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USC: Counterforce News

Minor update -- v0.30.2a, build 230906

USC:CF v0.30.2a, build 230906

MISCELLANEOUS

  • Added missing Simplified Chinese translation to Defend the Base! Encyclopedia entries and all new interface elements (including the Weapon Prototypes system). Thank you very much for your patience!

Minor update -- v0.30.1a, build 230904

USC:CF v0.30.1b, build 230904 (hotfix)

FIXES

  • Fixed an UI bug where unnamed Weapon Prototypes were shown on the Acquisitions panel when completing a game in a non-Single Mission game mode. NOTE: as of now, only completing Single Missions (in the given timeframe) award you Weapon Prototypes.


USC:CF v0.30.1a, build 230904

This is a minor update containing fixes for some issues.

BALANCE CHANGES

  • Changed the number of possible enhancements on lower quality Prototype Weapons


FIXES

  • Fixed a bug in missions where Marines could be random-deployed inside holes in walls (esp. Operation "Escape the mines!", Mission #1)
  • Fixed a bug where single-width double doors could be operated while they were blocked, causing any unit (including Marines) to be crushed
  • Fixed a bug where you could close a blocked door from a console, causing any unit (including Marines) to be crushed. (Note: you can still spend APs to interact with the console, but any blocked door connected to it won't close.)
  • Fixed a bug where when deselecting a marine while the animation of killing an enemy via Detonate (Nuclear hand cannon) was still playing (did not affect playability)
  • Fixed a bug in the Tutorial where if you reloaded more than once with Fixy when fighting the Alpha Reaper, you ran out of APs, but couldn't end the turn to get more (now you can only reload once, as instructed)
  • Fixed a bug in the Tutorial where the Alpha Reaper moved erratically in very rare cases, blocking progression
  • Fixed a bug where DTB info overlays could stay visible when going into another game while an overlay was still active
  • Fixed a visual glitch where DTB info overlays could be briefly seen when loading a game in some cases


MISCELLANEOUS

  • The game will now properly detect and let you set 4:3 and 5:4 aspect screen resolutions. IMPORTANT NOTE: Players may have to configure their screen resolution settings again (then it will be saved)!

USC: Counterforce is on sale!

Hey Marines!

We're thrilled to announce that USC: Counterforce is on discount as we release our first major update Defend the Base!.

[h3]Update Highlights - Defend the Base![/h3]
Prepare for a new challenge with a new game mode! Build and defend your outpost against waves of aliens. With new tactical possibilities, upgraded weaponry, and new features, Defend the Base! will test your abilities and strategies!

[h3]25% Off - Limited discount during Steam Strategy Fest[/h3]
To celebrate this milestone and show our appreciation for your unwavering support, we're offering an exclusive 25% discount on USC: Counterforce during the Steam Strategy Fest from today to September 4! This is the perfect opportunity to grab your copy of the game and experience the latest update and features.

https://store.steampowered.com/app/1574870/USC_Counterforce/

The USC: Counterforce team

First major update is live now!

[h3]Hey Marines!

Our first major update - Defend the Base! - is live now![/h3]

Get USC: Counterforce in Early Access on discount and play the new update on Steam!

Discover its new game mode Defend the Base!, weapons, items and features. The game is on a 25% discount to celebrate the occasion and Steam Strategy Fest!
Establish your own base to defend against hordes of aliens, while you extract precious resources. Defend the Base! mode renews the way you will strategize your next moves. Build walls and turrets to repel the enemy threat and become the architect of the battleground.



The game is currently available in both English and Chinese.

In USC: Counterforce, you lead a squad of space commandos. Your mission is to investigate and eliminate an alien threat on the planet M-8322 menacing the fate of humanity. Assemble your squad, strategically select your abilities, and choose your weapons to optimize your firepower depending on the battlefield and enemies you face. Adapt your squad with our class-free system, assign skills and passive abilities to prepare your marines for the danger to come and build optimal synergies. Enlist a friend to join the battle through the game's local co-op options (Hot Seat or Remote Play Together).

[previewyoutube]https://youtu.be/74OXDtbQnC8[/previewyoutube]

We launched USC: Counterforce in Early Access in July and we received a lot of feedback that was considered and vital to the improvement of the game. With the addition of the Defend the Base mode, as well as some other new and exciting features, this new update adds even more content and challenges to improve the experience even more.

This whole new game mode is accompanied by additional content including:
  • A New Feature - Weapon Prototypes: Prototypes are weapons with enhanced base properties that cost both Squad Points and crafting materials. They can be further improved with weapon upgrades and are awarded in Single Mission mode.
  • New Items - Scanners that can reveal fog of war, enemy position and threat level.
  • Gameplay Changes, Balance Changes and Fixes.

Read the patch notes here:
https://store.steampowered.com/news/app/1574870/view/3659791444937742310

Each mission's outcome is greatly influenced by your tactics and capacity to hold your ground in battle.

You are on your own, soldiers. In space, no one can hear you scream.

