Update 0.9.9 “Signed in Blood” is now live!
[h3]Update 0.9.9 “Signed in Blood” is now live![/h3][p][/p][p]
[/p][p]This is a major update that wraps up Xiomara’s storyline, expands the Pact system, reworks active implants, and brings a fresh batch of new content — from weapons and implants to long-term storage for perishable items. On top of that, it includes expanded difficulty settings, quality-of-life improvements, balance changes, and a long list of fixes.[/p][p]Patch Highlights:[/p]
Good hunting, mercenaries![/p]
- [p]4 new story missions concluding the story of Xiomara and the Feathered Masks[/p]
- [p]65 Pacts in total, plus a new Bane system tied to Pact use[/p]
- [p]Active implants now have limited uses per mission[/p]
- [p]Cryochamber for long-term storage of perishable items[/p]
- [p]New items: 6 weapons, 2 Quasimorph mines, 1 Quasimorph turret, 8 augments, and 4 implants[/p]
- [p]Expanded difficulty settings and a broad set of QoL improvements[/p]
- [p]Added 4 new story missions that conclude the storyline of Xiomara and the Feathered Masks. Help her overthrow the Emerald Tyrant - and who knows, perhaps the shared experience will melt her heart.[/p]
- [p]If you have already completed “Ruins of Ancient Bramfaturas,” you will need to start a new game to access the new missions.[/p]
- [p]The Pact system has been updated:[/p]
- [p]there are now 65 Pacts in total[/p]
- [p]some Pacts can only be obtained in bramfaturas[/p]
- [p]a new Bane system has been added for using Pacts[/p]
- [p]The Terror Pack’s “Possession” perk has been updated to work with the new Pact system.[/p]
- [p]Added new Quasimorph units.[/p]
- [p]Added a new batch of items:[/p]
- [p]6 weapons[/p]
- [p]2 Quasimorph mines[/p]
- [p]1 Quasimorph turret[/p]
- [p]8 augments[/p]
- [p]4 implants[/p]
- [p]All HIS Magnum upgrades have been revised and changed:[/p]
- [p]layouts of the upgrade trees[/p]
- [p]upgrade costs[/p]
- [p]provided bonuses[/p]
- [p]Active implants now have a limited number of uses per mission.[/p]
- [p]Their charges can be restored:[/p]
- [p]at recharging stations[/p]
- [p]after missions[/p]
- [p]Added a Cryochamber for long-term storage of perishable items.[/p]
- [p]The Quasimorph selection logic for eccollapse has been reworked:[/p]
- [p]it now depends not only on the stage[/p]
- [p]but also on the victim’s Tech Level[/p]
- [p]Expanded difficulty settings now include:[/p]
- [p]random event frequency[/p]
- [p]calorie consumption based on weight[/p]
- [p]procedural mission lifespan[/p]
- [p]updated “Restart floor on death” logic[/p]
- [p]Difficulty settings can now be edited in-game[/p]
- [p]The selected preset is now visible in the loading menu[/p]
- [p]You can now save your own custom difficulty preset[/p]
- [p]Lighting now changes depending on your position on the map[/p]
- [p]If there are no items left in a container after clicking “Take All,” it now closes automatically[/p]
- [p]The Magnum’s engine sound now fades in and out smoothly during flights[/p]
- [p]Added a new track in the Pleroma[/p]
- [p]The camera can now be moved by clicking a location on the minimap[/p]
- [p]NPC status icons have been updated to make them easier to distinguish[/p]
- [p]The Shelters perk has been updated for better readability[/p]
- [p]Completed floors during Descent missions are now deleted immediately, rather than after the mission ends[/p]
- [p]The display of installed mods has been updated:[/p]
- [p]it is now shown in a separate window[/p]
- [p]instead of a tooltip on hover[/p]
- [p]Elevator walls are now indestructible[/p]
- [p]Quasimorph squads and faction squads have been updated[/p]
- [p]Starting at Tech Level 7, factions may begin using clone mercenaries[/p]
- [p]\The Tunnel Rat is a real loot piñata! And the Terror Pack will surprise you unpleasantly...\[/p]
- [p]Quasimorph armor has been updated:[/p]
- [p]they now have full immunity to one damage type[/p]
- [p]Breaking the Pact has been added:[/p]
- [p]to the Quasimorphic Data disassembly recipe[/p]
