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DEVLOG 009: Magnum upgrades and progression

[h2]Hello everyone!
Great to see you again![/h2]

It's been a long time since our last devlog, and a lot has happened! For example, the release of The Dragon Reborn patch. Thanks to our community, we finally see that we're able to bring the overall game formula and balance to a point where both you and we are happy with the results. This doesn't mean we're stopping here, quite the opposite! Rather, we understand that we're on the right track.

And now for some big news! We wanted to tell you about this earlier, but we were waiting for the right moment.

[h2]Quasimorph has been purchased by more than 100,000 players![/h2]

Respect to you, friends, that's awesome.
We want to express ourselves with excited expletives, but instead, we've decided to prepare a gift for you. Today we'll share details about the upcoming major patch. There are a lot of details, and along with them will come global changes to the roadmap, which we'll also discuss.

The upcoming patch, which we've been working on since before the release of The Dragon Reborn, will primarily focus on PMC progression and modifications to the Magnum—our beloved ship and base.



The initial plan was to gradually introduce these changes and add Magnum compartments piece by piece, starting with the spring patch. We wanted to introduce new mechanics throughout the year: mercenary genome editing, class editing, weapon and armor upgrades, and a ranking system.

But then something went wrong. All these mechanics and systems will be ready in the next patch.

Yes! You read that correctly.

[h2]Evolve or Die![/h2]

As part of the new major system, you'll be able to unlock and modify Magnum compartments. We're planning to add 6 ship compartments, each specializing in different aspects of PMC activities.

Each compartment will have several modules that can be upgraded in various ways. Unlocking and upgrading these modules will open up new gameplay possibilities and mechanics that were previously unavailable.

So, welcome to the Magnum upgrade catalog! A little investment, resources, and your clones' blood, and you can...

[h2]Navigation Department[/h2]



News Monitoring
So much is happening in the world! Usually, your analysts don't have the time and attention to look deep into space and see new opportunities. This can't go on!
With the construction of this station, your analysts will be able to find new missions right in the orbit of the planet you're on.



Hyperwave Scanner
Going on a mission without reconnaissance and information is risky. Risk and the unknown constantly lead to unforeseen losses and the loss of expensive equipment.
But with the construction of the hyperwave scanner, your team will be able to automatically receive a map to help you navigate the first floors of missions more easily.

[h2]Engineering Department[/h2]



Weaponary
The holy of holies for any competent PMC! Here you'll be able to study your weapons and improve the stats of the weapons you can craft.

Armor Workshop
Here you'll be able to upgrade your armor, improving its quality. It's hard to say that clone lives are worth the effort and investment in survivability, but our analysts in the latest report say that quality armor increases the likelihood of contract completion.



[h2]Research Department[/h2]

Operative Class Editor
Not sure how to handle a task? It's time to learn from your colleagues!
Now you can combine passives and triggers from other classes to completely break the balance and make our QA department cry build a class based on your style and approach to dealing with enemies.



This is one of the most exciting features for us, and we wanted to add it to the game as soon as possible. It sharply increases the range of your possibilities, as unlocking a new class now allows you to expand the customization of your old classes.

[h2]Supply Department[/h2]



Conveyor
We anarchists learn from our communist neighbors and take the best practices! For example, queues.
Conveyors and increased production queues are the pillars of your PMC's confident development.
Additionally, upgrading this module will improve crafting overall and make it more convenient.

Scavengers
These comrades eagerly await the moment you clear each floor during your mission. As soon as you return to the Magnum, it's their time to shine. They will carefully collect the remaining loot at the location and bring it to your ship. They might forget something, pocket something, or something might break during transportation, but keeping them is beneficial—they increase the amount of loot you retain after completing a mission.

Recycling
And finally, the last module of this compartment—its upgrades will improve the efficiency of dismantling items and the number of resources obtained.

[h2]Hangar[/h2]



Shuttle Optimization
Have you always wondered why there’s no room for items in the shuttle? With a bit of time from your engineers, you'll be able to find space for cans of human meat. Or even more—you'll be able to put useful goodies you found at the location.

