Update #77: SCUs Rising
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[/p][p]Knights and mercs, we are following the big merc-driven story update with an update expanding the matrix, improving translations, fixing some Talent descriptions, hitting some key balance points for early-game and fixing your F10s. [/p][p]Thanks to everyone checking out these updates, playing the game and especially to those who have left a review to help us keep going ːsteamhappyː[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]4 New Matrix Templates[/h2][p]
[/p][p]We are on a roll right now, expanding the templates within the matrix to increase the variation and challenge level in any given matrix host you might come across.[/p][p]With Update #77, we've focused on matrix hosts that can include SCUs and expanded the catalog with 4 new templates. We are also continuing to keep the pressure to get more Access Nodes and Sluices nodes across the matrix set so that they are seen more often. [/p][p]An Access Gate needs to be spiked like a CPU or APU before you can leave it, so be sure your programs are loaded up and you're ready for a fight before entering. With Slucie Nodes, all of its connections are one way - either IN or OUT - which forces special pathing decisions and often creates "one-way doors" in the Matrix.[/p][p]We also fixed a few more F10s where a Sluice might preventing access to part if its host.[/p][p][/p][h2]Persistent AOE Talent Durations[/h2][p]
[/p][p]For a while, the Talent durations for all Talents that create persistent AOE zones on the map had issues if you started to upgrade their duration, they could show as incorrectly extended like 15 Turns (!!). With this update, we have corrected these durations so that they stay reasonable, which has helped Talents like JTAC, Strike Zone, Venom Trap, Tox-Cloud, White Noise and many others.[/p][p][/p][h2]Power Level Limits[/h2][p]
[/p][p]We've pushed a few more Power Level limits into the game to help content appear at appropriate times, with specific focus on certain types of stories and challenges not appearing too early.[/p]
- [p]Certain Head Hunters, including Le Sidewinder and his cadre of mecha infantry bots, has been limited to Team Power Level 4 or higher[/p]
- [p]Power Play storylines have been limited in all forms to Team Power Level 3 or higher[/p]