1. USC: Counterforce
  2. News
  3. Content update -- v0.80.0a (b240506)

Content update -- v0.80.0a (b240506)

USC:CF v0.80.0a, build 240506

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
  • 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)!
    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)
  • 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
  • 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! ;-)
  • 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)
Heavy Arms skill, primary specialization:
  • 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)
Stun baton:
  • 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
  • Tranq. damage increased by 33%
Katana:
  • Reduced price to 10,000 Squad Points (down from 12,000)
Sniper rifle:
  • 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
Nuclear hand cannon:
  • 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
CryoBlaster:
  • Deep chill:
    • Base Action Point cost reduced to 8 (down from 10)
    • Base Cryo damage increased to 75 (up from 50)
  • Freezing vapor:
    • Base Action Point cost reduced to 16 (down from 20)
    • Base Cryo damage increased to 100 (up from 50)
Bio-rifle:
  • 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)
  • 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)
  • 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
  • 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
Structure scanner:
  • Scan range increased to 15 (up from 7)
  • Base usage AP cost reduced to 12 (down from 15)
Field repair kit:
  • Base usage AP cost reduced to 25 (down from 40)
Welding torch:
  • Base usage AP cost reduced to 20 (down from 25)
Cloaking device (PEFG):
  • 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
Increased the damage of the "built-in" melee attack of ranged weapons to 30-60 (from 15-30); this still won't make it useful :), but maybe you can better scrape off that last 1% HP of an enemy if you absolutely need to!
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