Evacuation Capsule
Found a chip you want to keep but don’t want to interrupt the mission? A bit of investment, and you'll be able to call a special shuttle during the mission to evacuate valuable items directly to the Magnum.

Autonomous Trade Shuttle
Found a station on the market that buys Molotov cocktail crates for three times the price on your orbit but don't want to waste time flying back and forth? A specialized trade shuttle will be able to go to the desired orbit and make the necessary transaction. Yes, this process will take some time, but the Magnum won't have to make detours and extra flights.

[h2]Cloning Department[/h2]

Operative Genome Editor
Want Boudicca’s clones to be tougher and able to withstand a few hits? Or maybe you want Percy to hit enemies more often? A bit of magic with genetic material from the newly arrived geneticists of PMC Magnum, and your operatives will be able to unlock their hidden DNA potential.



Combat Experience Analyzer
Your operative has suffered for a promotion but received nothing but a fancy badge? Well, it's time to change that—the most experienced operatives will be able to turn the number of missions endured into quality, increasing their combat efficiency. And an operative’s rank will make battle-hardened veterans role models for others.

Training Center
Enough idling! Knowledge is power. We’re purchasing combat trainers and simulators, computers with the most realistic tactical shooters, and operatives will be able to gain combat experience just by staying on the Magnum!

Magnum's development won't end with these modules. In future patches, we'll continue adding new features through this large system—we have quite a few ideas to enrich the game experience and progression.

[h2]New Content: Classes, Weapon Passives, Story Missions[/h2]

We also plan to expand the class selection:



  • 3 completely new operative classes and 16 new perks
  • Balancing the parameters of old perks
  • 3 new perks for the Phoenix Brigade class
  • 3 new perks for the Space Ghosts class

It's also time to give weapons new traits to highlight their uniqueness and make their selection more significant. We plan to add new item properties and class-specific features for ranged weapons. Here are a couple of examples: SMGs can deal more damage through armor, marksman rifles can guarantee a wound on enemies, and pistols can boost the crit chance for other guns in your active slots.

We stick to the principle:
Big patch - new story mission. This patch will be no exception.

You can also expect new items, weapons, armor. The rebalancing of old items continues. Besides this, we are balancing item durability and adding new repair kits.
In short, rest assured, you'll have plenty to do.

[h2]Modifications and Steam Workshop[/h2]
Work is underway to update the game code—we want to start introducing support for user modifications. For now, we want to introduce it as beta support, so there may be issues. But we will continue to refine this feature up to the game’s release.

[h2]Some Bad News[/h2]
There’s likely to be another wipe 🙁
We wanted to eliminate wipes by this patch, but we are currently focused on adding new content. In any case—we plan to get rid of them and remember this. Sorry in advance! We hope the scale of the update will sweeten the pill a bit.

[h2]And now the main question! Wheeeeen?[/h2]
Most likely at the end of June! Maybe a little more time, maybe a little less! In any case, we've made our bets and will try not to disappoint you.

This is one of the biggest patches for Quasimorph, and we will need your support during its release. As you can see, this patch has a lot of content that we promised to add throughout the year, and the roadmap will change significantly after its release.

We still have many plans for Quasimorph that we will tackle after the release of this patch. And yes, we will probably need your feedback on the balancing, because it looks like you'll be able to break the balance everywhere! But we don't plan to give up and will make you suffer, reminding you what hardcore is.

As always—thank you for your support. 100,000 players is an incredible achievement and a testament to your love and enthusiasm.

Join our community on Discord to be the first to hear the game news and get notified when the release happens! And also follow us on Twitter!

Thanks for your attention!
Good luck on your raids, mercenaries!
All the best, Magnum Scriptum Team.

Patch Notes version 0.6.3

[h2]Hello, mercenaries![/h2]

This is the third patch to the major update of The Dragon Reborn.

In this patch, we've gathered MANY different gameplay improvements: added the ability to speed up animations, made mission difficulties more logical and understandable, added graphical settings, and improved interfaces for several game systems.

Also, don't miss our answers for your questions! There's a lot of information about the future of the project and our plans.

