] can also equip two of the same and get a twin-fire skill: | ||
[[File:021bda56242b670c93b21434f857933b4a902da0.png|center|]] | [[File:021bda56242b670c93b21434f857933b4a902da0.png|center|1000px]] | ||
[[File:E77cea9994315855dfa2d7a42fc8185385342fa0.png|center|]] | [[File:E77cea9994315855dfa2d7a42fc8185385342fa0.png|center|1000px]] | ||
New Unit Leader Statistics Dialog: | *New Unit Leader Statistics Dialog: | ||
[[File:6e5362c2ce7b03241b1d6be0d6d0a7b48c7fe438.png|center|]] | [[File:6e5362c2ce7b03241b1d6be0d6d0a7b48c7fe438.png|center|1000px]] | ||
3 New 3D weapon models for[[XGr-20 CDTE| XGr-20 CDTE (Airburst Launcher)]], [[IAR| IAR (Infantry Automatic Rifle)]], [[AT-RGL|AT-RGL (Anti-Tank Gun)]] | *3 New 3D weapon models for[[XGr-20 CDTE| XGr-20 CDTE (Airburst Launcher)]], [[IAR| IAR (Infantry Automatic Rifle)]], [[AT-RGL|AT-RGL (Anti-Tank Gun)]] | ||
[[File:4b2a21d626ad1d0d8ca265cf6adddd742c7b20fb.png|center|]] | [[File:4b2a21d626ad1d0d8ca265cf6adddd742c7b20fb.png|center|1000px]] | ||
New Medium Vehicle Weapon AT-RGL: | *New Medium Vehicle Weapon [[AT-RGL (Vehicle)|AT-RGL]]: | ||
[[File:9410d924964c63a4142a66093fd14d82f05ba557.png|center|]] | [[File:9410d924964c63a4142a66093fd14d82f05ba557.png|center|1000px]] | ||
Added a unique biome feature: Wheat and vegetable fields on Backbone: | *Added a unique biome feature: Wheat and vegetable fields on [[Backbone]]: | ||
[[File:43321d2dc5f737dd95f238cf561c81cc967f3129.png|center|]] | [[File:43321d2dc5f737dd95f238cf561c81cc967f3129.png|center|1000px]] | ||
=Changelog= | =Changelog= | ||
v0.7.3+18395 -- Patch #10 | v0.7.3+18395 -- Patch #10 | ||
===New=== | ===New=== | ||
*Added 'Heavy Tank' and 'Battle Tank' to get through loot and the blackmarket | *Added [[Captured Heavy Tank|'Heavy Tank']] and [[Battle Tank|'Battle Tank']] to get through loot and the [[Black Market|blackmarket]] | ||
*Alien Queen changes: | *[[Alien Queen]] changes: | ||
She now has an 'emit aura' skill, which encourages nearby aliens and increases their discipline by 15% | She now has an 'emit aura' skill, which encourages nearby aliens and increases their discipline by 15% | ||
She is now immune to morale | She is now immune to morale | ||
She can now show up through the regular Alien army list | She can now show up through the regular Alien army list | ||
*Light Vehicle Weapons now fit into medium slots | *[[Vehicle Weapons|Light Vehicle Weapons]] now fit into medium slots | ||
*Added SL statistics dialog in the mission preparation and armory, which shows statistics about the last mission and also all participated missions | *Added SL statistics dialog in the mission preparation and armory, which shows statistics about the last mission and also all participated missions | ||
*Added 3 new weapon models: XGr-20 CDTE (Airburst Launcher), IAR (Infantry Automatic Rifle), AT-RGL (Anti-Tank Gun) | *Added 3 new weapon models: [[XGr-20 CDTE|XGr-20 CDTE (Airburst Launcher)]], [[IAR|IAR (Infantry Automatic Rifle)]], [[AT-RGL|AT-RGL (Anti-Tank Gun)]] | ||
*If a planet is fully corrupted by [REDACTED], the following happens now: | *If a planet is fully corrupted by [[MENACE|[REDACTED]]], the following happens now: | ||
The story faction of the planet is destroyed | The story faction of the planet is destroyed | ||
All OCIs which were unlocked by that faction can't be installed anymore | All OCIs which were unlocked by that faction can't be installed anymore | ||
Only [REDACTED] operations spawn on that planet from now on | Only [REDACTED] operations spawn on that planet from now on | ||
*Added two additional game over states, besides all planets being fully corrupted by the [REDACTED]. The game is now also over if: | *Added two additional game over states, besides all planets being fully corrupted by the [[MENACE|[REDACTED]]]. The game is now also over if: | ||
the authority drops to -30 | the authority drops to -30 | ||
no SLs are left and can't be hired | no SLs are left and can't be hired | ||
*Added "Additional Shadows" player graphics setting to enable optional shadows of environmental lamps in night missions | *Added "Additional Shadows" player graphics setting to enable optional shadows of environmental lamps in night missions | ||
*Added new modular medium vehicle weapon: AT-RGL (Anti Tank Gun) | *Added new modular medium vehicle weapon: [[AT-RGL (Vehicle)|AT-RGL (Anti Tank Gun)]] | ||
