Content update -- v0.80.0a (b240506)
USC:CF v0.80.0a, build 240506
NEW
CHANGES
BALANCE CHANGES
Specific attacks of some weapons can no longer GRAZE the target--they will now do NORMAL damage instead (like it was a proper hit):
FIXES
NEW
- New feature: Crafting Material Converter
- You can now convert specific crafting materials into others
- Available on the Squad Assembly screen by clicking on any of the material icons in the top right corner
- Conversions are stored per Loadout (just like spending--a brand new Loadout would have 100% naturally available materials, and none converted)
- Conversion rates are pretty steep; the purpose of the system is to help crafting when only a small amount of some materials are missing, not to devaluate the different kinds of materials
- You can now convert specific crafting materials into others
- New weapon: Laser scorcher
- Ranged heavy arm, uses Energy Charge as ammo (a lot!)
- Disintegrate: a single-target, free-pattern, high damage attack with additional fire damage
- Line scorch: a very high damage, star-pattern attack that can damage ALL units in range in a single shot
- Both attacks bypass full target armor, allowing for unprecedented damage with this base damage range
- Its main drawback is its operating cost--be sure to always bring enough ammo (at least 750-1000 EC recommended)!
- Ranged heavy arm, uses Energy Charge as ammo (a lot!)
- New advanced versions of some ammo types:
- HCB MK III -- uncharacteristically costly for HCB, but enables the Bulleteer and QuadSeeker to "brutalize" their targets
- Energy Charge (Condensed) --
- really* costly, but dramatically increases the damage output, especially for attacks that use a lot of ammo
- SuperShell MK II -- approx. doubles the power and damage of shots from the NHC (doesn't affect "Detonate")
- BioShell MK II -- greatly increases healing and bio damage done by the BioRifle
- Hydrazine (Inferno Mix) -- greatly increases the raw weapon damage and fire effect applied by "Line ignite" of the Flamethrower (pools created with Inferno Mix are the same as of normal hydrazine)
- They all cost more, but give that much needed "extra" for the direst of situations
- They can be unlocked by completing various Single Missions on (at least) Hard difficulty, or with Gear Tokens (of course)
- New item: Regenerator
- Restores Health (40% of missing amount) and heals 25% Bleeding at the start of every Turn; this is applied before any DoT/area damage
- Just has to be kept in inventory
- Available for a hefty amount of Squad Points or a substantial amount of Asura-49 and Deothonit (among other mats)
- Restores Health (40% of missing amount) and heals 25% Bleeding at the start of every Turn; this is applied before any DoT/area damage
- New item: Force field emitter
- Creates an impassable, indestructible energy barrier on a grid for a max. of 5 turns
- The barrier can be used to create covers, secure wall breaches, and even to "repair" a small hull breach on a spaceship
- Can be easily toggled on/off, or disarmed and picked up for reusing later
- Creates an impassable, indestructible energy barrier on a grid for a max. of 5 turns
- New single mission map type: Desolate canyon
- Fight near a ruined outpost nested in a canyon system on the planet surface
- A perfect way to drill your marines for their upcoming Campaign! ;-)
- Fight near a ruined outpost nested in a canyon system on the planet surface
- New difficulty level in Single Mission mode: Quack!
- Only intended for players who feel that Ultimate is too easy. Believe us, it can happen! ;)
- Single Mission games can now be played with 3 Squads of 4-4 Marines, with separate turns ("3 player mode")
CHANGES
- The camera will now also center on marines at the start of their turn if they only receive damage from Shadow buildup
- UI: Upgrades you can actually afford will now be at the top of the Weapon upgrade list, just after the currently active upgrades
- Various sound effects have been remixed
BALANCE CHANGES
- DtB: updated respective supply packs to contain some of the new weapons, ammo, and items, such as the Bio-rifle and its ammo, the Energy rifle, the Laser scorcher, the new ammo subtypes (see above), as well as the Force field emitter
- The philosophy here remains that you can always order
- almost* anything you need, but not
- everything*. The following items are NOT available as DtB supply:
- Armor upgrade MKII, Advanced combat helmet, AW boots
- Energy blade, Energy shield, Stun baton
- Regenerator (you can build a medipad instead if you really need it--or just bring some)
- Hacking devices, save the Chimeira (you'll probably never want the others in DtB; the Chimeira can be useful for its range and ability to disarm/toggle Force field emitters and mines)
- Structure scanner (absolutely useless in DtB)
- Armor upgrade MKII, Advanced combat helmet, AW boots
- Guaranteed minimum armor decay caused is now 5 (was 2)
- Additional bleeding applied is now 15 (up from 3--and wasn't always working correctly; this is now fixed)
- This specialization was underperforming really badly for a long time--now it's a viable option, especially with heavy arms that can fire more times per turn (Minigun, NHC, Laser scorcher, CryoBlaster)
- Critical Hit Chance increased to 20% (up from 5%)
- Physical damage of all 3 attacks increased to 40-100 (up from 20-50)
- All 3 attack modes now have a chance to refund Action Points:
- Bash: 25% chance, up to 2 APs
- Low-energy stun: 50% chance, up to 3 APs (that's a 100% chance on crit!)