We'll be back to you soon with details about the Magnum upgrade patch. Stay tuned for news!

And now, to the patch notes:

[h2]GENERAL[/h2]
  • Adjusted the difficulty curve for the first missions towards smoother difficulty progression.
  • Rebalanced mission difficulties; hidden parameters such as the number of floors/items/monster points per floor now directly depend only on the mission difficulty rating. Reward point ranges have also been reworked.
  • Revised reloading mechanics for more understandable behavior. Reloading now doesn't consume action points instantly, and enemies in line of sight don't affect reloading logic.
  • Makeshift batteries can now charge auto-docs and scanners.
  • Auto-doc now heals all wounds instead of one random wound.
  • Stun status will now force the character out from Stealth Movement Mode to Normal Movement Mode.
  • Marauder perk no longer applies to allied creature corpses (no skill increase or extra loot from them).
  • Weapon durability now decreases when amputating limbs.
  • Added a limit on reputation change with corporations to 20 units as a result of mission completion.
  • Faction tech level will no longer drop below previously reached thresholds (rounded to the nearest whole number). For example: if a faction's tech level is 3.54, it won't drop below 3.
  • Minor wounds of any type will no longer trigger wound-receiving perk triggers.
  • Robots and turrets now have immunity to stun, and their remains cannot be used to resurrect corpses via the Pact of Unlife ritual.
  • Throwing melee weapons at enemies will now only activate by Shift + Left Mouse Click combination; a simple click will move the character towards the enemy for melee attack.
  • On defense missions and during peaceful station visits, the map will now be fully explored from the beginning.
  • Change in shooting mechanics: hitting a target outside the effective range of the weapon will NOT apply additional weapon effects: stun, pushback, ignition.
  • AI enemies now consume weapon durability during melee attacks. If a melee weapon is broken or has no charges, the attack will be considered as an unarmed attack.
  • Minor fixes to storyline missions, displaying additional messages.


[h2]UI / UX[/h2]
  • Reworked the help section, now accessible from the main menu:
  • Updated text in the "General Information" tab.
  • Added a tab with all tips from Jane.
  • Added an F.A.Q. tab.
  • Improved the weapon and armor comparison interface in the tooltip.
  • Added instructional tips from Jane about acid pools and jammers. The tip will appear when the player first encounters a jammer or acid pool.
  • Added a post-mission statistics screen, showing rewards, reputation gain, faction tech level, and strength level.
  • Added new options in settings:
  • Character animation speed (x1 - x2 - x4 - x8).
  • HDR toggle.
  • Chromatic aberration toggle.
  • Camera centering toggle while player is moving.
  • Additional item comparison toggle.
  • Added new metrics to the Magnum statistics section.
  • During missions, tabs with items not yet opened will be marked with a star next to the number.
  • Interactive objects (workbench, stove, auto-doc, level scanner) now appear on the mini-map, and elevator icons on the mini-map indicate the direction in which the elevator operates (up or down).
  • In the context menu for splitting items into stacks, the logic of selecting a stack for splitting is inverted.
  • The tooltip for an item will now also display its average market price and quantity in Magnum's inventory.
  • Key functionality of Left Control, Left Shift, and Left Alt keys is duplicated for their right counterparts.
  • The resistance tooltip will now also display the combined damage resistance value.


[h2]FIXES[/h2]
  • Fixed: Enemies with ranged weapons could move and shoot in one action point.
  • Fixed: In some cases, enemies and players could attack a door after its destruction, blocking passage through it.
  • Fixed: Shadow change option was inaccessible in the main menu and in space mode.
  • Fixed: Quest items were sometimes destroyed in fire.
  • Fixed: Item prices were not displayed on the price graph screen in some localizations.
  • Fixed: It was possible to resurrect a corpse using the Pact of Unlife if a character stood on the cell with the corpse.
  • Fixed: Calorie expenditure in the walking mode tooltip was incorrectly displayed for Mercenary Mirza Aishatu.
  • Fixed: Some weapons did not appear on quasi-morphs (especially on the Lunar Servitor).
  • Fixed: Some types of footwear were not displayed on characters.
  • Fixed: When forming a pile of corpses, corpse sprites also appeared in the bottom left corner of the map.
  • Fixed: Spamming the Shift key when throwing melee weapons led to the creation of multiple knives (visual bug).
  • Fixed: In some localizations, the wound type was incorrectly translated.
  • Fixed: Heartbeat sound spam when the player has many wounds.
  • Fixed: In some cases, it was impossible to pass through a just-evaporated poison without taking any action.
  • Fixed: If you start switching to your turn while running and then receive a wound that prevents running, the mode switch still occurred.