*Added new light vehicle weapon: Anti Materiel Rifle | *Added new light vehicle weapon: [[Anti-Materiel Rifle "Crocodile" (Vehicle)|Anti Materiel Rifle]] | ||
*Added wheat- and vegetable- fields on Backbone | *Added wheat- and vegetable- fields on [[Backbone]] | ||
*Added new sitting animation for troops inside vehicles | *Added new sitting animation for troops inside vehicles | ||
*Added photosensitivity warning at game start | *Added photosensitivity warning at game start | ||
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*Removed guaranteed morale loss from allies dying. Close-by units still lose morale | *Removed guaranteed morale loss from allies dying. Close-by units still lose morale | ||
*Certain destructible objects like junk piles no longer count towards 'Don't destroy more than X buildings' secondary objectives | *Certain destructible objects like junk piles no longer count towards 'Don't destroy more than X buildings' secondary objectives | ||
*Only one [[Smart Gun Link|'Smart Gun Link']] accessory can now be equipped, since the effect doesn't stack | |||
*Limited 'Camouflage' accessories to one per unit, since the effect doesn't stack | *Limited [[Camouflage Kit|'Camouflage']] accessories to one per unit, since the effect doesn't stack | ||
*Added AOE effect to 'Ion Beam' offmap ability | *Added AOE effect to [[OCI|'Ion Beam']] offmap ability | ||
*Enemy Asset 'Terror Camp' and the Strategic Asset 'Biological Agent' show up on the status effects bar now | *Enemy Asset [[Operations|'Terror Camp']] and the [[Operations|Strategic Asset 'Biological Agent']] show up on the status effects bar now | ||
*Improved procedural roads | *Improved procedural roads | ||
*Aborting operations costs 5/10/20 authority now based on the operation duration | *Aborting operations costs 5/10/20 authority now based on the operation duration | ||
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The initial rotation of vehicles on mission start is calculated now in 45° steps instead of 90° steps | The initial rotation of vehicles on mission start is calculated now in 45° steps instead of 90° steps | ||
Player vehicles spawn turned away from the deployment zone center now, if their deployment zone doesn't touch the map border | Player vehicles spawn turned away from the deployment zone center now, if their deployment zone doesn't touch the map border | ||
*The chance for [REDACTED] operations increases now linear to the [REDACTED] presence on the planet from 50% up to 100% | *The chance for [[Menace|[REDACTED]]] operations increases now linear to the [[Menace|[REDACTED]]] presence on the planet from 50% up to 100% | ||
*Changed the motion scanner 'blip' from red to green | *Changed the [[Motion Scanner|motion scanner]] 'blip' from red to green | ||
*Units movement cost modifier now get included when hovering over a tile | *Units movement cost modifier now get included when hovering over a tile | ||
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*FIXED Motion blur graphics setting didn't work | *FIXED Motion blur graphics setting didn't work | ||
*FIXED Demote refund amounts weren't calculated correctly for all leaders | *FIXED Demote refund amounts weren't calculated correctly for all leaders | ||
*FIXED Offmap ability 'Supply Drop' no longer refills active perks | *FIXED Offmap ability [[OCIs|'Supply Drop']] no longer refills active perks | ||
*FIXED Canceling vehicle rotation no longer prevents other units from being selected | *FIXED Canceling vehicle rotation no longer prevents other units from being selected | ||
*FIXED The game no longer gets stuck on a loading screen when pressing ESC repeatedly during the splash screen | *FIXED The game no longer gets stuck on a loading screen when pressing ESC repeatedly during the splash screen | ||
*FIXED Rogue army officer 'whistle' skill no longer affects player units | *FIXED [[Officer|Rogue army officer]] 'whistle' skill no longer affects player units | ||
*FIXED The 'Counterstrike' enemy asset no longer applies to Constructs | *FIXED The [[Operations|'Counterstrike']] enemy asset no longer applies to Constructs | ||
'''Missions:''' | '''Missions:''' | ||
*FIXED Civilians no longer spawn inside evac zones of the 'Investigate Attack' mission | *FIXED [[Civilian Workers|Civilians]] no longer spawn inside evac zones of the 'Investigate Attack' mission | ||
*FIXED Data container objective spawned in evac zone for 'Raid Command Post' missions | *FIXED Data container objective spawned in evac zone for 'Raid Command Post' missions | ||
