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DEVLOG 005: Tutorial and QoL Update

Hello, mercenaries!


Today, let's talk about the first major patch that we've been preparing since the release: new features and changes that you've been asking for. And, of course, it's time to take the first step on the roadmap!
Let's start with some very important news: there will be a save wipe with the patch!
We apologize in advance, but version 0.5 will not be compatible with old saves! This is necessary to introduce new mechanics, fix serialization errors, and address the issue of "shared saves with the Steam version of End Of Dream."
We'll try to minimize the need for this, but we want to give you a heads up!

After the EA release, we've been actively engaging with the community on Discord and reading your reviews. We wanted to know which mechanics we should focus on first to expand the gameplay experience and make it more reactive, engaging, and user-friendly.

Introduction, Tutorial, and Player Onboarding

Upon release, we heard a lot of feedback about the need to assist new players in understanding the game's mechanics and systems. The original onboarding was not very informative, leading players to face a heap of mechanics without explanations. It's time to fix these mistakes!

We completely reworked the starting sequence and added a narrative mission that provides more context to what's happening in the Solar System. During the tutorial, you can both acquire useful items and explore game mechanics without the threat of encountering tough guys with circular saws. And if you prefer a more challenging start, you can easily skip this mission!

Along with this mission, we are introducing a system of narrative missions similar to a prologue. In the future, with each major update, we will continue to expand this system.

New Mechanics and Improvements to Existing Ones

We've significantly reworked crafting! The interface, a bunch of new recipes, and yes, we've eliminated many exploits. We've also added a new crafting station: a stove for preparing simple food from available materials.

The mechanic of item decay over time has been introduced, primarily affecting raw food products and quasimorphic artifacts. For example, spoiled meat can be processed into antibiotics. So get ready to transform human flesh into pills.

Many old items now have useful properties. For instance, duct tape can now repair weapons and armor by 10 units without losing maximum durability. And you can pour a bottle of water on yourself to extinguish a fire.

A mechanic of puddles has been added, resulting from the destruction of containers with acid and water, as well as the use of a toxic sprayer.

A grenade launcher has been introduced, which can be loaded with any grenades. Do you remember that heart can used as a grenade? In the real world, your heart can be broken, but in Quasimorph, you can break someone's skull with a heart!

Also, we are expanding the set of tools available to you: now mines will be at your disposal!

Finally, we've reworked the mechanic of fire and character burning, aiming to make it fairer and more readable. Combined with the new method of extinguishing yourself with water, you now have a much better chance of surviving encounters with flamethrowers.

Interface Improvements and Quality of Life (QoL)


Let's start with the main one: yes-yes, inventory sorting! And you can also delete items in the inventory of Magnum. But that's not all.


Many interfaces in the space part of the game have been reworked:
  • Color codes for stations have been made more understandable.
  • It is now possible to change the operative in the mission window without closing the mission window.
  • The interface for displaying reputation with corporations has been changed.

In mission mode, some crucial improvements have been made:
  • The character will not stop when moving through closed doors.
  • Additional damage indication from any source has been added, with the player character flashing, making it easier to notice the presence of a wound or if you are standing in an acid puddle.
  • Crafting at the workbench has been redesigned similar to crafting on the ship-base.
  • Grenade throwing animation has been redesigned.
Global Parameters and Balance


It was amusing to observe how actively you abused the barter system, produced a massive number of items, exchanged them for faction items, and then discovered that faction strengths had grown to unimaginable values.


We tried to shift the gameplay focus towards mission completion. Now, the most useful items can be obtained more frequently through missions, and bartering will provide more consumables, ammunition, and medical supplies. Additionally, we attempted to cover the most obvious and straightforward corporate barter paths to avoid players endlessly accumulating resources.

Apologies to those who wanted to turn Magnum PMC into a pharmaceutical company specializing in morphine production!

Demon pacts have also been fixed and rebalanced, as some were not working or were functioning incorrectly. The ally summoning should now work correctly, and we've reduced the penalties for using pacts, allowing you to use them more frequently.

Content


And of course:
  • Over 20 new items added.
  • Active weapon display in hand fixed: now it will be easier to distinguish a flamethrower-wielding enemy from one with a shotgun.
  • New armor set added.
  • Quasimorphic weapons added (you may have noticed them on the exchange lists before, but now you can use them!)
  • Unique rooms added to Moon missions.
  • Many old room presets reworked and improved.
  • New fully destructible objects added.


We are actively testing and polishing the remaining aspects of this patch and plan to present it to the community for feedback next week, along with a detailed patch note.

Join our community on Discord to be the first to receive updates about the game and get notified when the patch drops! Also, dont forget to follow us on Twitter!

Thank you for your attention!
Good luck on your ventures, mercenaries!

