Content update -- v0.50.0a (b231214)
USC:CF v0.50.0a, build 231214
NEW
CHANGES
FIXES
NEW
- Xmas 2023 event
- Will last a couple of weeks (keep your eyes peeled for details!)
- During the event, you can collect Xmas presents in every non-Defend the Base mission. These are items scattered on the ground in 3 flavors, a total of 15 in every mission. Carry them with you when finishing the mission (or extracting) to add them to your total collected amount!
- Collect 150 Xmas presents for a surprise in-game reward after the event. The details & availability of this will be disclosed later. You can see your collection progress in the Profile menu.
- Will last a couple of weeks (keep your eyes peeled for details!)
- New enemy: Wunderwurm
- Those who played the previous USC game would surely remember this weird, little, colorful worm -- an extra rare specimen, and a true "pleasure" to deal with. Now they are back, dressed for the season for the time being, but intent on staying indefinitely. :D
- Has a psionic 3x3 area attack that can reach you even through closed doors and walls within range (7); it deals physical damage, plus Tranq. and Shadow
- Has a 7x7 aura that heals aliens that pass through or stand in it; the Wunderwurm itself benefits from this while moving, though to a lesser extent
- Can teleport away in a range of 15 as a means of escape when it's severely injured -- or when it just feels like it...
- It levitates: floor hazards don't affect it, and it counts as full-height when targeting (also can't take full cover behind crates); you can also target grids behind it with any weapon, as it is rather small
- Has a chance to leave shadow trails behind as it moves, though not as efficiently as a Shadow Envoy
- Leaves behind some Asura-49 when killed (1-4, based on difficulty and luck); this item must be extracted or held in inventory until mission completion for it to be added to acquisitions
- Those who played the previous USC game would surely remember this weird, little, colorful worm -- an extra rare specimen, and a true "pleasure" to deal with. Now they are back, dressed for the season for the time being, but intent on staying indefinitely. :D
- New weapon: Bio-rifle
- A high-tech heavy arm available without unlocking
- It's very expensive, and not a "conventional" damage dealer, rather a versatile tactical tool that also circumvents high armor and other resistances of most aliens to deal huge damage if used properly
- Inject: deal poison damage to an alien or heal (!) a marine with this free-targeted attack in a range of 1-7
- Cloud spray: mass infect aliens with biotoxin in a 3x3 area AND leave behind toxic pools that can infect aliens that pass through later
- A high-tech heavy arm available without unlocking
- New ammo: BioShell, used by the Bio-rifle
- Added new rock types (big, small, and debris) for better variety on the planet surface
- Added new blood & gore graphics to make the carnage more visually varied :D
- Added an option for reduced blood & gore under Settings/Graphics
CHANGES
- Floating text for damage on objects and walls will no longer be shown if all effects are actually 0
- Diagonal movement next to walls is now possible in some cases where it previously wasn't, but was strongly indicated by graphics (mostly in the spaceship environment)
- You can now actually get a prototype version of the Flamethrower
- Elemental effects that are incompatible with each other can no longer spawn on new weapon prototypes (incendiary, acidic, and cryo are not compatible with each other)
FIXES
- Fixed a rare critical bug when using a disperse-type attack (Flamethrower, Bio-rifle) that could cause a soft lock-up
- Fixed a bug where the debris of some objects (fenced artifacts in mines, some DTB objects, and the new "server console" object) would block you from moving an object onto the grid and from picking up items from the ground
- Fixed a bug where area effects were applied twice to a unit that has been knocked back in some cases
- Fixed a bug where aliens were not processing status effects in their first turn of a mission [regression]
- Fixed a bug where the first autosave in a mission with no FoW did not save properly the status of the FoW being revealed
- Fixed a very rare potential issue where the game could lock up when attacking with the Flamethrower AND dying in the process
- Fixed a very rare potential issue where deleting loadouts in Squad Assembly could lead to problems later when reloading the squad
- Fixed the number in the Action Point cost popup being displayed in red in some cases when you play a game after exiting a DTB Construction phase
- Fixed Greater Shadow Envoys not displayed as an "outlying biosign" in Defend the Base! mode
- Fixed some Operations awarding much more Profile XP than intended