*FIXED Construct enemies don't count towards 'Kill X% of enemies' objectives for Non-Construct missions anymore | *FIXED [[Menace|Construct enemies]] don't count towards 'Kill X% of enemies' objectives for Non-Construct missions anymore | ||
*FIXED Enemies were spawning inside the deployment zone for the 'Investigate Attack' mission | *FIXED Enemies were spawning inside the deployment zone for the 'Investigate Attack' mission | ||
*FIXED Construct | *FIXED [[Construct Floaters]] no longer contribute to 'Kill x% of enemies' objectives | ||
*FIXED Mission 'Repel Counterattack' only had one map layout active | *FIXED Mission 'Repel Counterattack' only had one map layout active | ||
'''Items:''' | '''Items:''' | ||
*FIXED Accessory 'Armor Plates' now gets refilled by 'Scavenger' perk crate | *FIXED Accessory [[Armor Plates|'Armor Plates']] now gets refilled by '[[Scavenger]]' perk crate | ||
*FIXED Added 'Squad Weapon' tag to pirate captain pdw, so that ammo accessories work on it | *FIXED Added 'Squad Weapon' tag to [[Captain's PDW|pirate captain pdw]], so that ammo accessories work on it | ||
*FIXED Accessory 'Match Ammo' not working correctly | *FIXED Accessory [[Match Grade Ammo|'Match Ammo']] not working correctly | ||
'''Perks''' | '''Perks''' | ||
*FIXED Perk 'Full Send' now also triggers for skills like smoke launchers | *FIXED Perk '[[Full Send]]' now also triggers for skills like smoke launchers | ||
*FIXED Perk 'Reinforcements' can no longer be used on other units, only applies to the unit equipped with the perk | *FIXED Perk '[[Reinforcements]]' can no longer be used on other units, only applies to the unit equipped with the perk | ||
*FIXED Perk 'Linebreaker' was usable while crouched | *FIXED Perk '[[Linebreaker]]' was usable while crouched | ||
*FIXED An issue with the perk 'Juryrigged' and 'Weapon System Destroyed' defect were certain weapons could not be used at all anymore | *FIXED An issue with the perk '[[Juryrigged]]' and [[Vehicle Defects|'Weapon System Destroyed']] defect were certain weapons could not be used at all anymore | ||
'''UI''' | '''UI''' | ||
*FIXED Armor is now properly displayed in tooltips for buildings or units | *FIXED Armor is now properly displayed in tooltips for buildings or units | ||
*FIXED The progressbar for objectives now preserves progress for already completed objectives | *FIXED The progressbar for objectives now preserves progress for already completed objectives | ||
*FIXED Offmap abilities now display the proper amount of turns until activation | *FIXED [[OCIs|Offmap abilities]] now display the proper amount of turns until activation | ||
*FIXED The 'Unequip All' button is not overlapping parts of the surrounding UI anymore | *FIXED The 'Unequip All' button is not overlapping parts of the surrounding UI anymore | ||
*FIXED All labels are now properly translated when the language is changed during missions | *FIXED All labels are now properly translated when the language is changed during missions | ||
*FIXED Bog, Achilleas and Yaz did not have inactive portraits in the 'Deceased SL' panel | *FIXED [[Garry Boganwright|Bog]], [[Achilleas Kainoo|Achilleas]] and [[Fedor Yazhov|Yaz]] did not have inactive portraits in the 'Deceased SL' panel | ||
*FIXED Various other UI fixes | *FIXED Various other UI fixes | ||
===Balancing=== | ===Balancing=== | ||
*Reduced Light Walker supply costs from 160 to 140 | *Reduced [[Light Walker]] supply costs from 160 to 140 | ||
*Reduced 'AT Wardog' attack range from 6 to 4 | *Reduced [["Wardog" AT Skybot|'AT Wardog']] attack range from 6 to 4 | ||
*Slightly adjusted vehicle movement costs | *Slightly adjusted vehicle movement costs | ||
*Increased movement costs for light carrier on roads from 8 to 10 per tile | *Increased movement costs for [[Light Troop Carrier|light carrier]] on roads from 8 to 10 per tile | ||
*Increased required campaign progress for pirate HMG truck from 15 to 20 to make it show up later in the game | *Increased required campaign progress for [[Pirate HMG Heavy Truck|pirate HMG truck]] from 15 to 20 to make it show up later in the game | ||
*Adjusted accuracy malus on twin linked weapons | *Adjusted accuracy malus on twin linked weapons | ||
'''Perks:''' | '''Perks:''' | ||
*Added a 15% accuracy bonus after using the 'Standby' perk | *Added a 15% accuracy bonus after using the '[[Standby]]' perk | ||