Get USC: Counterforce in Early Access on discount and play the new update on Steam!

https://store.steampowered.com/app/1574870/USC_Counterforce/

The USC: Counterforce team

Defend the Base! Patch notes -- v0.30.0a (b230821)

The first major update Defend the Base! adding new content to the game [v0.30.0a (b230821)] is now live with the following changes:

NEW
  • New game mode: Defend the Base!
  • New feature: Weapon Prototypes
  • Prototypes are weapons with enhanced base properties that cost both Squad Points and crafting materials. They can be further improved with weapon upgrades.
  • They are awarded in Single Mission mode for completing a mission within Turn limits, and are available from a separate tab in Squad Assembly.
  • The quality of a prototype depends on mission difficulty and Performance Score. This determines the amount, type, and value of the random improved properties it has.
  • If you don’t want a prototype at all, you can sell it for an amount of crafting materials. This can’t be undone, although prototype weapons already in your inventory remain functional and unchanged (until sold).
  • New items with new mechanics: scanners!
  • The structure scanner can reveal Fog of War in a 90-degrees angle within a range of 7.
  • The biosign scanner reveals the position and threat level of aliens (whether they are visible or not) in a radius of 10, and scans visible ones for exact Health/Armor/AP values (and Health loss expected) within a range of 5 (this exact data is available until the next Turn).
  • Both are available to buy at a fairly high Squad Point cost, but can be also crafted!


GAMEPLAY CHANGES
  • Changes to the mission deadline (Turn limit) system:
  • In Single Mission mode, all deadlines are now only “soft”, meaning you can complete all types of missions outside the Turn limit, but that will incur a Score and rewards penalty. Item unlocks (when available) are granted either way. Weapon prototypes are only awarded if you can complete the mission within the Turn limit, though.
  • In Operations, deadlines remain mandatory (it’s about in 50% of all sub-missions), as they are much needed for the corresponding tactical situation and narrative to be interesting and engaging. However, Turn limits are now increased by a substantial amount (+50%, +35%, +25%) for Beginner, Standard, and Hard difficulties, respectively, allowing for more tactical choices (Ultimate remains unchanged.).
  • In the future Campaign mode, we don’t plan to have hard deadlines for any mission, but, of course, some situations will have a sense of urgency, enforced by other gameplay mechanics.
  • Increased base Score for “Data acquisition” and “Reach extraction point” missions by 25,000
  • Reworked some RMG rules for Mission #1 of the “Escape the mines!” Operation to be more consistent in terms of playability and challenge
  • The last selected path for a unit will now be removed (“forgotten”) when entering Defense mode
  • Insertion/Extraction zone markers are now always visible on corresponding grids (for example, the starting elevators in Single Missions)
  • Item crafting is now available from a separate, dedicated tab on the Squad Assembly panel, that also allows for filtering by type (there will be a lot more craftable items in the future!)
  • Equipment items in Squad Assembly now have a Gear and a Tech filter instead of “Gear & Tech”


BALANCE CHANGES
  • Adjusted main alien attributes per difficulty level; in general, they are weaker and slower (less APs) now on lower difficulty levels, while on the higher ones, the change is less noticeable (Ultimate remains unchanged)
  • Aliens will now do less physical damage on Beginner (0.7x), Easy (0.8x), and Standard (0.9x) difficulties (the others remain unchanged)
  • Marines will now take less elemental damage from direct sources on Beginner (0.5x), Easy (0.65x), Standard (0.8x), and Intense (0.9x) difficulties (the others remain unchanged)
  • Note: we want players who are new to the game or the genre to feel more confident, and have a more successful experience doing missions while they’re learning the game. Players who seek a greater challenge will find it unaltered on the higher difficulty settings.
  • Adjusted the Minigun (MG-10/MG-12 [turret variant]):
  • Ammo capacity increased to 375/750 (up from 100/250)
  • Critical damage factor increased to 2.50x (from 1.75x/2.00x)
  • Spread reduced by 3 (15 >> 12, 10 >> 7)
  • “Scatter” roll damage increased to 60/70 (up from 30/35)
  • “Focused fire” base damage increased to 55/60 (up from 45/50)
  • Please note that these changes will only take effect for newly started missions!
  • The 7.62mm Auto-Turret now comes with 750 FMJ rounds (up from 500)
  • Adjusted the Field Expertise skill:
  • AP cost reduction bonus per level increased to 12% (up from 10%)
  • Secondary specialization static cover bonus increased to 4 (~30%) from 2 (~15%)
  • Reduced the base AP cost of using the welding torch to 25 (from 30)
  • Reduced the Integrity and Armor of secondary objective item crates to 250/25 (from 500/100)


FIXES
  • Fixed an UI glitch where leaving a game while a turret was selected resulted in the turret shutdown button being stuck on the screen in Squad Assembly
  • Fixed an UI glitch in Squad Assembly where the “buy for unit” buttons were shown as interactable when the unit didn’t have any suitable free slots in their inventory (did not affect functionality)
  • Fixed a minor UI glitch where when starting a mission with a squad that doesn’t have a loadout yet for the selected mission configuration, the menu transition graphics would be frozen while the information dialog was being displayed
  • Fixed a bug in Squad Assembly where selling an upgraded weapon from the Stash wouldn’t refund the cost of the upgrades
  • Fixed an inventory bug where you couldn’t swap two non-stackable items of the same type
  • Fixed a minor bug where movement AP cost display could temporarily get stuck on the map if unit deselection happened in a very rapid succession (only achievable via hotkeys) to entering Defense mode
  • Fixed a sound issue where the “I can’t do that!” voice line could be “spammed” when repeatedly trying to perform an impossible action in rapid succession
  • Fixed minor rendering issues with some Tutorial markers (did not affect playability)
  • Fixed a few minor issues with Tutorial events/triggers (did not affect playability)
  • Fixed a graphical glitch where marines’ torchlights could pass through the sides of closed doors


MISCELLANEOUS
  • Added missing Chinese translation for weapon model names
  • Tutorial squads can no longer be loaded outside of the Tutorial; this is to ensure players don’t accidentally start playing with them and later lose progress for any reason
  • Optimized system resource usage in some underground mission types