Join our community on Discord to be the first to know game news! Also, follow us on Twitter!

Good luck in battle!
Best regards, Magnum Scriptum Team.

Dev Q&A is Here!

[h2]Hello, Mercenaries![/h2]
Not long ago, we were collecting questions for our first Q&A session. It's time to answer them and also talk about our upcoming plans.

[h2]So, let's get started![/h2]

Q: Are modular weapon and armor upgrades planned?
A: There will be the ability to upgrade weapons, armor, modify classes, operatives themselves, and augmentations a little later.

But it's not quite a modular system, and it seems to me it turns out to be slightly more flexible for the player. Most likely, properties can also be transferred from one weapon to another.

As with many systems, we're not looking for easy ways out, and it doesn't always turn out perfectly right away, but we try to improve and optimize new systems based on user feedback. So let's see the players' reaction and draw conclusions.

Q: What is your favorite class/build?
A: For the team, the most exciting thing is to see your build options. All the existing systems in the game are supposed to be like a constructor where it's interesting to look for cool, weird, or just funny combinations. With the addition of future mechanics, classes, and tools for customizing classes and operatives, there will be even more such combinations.

Q: Is official mod support and Steam Workshop planned to be added?
A: Yes, we plan to gradually provide opportunities for the community to mod the game. Supporting this whole system is a labor-intensive task, so in terms of priorities, it's slightly lower than all our planned game features. But once we finish with the core part of the game, we'll supplement this entire system, and then I think we'll not only enable access to the Steam Workshop but also try to provide additional tools that we use ourselves in game development.

Workshop support will be added before the game exits Early Access, but after most of the key mechanics are implemented in the game. Gradually, the functionality available for modifications will increase and expand.

Q: Do you plan to further expand the available planets of the Solar System beyond Mars? Do you plan to add new bramfatures?
A: Yes, the entire Solar System should appear in the game and become accessible, including bramfaturas. At the moment, we're just running into the volumes of this new content that require time to add to the game.

Q: Do you plan to increase the number of locations available in orbits of already accessible planets?
A: There are currently no such plans. In one of the recent updates, we added new satellites, significantly expanding the number of stations, but there haven't been any new plans for increasing the number of locations.

Q: The roadmap mentions "mission mutators." What are they, and how will they work? Will it be possible to influence these mutators through sabotage or other interactions?
A: "Mission mutators" will affect mission conditions. It is assumed that this will contribute to a better understanding of what exactly the player will have to face during the mission and react to it, prepare for it, adapt. But we haven't discussed any separate gameplay systems that could allow the player, at the mission preparation level, to cancel or change the action of the mutator.

Q: Will co-op be possible in the future?
A: We would like to, but no. It won't be possible to add multiplayer mode within Quasimorph.

Q: Will there be difficulty without emergency crates? Or any other way to increase the difficulty of the game? Will there be sandbox-like settings as in other games?
A: Yes, we plan to add world difficulty settings in the future. This will allow both a more hardcore gaming experience for those who find it too easy and to simplify the game for those who find it unfairly difficult.

Q: Will there be a combat log and quest log?
A: Both are planned for the future.

Q: When can we expect achievements on Steam?
A: Achievements will appear closer to the game's exit from Early Access.

Q: Can we expect more story missions in the future?
A: Story missions will appear along with major quarterly updates.

