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Quasimorph News

0.7 Hotfix 1

- Critical bug was fixed on the transition between levels of "Taste of Revenge"

Rocket Science 0.7 is Out!

[h2]Hello, mercenaries![/h2]

Patch 0.7 is finally here! A lot of effort and hard work has gone into this patch. As we mentioned, this is the biggest patch in terms of game mechanics. We've done a lot of testing, but we need to hear your thoughts, so don't forget to come to our Discord and leave feedback.

[h2]GENERAL[/h2]
  • WIPE. We apologize for the progress wipe. In this update, we completely rewrote the save system code and changed the save file format to JSON. These measures will prevent future wipes.
  • Full rebalance of stats, enemies, recipes, and perks. Magnum's cargo hold expanded from 5 to 7 tabs.
  • Added Magnum upgrades, including 6 departments with up to 3 modules each:
    • Navigation Department
    • Supply Department
    • Cloning Department
    • Research Department
    • Engineering Department
    • Hangar
  • Added three new classes: Angels of Spades, Terror Pack, Valkyrie Squad. Perks of some old classes were reworked and replaced.
  • Added a new story mission "Community and Anarchy"
  • Added new class weapon traits and reworked old ones.
  • Reworked operative rank mechanics; ranks now level up based on kills instead of the number of completed missions. Each rank provides specific bonuses and abilities to the operative. Rank leveling is only available with the experience capacitor installed on Magnum.
  • Critical damage reworked from absolute to percentage-based.
    Enabled support for Steam Workshop. The scripting backend was changed from IL2CPP to Mono, making game modification easier for modders. (Going to add it ASAP, delayed for now)
  • Recovery/cloning of operatives after a raid now takes in-game time.
  • Weapon max durabilities were increased by 50%. Repair kits restore max durability. Recipe for kits is unlocked by default.
  • Items will no longer restore their durability after missions. However, they can now be repaired in Magnum's cargo hold.
  • Added new workbenches: Printer, Industrial Fabricator, Medical Fabricator.
  • Mines in levels of procedural missions will now spawn in an activated state.
  • Depending on their behavior pattern, enemies will now ignore or avoid hazardous tiles and mines.
  • Upon transforming into a Baron, their ranged weapon will be available (if any).
  • The Data Miner item now destroys all jammers on the level instead of revealing the map.
  • The Eye of Karroch item now reveals the map and highlights all quasimorphs for 20 turns.
  • Quasimorphosis Detector item, new feature - highlights all quasimorphs for 20 turns.
  • Defibrillator item, new feature - resurrects human enemies as allies.
  • Evacuation from a mission is allowed upon obtaining a quasimorph pact (without absorbing the pact).
  • To create a pile of remains, 6 corpses are now needed instead of 7 in one cell.
  • Added new room presets, reworked many old ones.
  • Expanded the list of destructible surfaces.
  • Spiders are now immune to poison damage.


[h2]UI / UX[/h2]
  • The perk tooltip will now list the weapons to which the perk applies.
  • Improved the post-mission stats window:
  • It will notify about faction relationship breaks.
  • The item tooltip in the rewards block now shows information about the specific item/chip.
  • When leaving a peaceful station, there will now be a warning about items left on the floor.
  • Inverted the trade buttons on the quick trade screen.


[h2]FIXES[/h2]
  • Fixed: Enemy stats display did not account for quasimorphosis phase for affected enemies.
  • Fixed: Various bugs related to weapon durability and Francis Reid-Daily's talent.
  • Fixed: Enemies sometimes did not spawn on the floor.
  • Fixed: Frequent generation of two elevator rooms next to each other.
  • Fixed: Transforming between floors in Baron form would not persist.
  • Multiple object passability fixes in room presets.
  • Fixed: Enemies and items did not spawn on lower-level tiles.
  • Fixed: On the corpse screen, a completely broken item could be dismantled via the dismantle all button.
  • Fixed: Sometimes the stats window did not show up after a mission.
  • Fixed: Tec'tlan's spear disappeared from the backpack after the Ruins of Ancient Bramfatur mission.
  • Fixed: "Abuse" of free turning in stealth mode.
  • Fixed: Heartbeat sound playing after loading the game.
  • Fixed: Skull sprite remained on the floor after picking it up from a pile of items.
  • Fixed: With the Pain Immunity perk, it was possible to equip a weapon in an amputated slot via Ctrl-click.


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

Rocket Science Update 0.7 release on June 28!

Hello! Hello!
Can you hear us?
TMK Magnum is trying to contact you!




[h2]Hello, Mercenaries![/h2]

Not long ago, we told you that we were planning to release a massive patch at the end of June. Well, the end of June is here!

[h2]Rocket Science is planned for release on June 28th, which is Friday![/h2]

0.7 Rocket Science is the biggest patch we've released for Quasimorph in terms of mechanics and content. We wanted the new progression system to encourage you to experiment and try new combinations of classes, perks, weapons, and operatives.

[h2]Patch Highlights:[/h2]

1. Magnum Upgrades and many related mechanics:
  • Ranks
  • Weapon Upgrades
  • Genome Editing
  • Class Editing
  • Scavengers
  • Item Evacuation


2. Weapon Perks

3. 3 New Operative Classes

4. New Save System
This patch will come with a wipe, but it will be the last wipe before the 1.0 release.

5. Beta Support for Steam Workshop

6. New Story Mission

…And much more!
You can find more details about the patch content in our recent devlog.

[h2]Bugs and Localization[/h2]
Please report any translation errors and bugs you encounter using the special form in the game's menu.
At the moment, we are focused on adding content, so we may not always have time to polish translations. We will definitely review all translations closer to the release.

[h2]Roadmap Update[/h2]
We have also updated our roadmap. As you can see, we are still trying to maintain a high pace of updates and content releases, but we also want to spend a little more time refining some features.



Don't forget to join our community on Discord!
As you know, during EA, our main priority is adding content and polishing it with your feedback. So, we would love to hear your thoughts on the changes and new mechanics in the game.

See you tomorrow!
All the best, Magnum Scriptum Team.

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.