*Perk 'First Aid ' now also returns morale of the target unit to neutral | *Perk '[[First Aid]]' now also returns morale of the target unit to neutral | ||
'''Items''' | '''Items''' | ||
*Reduced medium walker movement costs from 20 to 16 per tile | *Reduced [[Medium Walker|medium walker]] movement costs from 20 to 16 per tile | ||
'''Missions''' | '''Missions''' | ||
*Reduced Alien variety in very-early-game instances of Mission: Corrupt Xeno Hatchling DNA | *Reduced [[Alien Wildlife|Alien]] variety in very-early-game instances of Mission: Corrupt Xeno Hatchling DNA | ||
*Changed mid- and late- game operation generation in favor of more options through all stages | *Changed mid- and late- game operation generation in favor of more options through all stages | ||
'''Constructs:''' | '''Constructs:''' | ||
*Reduced the Construct carrier 'Smoke Screen' skill duration to 1 turn | *Reduced the [[Construct Carrier|Construct carrier]] 'Smoke Screen' skill duration to 1 turn | ||
*Reduced the chance for multiple construct carriers in one missions | *Reduced the chance for multiple [[Construct Carrier|construct carriers]] in one missions | ||
===Known Issues=== | ===Known Issues=== | ||
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*If the game is installed on HDD drives, loading times are bad and barks are delayed. | *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. | *Display mode "Fullscreen" sometimes behaves not as expected, after minimizing the game. Until this is fixed please consider using "Fullscreen Window" instead. | ||
[[Category: Patches]] | |||
Latest revision as of 21:21, 1 June 2026
Click here to go back to Patches. Patch #10: Tanks, light weapons in medium slots and more
Battle Tank, Heavy Tank, Weapon Slot changes and much more
Today we are releasing patch #10 that finally brings the long awaited Battle Tank as well as the Heavy Tank for the Marines. We talked about the major changes in the last Dev Diary and you can read up on it over here: Dev Diary #46: Patch #10 Preview:
You can find the full changelog at the end of the Patchnotes. Please read them in full and also check the known issues we are working on!
This patch is compatible with existing save games.
To give you a quick glance of what to expect in today's patch, here is a list with images of the most important changes:
- The new Battle Tank and finally the Heavy Marine Tank:


- Light Vehicle Weapons can now fit in Medium Weapon slots. Medium walkers can also equip two of the same and get a twin-fire skill:


- New Unit Leader Statistics Dialog:

- 3 New 3D weapon models for XGr-20 CDTE (Airburst Launcher), IAR (Infantry Automatic Rifle), AT-RGL (Anti-Tank Gun)

- New Medium Vehicle Weapon AT-RGL:

- Added a unique biome feature: Wheat and vegetable fields on Backbone:

Changelog
v0.7.3+18395 -- Patch #10
New
- Added 'Heavy Tank' and 'Battle Tank' to get through loot and the blackmarket
- Alien Queen changes:
She now has an 'emit aura' skill, which encourages nearby aliens and increases their discipline by 15% She is now immune to morale She can now show up through the regular Alien army list
- Light Vehicle Weapons now fit into medium slots
- Added SL statistics dialog in the mission preparation and armory, which shows statistics about the last mission and also all participated missions
- Added 3 new weapon models: XGr-20 CDTE (Airburst Launcher), IAR (Infantry Automatic Rifle), AT-RGL (Anti-Tank Gun)
- If a planet is fully corrupted by [REDACTED], the following happens now:
The story faction of the planet is destroyed All OCIs which were unlocked by that faction can't be installed anymore Only [REDACTED] operations spawn on that planet from now on
- Added two additional game over states, besides all planets being fully corrupted by the [REDACTED]. The game is now also over if:
the authority drops to -30 no SLs are left and can't be hired
- Added "Additional Shadows" player graphics setting to enable optional shadows of environmental lamps in night missions
- Added new modular medium vehicle weapon: AT-RGL (Anti Tank Gun)
- Added new light vehicle weapon: Anti Materiel Rifle
- Added wheat- and vegetable- fields on Backbone
- Added new sitting animation for troops inside vehicles
- Added photosensitivity warning at game start
Improvements
- Removed guaranteed morale loss from allies dying. Close-by units still lose morale
- Certain destructible objects like junk piles no longer count towards 'Don't destroy more than X buildings' secondary objectives