- Knockout: 75% chance, up to 5 APs
- Bash: 25% chance, up to 2 APs
- Tranq. damage increased by 33%
- Reduced price to 10,000 Squad Points (down from 12,000)
- Maximum damage of both attack modes increased by 10
- This weapon is still performing well (and is very cost effective), but it needed some love to remain in league with some recently added high-end weapons, and close-up CQW attacks
- Detonate base damage increased to 100 (up from 70)
- Detonate now has a radial damage factor of 0.8 (up from 0.5), causing much more damage to target-adjacent units than previously
- Deep chill:
- Base Action Point cost reduced to 8 (down from 10)
- Base Cryo damage increased to 75 (up from 50)
- Base Action Point cost reduced to 8 (down from 10)
- Freezing vapor:
- Base Action Point cost reduced to 16 (down from 20)
- Base Cryo damage increased to 100 (up from 50)
- Base Action Point cost reduced to 16 (down from 20)
- Increased ammo capacity to 10 (up from 5)
- Reduced reloading base AP cost to 10 (down from 15)
- Inject:
- AP cost reduced to 10 (down from 12)
- Tranquilization increased to 10 (up from 5)
- Poison damage (and heal amount) increased to 50 (up from 35)
- Debilitation chance increased to 75% (up from 50%)
- Bleeding (and bleeding reduction) increased to 15 (up from 5)
- AP cost reduced to 10 (down from 12)
- Cloud spray:
- Area of damage increased to large (5x5) (was 3x3)
- Minimum attack range increased to 3, effective range increased to 7 (up from 2/5)
- Tranquilization increased to 10 (up from 5)
- Poison damage increased to 125 (up from 75)
- Area of damage increased to large (5x5) (was 3x3)
- Bio-splats (placed by Cloud spray):
- Tranquilization increased to 20 (up from 10)
- Poison damage increased to 125 (up from 75)
- Now have a 50% chance to NOT be removed when an alien steps on them
- Are no longer removed by cryo effects
- Tranquilization increased to 20 (up from 10)
- For a cost of 17,500 and an average ammo cost of 18,000-21,000 (25 or 30 shells), this state-of-the-art weapon is now finally a viable choice on higher difficulties as well
- Scan range increased to 15 (up from 7)
- Base usage AP cost reduced to 12 (down from 15)
- Base usage AP cost reduced to 25 (down from 40)
- Base usage AP cost reduced to 20 (down from 25)
- Base usage AP cost reduced to 10 (down from 20)
- Base cloaking amount increased to 100% (up from 80%)
- Cost reduced to 8,000 SqP (down from 10,000)
- It is now also a craftable item, with a hefty insulator/Asura-49/Deothonit cost
- New mechanic: even when the cloaking "fails", and the wielder is attacked, they receive +[active cloaking]/20 Ranged, and +[active cloaking]/10 Melee Defense Value (flat bonus)
- Being hit while cloaking is on will now actively deplete the active cloaking amount by 5% per hit
Specific attacks of some weapons can no longer GRAZE the target--they will now do NORMAL damage instead (like it was a proper hit):
- QuadSeeker: Seeker bolts
- Energy rifle: Controlled impuse & Discharge
- MG-10 and MG-12 (turret) Minigun: Focused fire
- Flame thrower: Line ignite
- Laser scorcher: Disintegrate & Line scorch
- CryoBlaster: Deep chill
- Bio-rifle: Inject
- This change also means these attack modes have about 20% more chance to hit--this IS reflected in the targeting popup!
- FYI: a ranged attack is a graze when the internal attack roll (1d20 + modifiers) misses (i.e. is lower than) the Ranged Defense Value by 1-4
- Attack AP cost reduction on Mark IX prototypes can now roll between -1 and -3 (was -2), allowing for a much better chance to get a weapon with -2
- Attack AP cost reduction and Reload AP cost reduction prototype effects are now doubled for heavy arms
- The "A.T.A.C. Neural Feedback Assist" (attack AP cost reduction) upgrade (small & heavy ranged arms) is now applied after the AP cost reduction from skill, resulting in a better bonus in many cases
FIXES
- Fixed a minor issue where shadow buildup from shadow flames was still displayed on turrets (had no actual effect)
- Fixed an UI issue where crafting material costs & other UI elements for various items on specific panels were not always properly updating their color & status after buying/selling an item or a weapon upgrade
- Fixed a minor UI issue where you couldn't buy a prototype weapon directly to Stash if you didn't have enough space in the selected marine's inventory
- Fixed an issue where the game didn't always remember the last used language if you changed it
- Additional minor UI fixes