- [p]to barter at some stations[/p]
- [p]The chance of an eccollapse from a living enemy has been reduced[/p]
- [p]The chance of an eccollapse on death has been increased[/p]
- [p]The chance of enemies becoming possessed has been increased[/p]
- [p]The damage increase from the Quasimorphosis stage has been slightly reduced[/p]
- [p]Fixed an issue where spread could be displayed as negative if the total modifier was lower than -100%[/p]
- [p]Fixed the Adrenaline Syringe not displaying its ability to restore spent AP[/p]
- [p]Fixed grenades firing from the wrong position instead of the grenade launcher barrel[/p]
- [p]Fixed continuous beam weapons not leaving marks on walls[/p]
- [p]Fixed Autodocs consuming AP when opened, before actual use[/p]
- [p]Fixed incorrect critical hit calculations that could result in a 0x multiplier[/p]
- [p]Fixed cases where a weapon’s base crit chance could be counted twice[/p]
- [p]Fixed wound chance modifiers displaying incorrectly in the health window[/p]
- [p]Fixed attack chains being interrupted if knockback triggered but there was nowhere to push the target[/p]
- [p]Fixed immobilization preventing melee attacks[/p]
- [p]Fixed accumulated Shock and Hypothermia effects not resetting after AP loss caused by them[/p]
- [p]Fixed Gannix’s Belcher “Mictlaxotla” consuming 1 ammo per shot instead of 5[/p]
- [p]Fixed missing tooltips for Adrenaline Injection, Energy Shield, and Shroud of Ash-Shakin[/p]
- [p]Fixed Self-Ignition not being blocked by burn immunity[/p]
- [p]Fixed weapons getting stuck if forcibly removed from a character’s hands during reload[/p]
- [p]Fixed NPCs in a Rage state skipping turns if they could not see an enemy[/p]
- [p]Fixed pathfinding issues for quest mobs in Security missions[/p]
- [p]Fixed NPCs attacking the remains of impassable objects[/p]
- [p]Fixed vision checks being processed incorrectly around doors[/p]
- [p]Fixed incorrect AP calculations for some NPC attacks[/p]
- [p]Fixed NPCs occasionally ignoring bribe items[/p]
- [p]Fixed AI sometimes failing to find a diagonal path[/p]
- [p]Fixed Tactical Camouflage and Caution being triggered by allies[/p]
- [p]Fixed the Magnetic Generator implant affecting allies[/p]
- [p]Fixed the Gavvakh Vesicle implant not increasing vision range[/p]
- [p]Fixed pressing the Back hotkey while unloading a clone’s inventory after a mission returning the game to a blank mission completion screen[/p]
- [p]Fixed a clone with Second Chance becoming invulnerable after “From Spark to Flame”[/p]
- [p]Fixed there being no enemies on the Bridge in “Flower War”[/p]
- [p]Fixed the Faction Growth difficulty setting rounding faction points incorrectly[/p]
- [p]Fixed experience-giving items breaking when used during peaceful station visits[/p]
- [p]Fixed the tutorial kill counter counting allied kills as enemy kills[/p]
- [p]Fixed several softlocks[/p]
- [p]Fixed the health increase from Quasimorphosis granted by the Insanity perk resetting after full heals[/p]
- [p]Fixed class upgrades resetting if a native perk was placed in a non-native slot[/p]
- [p]Fixed a rare case where the elevator on the first floor of “Community and Anarchy” could be broken[/p]
- [p]Fixed an exploit during “Beacon” where \it was possible to summon a capsule inside Virtual Reality and use it to open your inventory\[/p]
- [p]Fixed Franche-Comte TR unit pricing causing them to field more units than intended during missions[/p]
- [p]Fixed some missing text in the Korean, Japanese, and Chinese localizations[/p]
- [p]Fixed perk descriptions at max level missing information about which weapons they apply to[/p]
- [p]Fixed the shuttle icon being misaligned on the minimap on some levels[/p]
- [p]Fixed flying enemies above pits being untargetable with melee weapons[/p]
- [p]Fixed summoned astral and holographic copies being disarmed to duplicate weapons[/p]
- [p]Fixed augment and implant indicators not disappearing from some enemy corpses after amputation[/p]
Good hunting, mercenaries![/p]