- Only one 'Smart Gun Link' accessory can now be equipped, since the effect doesn't stack
- Limited 'Camouflage' accessories to one per unit, since the effect doesn't stack
- Added AOE effect to 'Ion Beam' offmap ability
- Enemy Asset 'Terror Camp' and the Strategic Asset 'Biological Agent' show up on the status effects bar now
- Improved procedural roads
- Aborting operations costs 5/10/20 authority now based on the operation duration
- Adjusted reward selection on operation result screen: The reward has to be selected and then confirmed by pressing "Continue" now
- Improved vehicle spawning:
The initial rotation of vehicles on mission start is calculated now in 45° steps instead of 90° steps Player vehicles spawn turned away from the deployment zone center now, if their deployment zone doesn't touch the map border
- The chance for [REDACTED] operations increases now linear to the [REDACTED] presence on the planet from 50% up to 100%
- Changed the motion scanner 'blip' from red to green
- Units movement cost modifier now get included when hovering over a tile
Bugfixes
- FIXED Motion blur graphics setting didn't work
- FIXED Demote refund amounts weren't calculated correctly for all leaders
- FIXED Offmap ability 'Supply Drop' no longer refills active perks
- FIXED Canceling vehicle rotation no longer prevents other units from being selected
- FIXED The game no longer gets stuck on a loading screen when pressing ESC repeatedly during the splash screen
- FIXED Rogue army officer 'whistle' skill no longer affects player units
- FIXED The 'Counterstrike' enemy asset no longer applies to Constructs
Missions:
- FIXED Civilians no longer spawn inside evac zones of the 'Investigate Attack' mission
- FIXED Data container objective spawned in evac zone for 'Raid Command Post' missions
- FIXED Construct enemies don't count towards 'Kill X% of enemies' objectives for Non-Construct missions anymore
- FIXED Enemies were spawning inside the deployment zone for the 'Investigate Attack' mission
- FIXED Construct Floaters no longer contribute to 'Kill x% of enemies' objectives
- FIXED Mission 'Repel Counterattack' only had one map layout active
Items:
- FIXED Accessory 'Armor Plates' now gets refilled by 'Scavenger' perk crate
- FIXED Added 'Squad Weapon' tag to pirate captain pdw, so that ammo accessories work on it
- FIXED Accessory 'Match Ammo' not working correctly
Perks
- FIXED Perk 'Full Send' now also triggers for skills like smoke launchers
- FIXED Perk 'Reinforcements' can no longer be used on other units, only applies to the unit equipped with the perk
- FIXED Perk 'Linebreaker' was usable while crouched
- FIXED An issue with the perk 'Juryrigged' and 'Weapon System Destroyed' defect were certain weapons could not be used at all anymore
UI
- FIXED Armor is now properly displayed in tooltips for buildings or units
- FIXED The progressbar for objectives now preserves progress for already completed objectives
- FIXED Offmap abilities now display the proper amount of turns until activation
- FIXED The 'Unequip All' button is not overlapping parts of the surrounding UI anymore
- FIXED All labels are now properly translated when the language is changed during missions
- FIXED Bog, Achilleas and Yaz did not have inactive portraits in the 'Deceased SL' panel
- FIXED Various other UI fixes
Balancing
- Reduced Light Walker supply costs from 160 to 140
- Reduced 'AT Wardog' attack range from 6 to 4
- Slightly adjusted vehicle movement costs
- Increased movement costs for light carrier on roads from 8 to 10 per tile
- Increased required campaign progress for pirate HMG truck from 15 to 20 to make it show up later in the game
- Adjusted accuracy malus on twin linked weapons
Perks:
- Added a 15% accuracy bonus after using the 'Standby' perk
- Perk 'First Aid' now also returns morale of the target unit to neutral
Items
- Reduced medium walker movement costs from 20 to 16 per tile
Missions
- Reduced Alien variety in very-early-game instances of Mission: Corrupt Xeno Hatchling DNA
- Changed mid- and late- game operation generation in favor of more options through all stages
Constructs:
- Reduced the Construct carrier 'Smoke Screen' skill duration to 1 turn
- Reduced the chance for multiple construct carriers in one missions
Known Issues
- AI acts too passively in a number of situations
- 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.