Q: When can we expect the next update? What are the plans for the near future?
A: We plan to release a QoL patch in a couple of days, which will bring a bunch of useful stuff that will make the game more convenient. Then you can expect an important patch with Magnum modification mechanics. Next, we plan a major quarterly patch, but the release date may shift, so we'll tell you more about it closer to the time.

Q: When will the game be released?
A: I hope the game will be released according to the roadmap schedule.
But I would take into account that usually in development, there is always a shift in deadlines for a later time.
I optimistically think that we'll need another six months after the end of the roadmap to polish and finalize the state of the game.

Q: Is further barter rework planned?
A: The barter mechanics were reworked in the 0.6 version; it still requires polishing and balancing, but in general, it will remain the same. Currently, we are discussing possibilities to simplify rewards for missions and bartering with factions. The main idea is to make this process more convenient for the player, possibly completely or partially abandoning randomness.

Q: Why can't all items be traded now?
A: More options for trading with stations will appear in the future, but the main idea is not to take it to the absurd and not to create simple mechanisms for abusing the game system. Think of it this way: if an item can be crafted in makeshift conditions on board the Magnum, why would it be needed at a fully equipped specialized space station?

Q: Can your composer tell us more about what instruments are used in the soundtrack?
A: For the recording, two guitars were used - a six-string and a seven-string, as well as a MIDI keyboard. The number of tracks varies, usually from 10 to 15. Simple and straightforward!

Q: Can you provide more details about the upcoming Magnum modification mechanics?
A: Ship customization will include 6 large ship compartments. Each of these compartments will have 3 key upgrades, each with some built-in mechanics: active abilities, passive abilities, or applying additional properties to existing game mechanics. Plus, there will be 10 to 15 minor upgrades that will enhance the properties of these three basic upgrades.

Q: What will class customization look like in the future? Will we be creating custom classes in-game, or will there be a separate menu for creating our own class with a backstory?
A: The module responsible for this will be called the Memory Deconstructor. Essentially, we'll be improving the classes that already exist in the game: based on them, you can create your custom classes. You'll be able to replace individual perks in classes you're familiar with with perks from other classes. This will significantly increase the combinatorics and variations of builds.

Q: Will we be able to individually choose perks, or will there be restrictions on them?
A: There will be certain restrictions. They are related to the fact that each class has a limited number of trigger perks and passive perks, and this, in fact, will be preserved. Each class has 3 passive perks and 3 trigger perks. In our custom class, this proportion should be maintained.

Q: What new factions can we expect in the future?
A: New factions will be added, that's 100%. We have a long list of both minor corporations and hexarch corporations that are currently outside the scope of the narrative. Within the idea we're trying to develop within Quasimorph, we're trying to achieve that the player creates situations themselves. It's quite possible that some of the existing quasi-morphic factions may become more independent or new ones may appear, influenced by the player in such a way that they too break into reality. I won't reveal all the cards right now, but I'll say this: the level of madness will be maintained.

Q: Can a person invade the realm of Quasimorphs? Maybe we can experience an ecollapse in their world, as they do with us?
A: Yes, it's possible! This was in the Demo version of Quasimorph. Technically, it's possible, but it requires fairly rare and complex scientific equipment. Specifically, the Ecollapse is a method of movement used by Quasimorphs. So a person doesn't necessarily have to emerge from some Quasimorph to end up in a bramfatura. The mechanics will be different, but the technical process of this procedure and the backstory of the main game can be seen in the demo version of Quasimorph. Unfortunately, it's not currently available for free download from Steam. But it's available to buyers of the game's support edition. In any case, stay tuned to the news SBN. Who knows, maybe we're in for a new scientific breakthrough?

Q: Enemy action points. Was there an idea to show action points above the enemy's head? For example, in the form of barely noticeable dots or other signs.
A: Some additional information like the number of moves, hit chances, and possibly something else will be part of the augmentation. But this doesn't eliminate the risk of losing a clone with all these trendy cyber eyes.

Q: Are there any planned changes to the roadmap?
A: There are no planned major changes to the roadmap, but fixes or improvements to the mechanics that have already been added are possible. In addition, we tend to think that it would be better to cut large parts into several pieces to make it easier to implement new mechanics and work on player feedback and balance.

