Minor update -- v1.00.5a (b240813)
USC:CF v1.00.5a, build 240813
BALANCE/GAMEPLAY CHANGES
FIXES
BALANCE/GAMEPLAY CHANGES
- Campaign: further adjustments to alien reinforcements spawn rate in horde eradication missions
- Campaign: the "middle phase" of the Campaign will now trigger sooner on "Story" and "Normal" complexity settings
- Note: depending on the complexity setting, story progression to Dream #5 should now trigger after MP 13/23/33 at the latest (pass the MP a couple of times if you're already there and suspected a bug [not corfimed] before this update)
- Adjustments to alien reinforcements spawn rate in planet surface missions (Operations, Single Mission)
- Victory still requires that you kill (almost) everything, so if there are reinforcements spawning, you'll need to deal with them as well, even if there were 0 aliens left when ending the turn -- this is not a bug!
- Alien reinforcements were never and are NOT infinite, though--the rate of the remaining aliens spawning has been now increased significantly to speed up (and give more excitement at) the end of these missions (turn 11+)
- Victory still requires that you kill (almost) everything, so if there are reinforcements spawning, you'll need to deal with them as well, even if there were 0 aliens left when ending the turn -- this is not a bug!
FIXES
- Campaign: fixed a critical bug where nests could "grow infinitely" and cause issues on starting a mission
- The fix is retroactive; if you have encountered this bug, but have a save where you can select the sector to go on a nest mission, it will now behave properly!
- Note: use a save where you haven't yet tried to actually start the mission (not an ExitSave, etc. that were made after the game locked up partially)
- The fix is retroactive; if you have encountered this bug, but have a save where you can select the sector to go on a nest mission, it will now behave properly!
- Campaign: fixed a potential ammo exploit where you could stock already used turrets and then get a brand new one with refilled ammo just by taking it from stock. You can no longer stock turrets that have been ever deployed.
- Campaign: fixed faction-exclusive items in the "shop" staying available/not becoming available when you didn't have actual access to the item, but removed/added one from/to stock
- Campaign: fixed faction-exclusive items that were only available in the "shop" due to being already in stock having their req./craft buttons & info misleadingly displayed (did not affect gameplay)
- Campaign: fixed the crafting material display on the Communications screen sometimes not being refreshed correctly after leaving Squad Assembly
- Campaign: fixed sector info panel displaying only half the actual Deothonit yield for mining sites since the last update (did not affect gameplay)
- Campaign: fixed a bug where you couldn't save the game on the Squad Assembly or Communications screens (in non-Hardcore)
- Campaign: map screen music will now properly stop before playing the dropship cutscene
- Fixed an extremely rare critical bug where the game would lock up on "Alien nest activity" [speculative/preventive fix while we're waiting for report details/repro]