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USC: Counterforce News

Minor Update -- v1.00.7a (b240823)

USC:CF v1.00.7a, build 240823

CHANGES
  • The game will now also auto-save every Turn during missions when playing with the "Drill" session type


FIXES
  • Campaign: fixed a critical bug where you couldn't reload base defense missions in a very particular case (dead marine in sector from a previous defense session)
  • Fixed a critical bug where you couldn't start a Reach extraction point or Acquire data Single Mission with Fog of War turned OFF
  • Fixed a rare critical bug where the game would become stuck on the "Saving..." screen in some cases when a dialog was also being displayed

Minor Update -- v1.00.6a (b240820)

USC:CF v1.00.6a, build 240820

BALANCE/GAMEPLAY CHANGES
  • Multiple changes to general Campaign difficulty/progression:
    • Alien aggression (resulting in more Envoys and Greater Envoys) will now taper off more rapidly, especially in the first half of the Campaign
    • Alien aggression will no longer gain an
    • extreme* spike after nuking a big horde
    • The overall grand total number of active aliens in hordes is now "capped" at a lower limit than before, especially on harder difficulties
    • Scorpions, Skitters, and Acidyas are now introduced more gradually during the first 15-25 Mission Phases (retroactive if you're still relatively early in your playthrough)
    • Organ Shepherds, Envoys, and Greater Envoys are now introduced a bit later and more gradually (in their numbers) than before
    • The outdoors insertion phase of derelict sites and surface faction operations will now feature about 30% less aliens, and more cover (bigger buildings if there are less rocks)
  • Campaign: a unit of collected Asura-49 item (dropped by dead Wunderwurms) will now yield 25 Asura-49 crafting material (up from 15)
  • Campaign: a unit of collected Deothonit item (from destroyed crystals in mines & caves) will now yield 10 Deothonit crafting material (up from 5)

FIXES
  • Campaign: fixed a bug where some missions could be very similar in map structure due to a small error in RMG configuration
  • Campaign: fixed a minor UI bug where the Requisitions Credit income display was not immediately updated when your renown with USC changed during a transaction on the Comms screen
  • Campaign: fixed a minor bug where you could receive multiple (false) notifications about a mission being completed when you extracted a unit without the datadisk in the 3rd phase of particular operations
  • Fixed a bug where some melee weapon upgrades (base and roll damage bonus) were giving flat additive bonuses instead of percentages
  • Additional minor UI fixes

Wiki: Squad Roles

Hello Marines,

As you might know USC: Counterforce is very deep in terms of strategies and has a lot of intricate designs. To help you in your progress, every week we're going to share a new guide for you to become a true pro at USC: Counterforce! The first one is focusing on Squad Roles.

This entry covers the possible roles in a squad, including their Skills, Weapons, Equipment, and more, with examples, advice, and other details. Looking to learn more about the different Marines' roles? Check out our "Squad Roles" section:
[h2]WIKI: SQUAD ROLES[/h2]

Here are the different roles detailed in the guide:
  • Bastion
  • Sniper
  • Medic
  • Technician
  • Heavy arm specialist
  • CQW
  • General role

Here's an example of what you can find in the wiki, for the Bastion:



As always, if you have any questions feel free to ask them in the Steam discussions. We're always attentive and will do everything we can to help!

The USC: Counterforce team

Hotfix -- v1.00.5b & v1.00.5c (b240814)

USC:CF v1.00.5b, build 240814 (hotfix for v1.00.5a b240813)

(note: build number in-game remains unchanged)

FIXES
  • Fixed a rare critical bug related to nests/eggs in mines/caves maps that could cause the game to become stuck on "Alien nest activity"
    • The fix is retroactive (i.e. if you have a save where ending the turn caused the issue, it should now work properly)
    • Thanks to all players who helped to resolve the issue by reporting it and providing additional data!

USC:CF v1.00.5c

(note: build number in-game remains unchanged)

FIXES / GAMEPLAY CHANGES
  • Campaign: when ending a base defense, any turrets that are auto shut down and can't fit into unit inventory will now be added to the stock instead

Minor update -- v1.00.5a (b240813)

USC:CF v1.00.5a, build 240813

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+)

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)
  • 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]