Content update -- v0.41.0a (b231027)
USC:CF v0.41.0a, build 231027
NEW
CHANGES
BALANCE CHANGES
FIXES
NEW
- New enemy: Reaper Mother
- Stronger than a Reaper
- May lay a Leech egg once every Turn, depending on some factors (difficulty, current Turn)
- Stronger than a Reaper
- New enemy: Leech egg
- Not present on maps by default--may be laid by a Reaper Mother that has engaged the player, and not before
- Can only be "provoked" by doing damage to it, not by proximity
- Will always hatch on the 3rd Turn after being laid
- Has high HP, but very low to zero Armor
- Not present on maps by default--may be laid by a Reaper Mother that has engaged the player, and not before
- New enemy: Leech
- Not present on maps by default--hatches from a Leech egg
- Akin to a Skitter, but does not have progeny
- Has very high life steal
- Its attacks convey paralysis (tranq.) and extra bleeding
- Not present on maps by default--hatches from a Leech egg
- New enemy: Organ Shepherd
- Agile, "humanoid" alien (probably an attempt by the aliens to mimic human physiology--not a 100% successfully :D)
- Has paralyzing and bleeding attacks
- Attacks a single target in melee range, or a group of targets when in proximity (range of 2)
- Also has an AoE spit attack akin to that of an Alpha Wormpig, but primarily with tranq. and bleeding effects instead of acid/poison
- Has a mildly tranquilizing and poisonous 3x3 AURA (see below)
- Completely immune to tranquilization
- Agile, "humanoid" alien (probably an attempt by the aliens to mimic human physiology--not a 100% successfully :D)
- New enemy: Greater Shadow Envoy
- Apex predator, much stronger than anything encountered before
- Its area of effect melee attack also starts Shadow fires on the affected grids
- High fire resistance
- "Now comes the running and screaming!"
- Apex predator, much stronger than anything encountered before
- New feature: Disperse Hydrazine
- Hydrazine (ammo) can now be used from the inventory (in Squad Assembly, RMB loads it in an applicable weapon; during a mission, RMB activates it for dispersion)
- It can be dispersed (spilled) on adjacent grids that doesn't yet have a ground effect (radpool, fire, etc.)
- Can be also spilled on a grid with an enemy if the grid is otherwise applicable (you can't spill on a burning enemy for your own health)
- Dispersing costs 1 ammo stack and 8 APs (scales with Field Expertise)
- Hydrazine pool explosion has a damage of 50-100, +200 fire, ArP 20; 50% for adjacent targets
- Hydrazine (ammo) can now be used from the inventory (in Squad Assembly, RMB loads it in an applicable weapon; during a mission, RMB activates it for dispersion)
- New weapon: FLAMETHROWER
- Heavy weapon, available by default
- Uses Hydrazine as ammo
- 1st attack: Line ignite -- throw flame in a line of 5 grids through multiple targets; doesn't work in no-atmo areas
- 2nd attack: Disperse -- spray Hydrazine on the floor in a 3x3 area... and get ready for the fireworks!
- Due to the nature of these attack modes, neither can be used in Defense Mode
- Heavy weapon, available by default
- New feature: aura effects
- Stepping on a grid, or starting a Turn standing inside an aura's area will convey its effects
- They persist around their source, and move with it; they don't leave a trail
- Auras can only be cleared by eliminating their source (in case of aliens, killing them)
- Note: for now, only the Organ Shepherd and Shadow Envoys have an aura, but more enemies, objects and usable gadgets will follow based on this feature
- Stepping on a grid, or starting a Turn standing inside an aura's area will convey its effects
CHANGES
- Shadow Envoys now have a 5x5 shadow damage aura (but it doesn't heal aliens, unlike the shadow flames); for Greater Shadow Envoys, it is somewhat stronger
- The "Detonate" attack mode of the Nuclear Hand Cannon is now properly marked as, and behaves as >>not usable<< in Defense Mode
- The minimum cost of a weapon prototype is now 10 scraps and 10 reusable parts, even for the lowest quality items
- Improved the randomization of weapon prototypes so that really weird (and useless) combinations can't happen anymore (e.g. a CryoBlaster with fire damage, etc.)
- Please note though that not all prototypes (not even higher level ones) are guaranteed to be "useful"--this is intended, and you can sell the bad ones for some materials!
- Please note though that not all prototypes (not even higher level ones) are guaranteed to be "useful"--this is intended, and you can sell the bad ones for some materials!
- Reduced the intensity of the atmosphere loss (decompression) alarm sound
BALANCE CHANGES
- Incendiary grenade
- Incendiary (fire) damage increased to 250 (up from 150)
- Incendiary (fire) damage increased to 250 (up from 150)
- Hydrazine barrel
- Stack size of Hydrazine procured from it reduced to 3 (down from 5)
- Stack size of Hydrazine procured from it reduced to 3 (down from 5)
FIXES
- Fixed a bug in the second Tutorial mission where the Alpha Reaper could still sometimes behave in a way that it blocked progression ("attack it with Fixy")
- Fixed an UI bug where the magenta color for tranquilization did not immediately apply to all respective UI elements in some cases
- Fixed atmosphere markers being shown inconsistently with different LoS/FoW parameters (now they are only shown if the grid is in active Line of Sight)
- Fixed inconsistent volume and/or activity of some ambient sounds
- Fixed a non-intended delay after opening doors if the door animation speed was set to less than 0.5 in Settings
- Fixed some minor text formatting issues in Simplified Chinese