Q: Post-release support. Is there planned post-release support for the game in the form of patches, content updates, or DLC?
A: The main plans and tasks at the time of exiting Early Access are modding tools, achievements, and porting the game to other platforms. DLC seems like a tempting opportunity, but after release, personally, I would like to work on some other game in a different setting and possibly in a genre different from Quasimorph. Let's see what comes out of it. In any case, it's too early to talk about it. Let's get to the release first 😀

Q: Is controller support planned?
A: Controller support will definitely be added, but closer to release. We'll revisit this question later, but it's on the roadmap.

Q: Have you considered adding exclusive contracts where we can only work with one corporation? Is it planned to allow players to create their own corporation?
A: A proxy-corporation mechanic is planned, but it doesn't imply a full transition of PMCs to corporation status; most likely, it'll be some limited tools for influencing the goods market. Overall, we weren't keen on shifting the game towards an economic simulator where we simply manage some corporation. Let's be honest - that already sounds like a completely different game.

Q: In terms of gameplay, it's not entirely clear, and sometimes not even obvious, what actions of missions are responsible for sabotage, espionage, elimination, capture, defense - and how much they affect the enemy and friendly company. Will we have the opportunity to get more information about these mechanics?
A: Yes, we will. We plan to add a window with mission results information. This element will be more informative, showing changes in faction parameters and items received by the player as a reward.

Q: Will upcoming planets highlighted in red be a permanent source of missions, like the existing trio, or will they only have storyline missions?
A: All new locations will function similarly to those already in the game.

Q: Will there be a possibility to play as a full-fledged quasimorph in the future? Like our operatives, but with corresponding traits and classes.
A: We've discussed a similar question, currently pondering what classes quasimorphs should possess. What talents should they have? And similar questions. If we answer these questions, then we'll try to add them to the game. So we're thinking in that direction, but we're not promising anything yet.

Q: Will there be Forces of Light?
A: Oh... I don't think so, friends. I don't think so.

Q: What games inspire you when creating Quasimorph? Do you have an ideal example in the same genre?
A: All sorts, honestly. In all games, especially of a similar genre, there are good and not-so-good solutions. We try to somehow look at what other developers offer and how they solve similar problems we encounter. The list of such games is very long: Stoneshard, Cataclysm: Dark Days Ahead, Project Zomboid, and so on. A lot of different games! And because they are interesting to us as players, we see things in them that we like, and based on that, we make decisions about developing our own game.

[previewyoutube][/previewyoutube]

Not all questions and answers made it into this post, but we've prepared a video in which Sergey reads and answers your questions. The video is in Russian, but we've also prepared English subtitles ːsteamthumbsupː

Thanks a lot to everyone who asked us their questions! We hope we've covered the hottest ones. And if not - come visit us on Discord!

Good luck in battle!
Best regards, Magnum Scriptum Team.


Patch Notes version 0.6.2

[h2]Hello, Mercenaries![/h2]

This is the second patch for the major update "The Dragon Reborn." In this patch, we've gathered several important balance tweaks, fixes, and significant quality-of-life improvements (hello to the buttons for quick item disassembly and corpse butchering).

In the near future, we'll be focusing on a major patch with new content: we'll be returning to the development of a ship upgrade system. More details on timing and specifics will be shared with you later, but for now, aim for May.

In the meantime, you can participate in a Questions and Answers session with the developers! We're collecting questions on our Discord and on the Steam forums in a dedicated thread, and the answers will be published in a separate post on our Steam blog.

[h2]CONTENT[/h2]
  • Added a track for the second phase of the Martian bramfatura quasimorphosis.
  • Added missing graphics for new quasimorphs.


[h2]GENERAL[/h2]
  • Ammunition loaded into weapons now affects the weight of the weapon.
  • Max barter item value is now capped at 5000 units.
  • Increased the lifespan of additional demand items at stations from 168 hours to 336 hours (x2).
  • Increased max limit for accuracy, evasion, and resistance from 90% to 95%.
  • The Xiomara faction will now have an averaged strength level relative to all other factions upon appearance.
  • Improved bug reporting functionality. Users will be prompted for permission to send logs, save files, and screenshots of the game screen before sending a report. Reports will not be sent without the user's consent.
  • Minor balance changes.