Hotfix #006

[h2]Hello, mercenaries![/h2]



[h2]It's time for a small patch with fixes:[/h2]

  • Fixed level generation bugs in the Martian biome that made levels impassable.
  • Fixed: if the cursor was at the edge of the screen during level loading, the camera would go into darkness until the game loaded. Added a delay to camera movement after game loading. The "arrow" indicating the direction to the character off-screen now additionally displays the mercenary's name for greater clarity.
  • Fixed: the character could enter the elevator through the wall.
  • Fixed: the character appeared in the wrong location when exiting the elevator from a previously visited location.
  • Fixed: the trigger for the Gambit perk didn't work.
  • Fixed: the trigger for the Immune Response perk didn't work (it triggered upon infection, not contagion as stated in the description).
  • Fixed: the Marauder perk counted only the first corpse when searching, even if there were several corpses in the cell.
  • Fixed: Jane's message didn't appear after completing a mission if the mission ended after game loading.


Good luck in your raids, mercenaries!

Hotfix #005

[h2]Hello, mercenaries!
[/h2]


[h2]It's time for a small patch with fixes:[/h2]
  • Fixed generation bugs that prevented escaping from the starting room.
  • Fixed a bug causing the absence of lighting on the map when loading the game.
  • Fixed a bug causing a crash when attempting to place a 2x1 item in the last arsenal slot.
  • Mercenary movement mode will reset to normal after completing a mission.
  • Removed dead-end floor tiles from which you couldn't escape on several presets.
  • Fixed a bug that caused an enemy to not end their turn in some cases when seeking cover.
  • Fixed an issue in the functionality of the "Awareness" perk for the Tunnel Rats class, where the perk was upgraded when the player installed a turret.
  • Fixed the deletion of equipped items when pressing Ctrl+LMB when the inventory is full.
  • Removed the rearrangement of the magnum storage when disassembling items beyond the storage capacity.
  • Fixed missing damage resistance text in some languages with the "Increased Text" option enabled.
  • Fixed a localization error in the news event about the start of a defensive mission. The conflict sides were mixed up.
  • Multiple localization fixes. This includes incorrect victory condition values in some localizations (e.g., showing 80% instead of 50%).
  • Numerous localization fixes for Brazilian Portuguese (Thanks to Kyubey) and other users who provide us with feedback on text localization errors.

We'd also like to inform you that in our Discord, there are separate language channels for Japanese, Chinese, Korean, German, French, Polish, Spanish, and Portuguese. We have also introduced a separate channel and role for content creators (contact the administrators in Discord to be assigned this role). Additionally, there's now a dedicated channel for user-generated content.

Good luck in your raids, mercenaries!

Hotfix #004

Hello, mercenaries!


This is the final_final hotfix in a series of emergency patches. Hope it helps you enjoy the game. It fixes the following things:
  • Faction progression speed has been slowed down.
  • Flights between planets have been accelerated.
  • Defense missions are now created with the same frequency as others.
  • The strength of shelters has been increased.
  • Fixed a bug when trying to shoot outside the generated map.
  • Improved distribution of enemies by level.
  • In case of a potential critical error, the player no longer receives defeat, but rolls back to the beginning of the current level when loading a save.
  • Improved information content of reports (send reports from the game, this really helps us catch problems).

Hotfix #003

Hello, mercenaries!




This is the final hotfix in a series of emergency patches. The primary goal of these three patches was to stabilize the gameplay and smooth out difficulty spikes. In the near future, we want to focus on onboarding and reworking the tutorial, as well as further improving the balance.

The new adjustments will take more time because we want to digest the feedback and approach the changes more thoughtfully. Within a month, we will return with new patches and plan to continue working on the goals we outlined in the roadmap.

Additionally, we plan to add an important feature to the roadmap that will allow you to customize your gaming experience. However, we will return with more details when we understand how exactly we want to implement it.

Patch Notes:
  • Reduced the chances of enemy with one-shot potential spawns.
  • Reduced mob visibility range - no more shots from the darkness.
  • Fixed the level design of defense missions; there are no longer map sections from which you couldn't escape. Mob spawns on these maps have also been fixed.
  • Balance fixes for barter.
  • Fixed a bug: throwing weapons/melee attacks could lead to game freezes.
  • Fixed a bug: the game wouldn't load a save if the player had the character Priya Marlon with a medkit/repair kit/food in their inventory.
  • Fixed: display of the Carnage Pattern armor for female characters.
  • Fixed a bug: you couldn't return from a mission if both the victory and death screens were displayed simultaneously. Now, the screen that appears first will take priority.
  • Fixed the loss of an item's max durability when repairing it using the bonus from the Francis Reid-Daly perk.
  • During defense, factions will now create espionage missions in addition to defense missions.

Don't forget about our Discord - there you can chat with the developers and find a special section where you can leave your feedback and suggestions.

Thank you for staying with us!
Good luck in your raids, mercenaries!