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  3. Content update -- v0.41.0a (b231027)

Content update -- v0.41.0a (b231027)

USC:CF v0.41.0a, build 231027

NEW

  • New enemy: Reaper Mother
    • Stronger than a Reaper
    • May lay a Leech egg once every Turn, depending on some factors (difficulty, current Turn)
  • 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
  • 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
  • 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
  • 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!"
  • 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
  • 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
  • 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


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!
  • Reduced the intensity of the atmosphere loss (decompression) alarm sound


BALANCE CHANGES

  • Incendiary grenade
    • Incendiary (fire) damage increased to 250 (up from 150)
  • Hydrazine barrel
    • 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