[h2]UI / UX[/h2]
  • Added buttons for quick disassembly of corpse items and quick amputation of all corpse limbs.
  • The state of transformation into a baron is now displayed at the top of the screen along with a timer until transformation back.
  • Items now stack on the floor after disassembly, and bullet unload also stacks.


[h2]FIXES[/h2]
  • Fixed: Enemies, items, and barons sometimes spawned in unreachable locations.
  • Fixed: When fast trading was enabled, a quest from AnCom from the tutorial was not completed.
  • Fixed: Jackhammer continued to strike an enemy in a series even after the enemy was pushed away.
  • Fixed: Fire mode tooltip rounded off the spread and did not account for effects from mercenaries.
  • Fixed: If the servo-driven backpack was broken, the additional weapon slot would be inactive after the mission.
  • Fixed: Francis Reid-Daley's talent sometimes did not return the correct durability value of broken weapons after completing a mission.
  • Fixed: Display of weapon characteristics in the tooltip for the cartridge. This applies to some weapons that have their characteristics on top of the cartridge characteristics.
  • Fixed: Interaction was available with a destroyed dock station and map scanner.
  • Fixed: Fixation of a completely severed limb by the pain threshold perk, there was a visual bug of fixation.


Join our community on Discord to be the first to hear game news and receive notification when the patch release occurs! Also, follow us on Twitter!

Good luck in battle!
Best regards, Magnum Scriptum Team.

Patch Notes version 0.6.1

[h2]Hello, mercenaries!
[/h2]
This is the first patch after "The Dragon Reborn" update: we've fixed numerous bugs, added new key combinations, and made several balance changes.
We read all your reviews, comments in discussions, and in Discord and see what concerns you. In the upcoming patches, we will continue to work on the overall game balance and deepening mechanics.

[h2]GENERAL[/h2]
  • Reduced the radius of sound propagation from shots.
  • Weakened the equipment for the Manager enemy.
  • Now Shift-clicking on an object on the map located in an adjacent cell will result in a melee attack on that object or shooting at it (it will no longer be considered cover).


[h2]UI / UX[/h2]
  • Allowed movement through hazardous cells (fire and acid) with the Left Control key held down, additionally a tooltip is displayed when hovering over such a cell.
  • Clarified the description of the Cannibalism perk, any human meat will trigger the perk, not just raw meat.
  • Fixed interface scaling for ultrawide screens.


[h2]FIXES[/h2]
  • Fixed: enemies took two turns in a row after loading the game.
  • Fixed: turning the view in walk mode allowed changing the movement mode in the same turn.
  • Fixed: armor reduced durability by the damage value before resistance deduction, now durability will decrease by the final damage.
  • Fixed: trading relationships were reset with the beneficiary faction instead of the victim faction after completing a mission if relations with the victim faction fell below 0 as a result of the mission.
  • Fixed: task completion conditions were not counted when killing an enemy turned into an ally by the Xiomara pact.
  • Fixed: perk progression did not work in the story mission "Visit to the Karst Oasis".
  • Fixed: some killed Quasimorphs dropped rifle cartridges.
  • Fixed: lack of weapons for the Quasimorph Esangilec.
  • Fixed: in some cases, the inventory UI of a corpse was not updated when dragging items through Ctrl-click.
  • Fixed: repairing items consumed an action point in stealth mode.
  • Fixed: spamming sound when hitting a door with the keyboard while in run mode.
  • Fixed: when destroying containers, items from them could fall into the abyss.


Quickfix 26/03
  • Fixed disappearing Quasimorph corpses.


Quickfix 27/03
  • Fixed a couple of turn freezes when a mob amputated player's limbs.
  • Fixed an issue where the log folder wouldn't open.
  • Adjusted trajectories.


Good luck in battle!
Best regards, Magnum Scriptum Team.