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Update 0.5 Patchnote

Quasimorph version 0.5 Patchnote


Read the details in our devlog!

Major Changes
  • Wipe: Version 0.5 is not compatible with old saves. Wipe is necessary to introduce new mechanics, fix serialization issues, and address the "common saves with End Of Dream" problem.
  • Completely Reworked Tutorial: Now consists of two full-fledged story missions. The tutorial can be skipped only on replay (a skip dialogue window appears at the beginning of the tutorial).
  • Overall balance rework and adjustments to many game parameters.
  • Added new crafting recipes, new body parts for quasimorphs, and old enemies received new weapon presets.
  • Improved Character Visuals in the Game: Now, each weapon in the character's hands visually corresponds to the item in the inventory. So, it will be easier to distinguish an enemy with a disc gun from an enemy with a flamethrower.
  • Added new tracks for the first and third phases of quasimorphosis for the Venus bramfatura.
  • New Mechanic - Toxic Puddles: Landing on them causes damage to any creature. Beware, Venusian spiders leave an acid puddle after death! Acid, when in contact with a mine or grenade, activates their explosion.
  • New Mechanic - Water Dousing (Extinguishing): Now, a water bottle can be used through the context menu to extinguish a burning character and remove the burning effect. After use, a water puddle is left where the fire cannot reach.
  • Poison Damage (Toxic): Leaves a new type of wound, and with a chance, it may develop the Poisoning effect. Poisoning works similarly to morphine addiction and can be cured with an antidote. With each instance of poison damage, there is a chance that Poisoning will progress to the next stage.
  • Quasimorph barons can now use the abilities of their skull.
  • New Weapon - Gorgon Chemical Sprayer: Works similarly to a regular flamethrower but leaves toxic puddles on the tiles instead of fire.
  • New Weapon - Grenade Launcher: The grenade launcher can be loaded with grenades of any kind. Be careful! A grenade fired from a grenade launcher will explode during the same turn as a shot.
  • Added a new type of item - Mine: Set via right-click in the inventory (similar to a turret). The mine takes several turns to activate. After activation, the mine will explode when someone is on an adjacent tile (or in the mine tile).
  • Added new objects on levels, many old objects gained the ability to be destroyed. Some objects, when destroyed, will leave water or acid around them.
  • Added a new type of workbench - Stove, which has its unique set of recipes.
  • Added new mechanics for Meat - now, when in contact with fire, it will turn into roasted meat, and after a certain time, it will rot and turn into spoiled meat.
  • Visiting stations and completing missions will take in-game time.
  • Transforming into a baron ultimate abilities reworked. Transformation duration increased from 20 to 100 turns. The penalty for using such an ultimate now deducts 5 max health but heals from all wounds after application.
  • Blinking characters and enemies when they receive damage from wounds/acid added.
  • Added a bonus damage parameter for certain types of ammunition.
  • When stunned, a visual pause of 0.3 seconds is added to make this state more noticeable.
  • The burning effect on the character will now leave a burn after it finishes its action, not during burning.
  • Reworked the visual of the grenade flight, added animations for grenade throwing and melee weapons.
  • The Pyromaniac perk no longer affects the duration of the player's burning when they receive the burning effect from their own fire.
  • The emergency box will no longer be issued if it or its contents are already in the player's possession.
  • Autodoc and Gavvah can now heal morphine addiction and poisoning.
  • In the faction window in the item block, possible rewards for completing tasks are now shown, not what can be traded with the faction.



UI/UX Changes
  • Revised character behavior when moving on the map with left-click: movement no longer stops at doors (if the door is in the explored area, movement continues after opening it until reaching the destination; if the door hides an unexplored area, opening it will reset any remaining movement commands). Fixed numerous cases where interaction with an object did not occur immediately after the player's movement (triggered only on a second click).
  • Changed right-click movement to a tile with a corpse or item to a combination of Left Control + Left Click (Control + Click now means going to the point regardless of its content).
  • Added an arsenal sorting button. Sorting will occur first by item type and then by name.
  • When receiving a wound that deducts health every turn or for movement, the character will now move only one square (the same behavior as when there is an enemy in sight).
  • Added a slot for destroying items from the arsenal. This red slot is located in the bottom right corner of the arsenal. To delete an item, drag it onto this slot. Attention! The item will be permanently deleted without confirmation.
  • Revised the station trade screen. Quick move buttons between the mercenary's inventory and the station's storage have been added.
  • Reworked and standardized item movement between inventories using Control-click. If you move an item into the inventory or tab with the left Shift key held down, all items of the same type will be moved.
  • Reworked station and faction icons; their color now depends on the reputation status with the player (red if the reputation is insufficient to visit the station and light green if the reputation is above 25). Dark red color of the station panel indicates its unavailability for visitation after a change in ownership.
  • Reworked the enemy screen; now its description and damage resistance parameters are displayed on the items tab. The items tab is displayed by default when inspecting an enemy.
  • Reworked the workbench screen; now crafting is done similarly to the production screen.
  • When hovering over an enemy corpse or container, the tooltip text now indicates whether the corpse/container has been searched.
  • Changed: the production screen is now available during flights.
  • Changed: the weapon tooltip now shows the ammo consumption for each firing mode.
  • Changed: the stock market reputation with a faction in the faction list is now shown as a "smiley" rather than a numerical value.
  • Changed: the raid preparation screen now displays beneficiary and victim icons.
  • Changed: when dragging an item to another tab, it will not switch to that tab.
  • Added the ability to change mercenaries on the raid preparation screen.
  • Added display of critical damage in tooltips for mercenaries and weapons.
  • Added recipe description in the item chip tooltip.
  • Added a counter of killed quasimorph barons in Magnum's statistics.
  • Added an option to disable Jane's tips during the game.


FIXES
  • Fixed: Allied quasimorphs from the pacts were attacking the player instead of other enemies.
  • Fixed: The disc launcher, when fired at certain angles, dealt damage to the shooter (in such cases, the start of the disc's flight was counted from the shooter's position).
  • Fixed: Enemies could sometimes enter impassable objects on the level.
  • Fixed: The character could pass through fire without taking damage while running and receive double damage if ending their turn in a tile with fire.
  • Fixed: Numerous bugs that could cause an item to disappear as a result of inventory operations.
  • Fixed: The reload speed bonus from unloading was not considered when reloading with the R key. Also, now unloading takes precedence over the backpack in the context of searching for ammo for reloading.
  • Fixed: Enemy dialogue did not interrupt after their death.
  • Fixed: When amputating an enemy's "shoulder" body part, their weapon slot did not disappear (as it happens when a player's clone loses a shoulder).
  • Fixed: Specialized containers always dropped full stacks of ammo and completely intact items. Now their condition and quantity will not differ from other items on the level.
  • Fixed: Disappearance of thrown weapons if their flight ended in an obstacle.
  • Fixed: Grenade sometimes hung in the air after being thrown if the character was in a running state.
  • Fixed: Repeatedly clicking on a grenade while selecting a target for throwing led to a repeated throw.
  • Fixed: Amputation is no longer available during peaceful visits to stations.
  • Fixed: Incorrect in-game time was displayed at the beginning of a space flight.
  • Fixed: Decals were not removed when destroying walls.
  • Fixed: Some types of walls were not destroyed by shots.
  • Fixed: Item production was available if only one of several required components of the same type was available for production.
  • Fixed: Text shaking in the game date tooltip at x100 time speed.
  • Fixed: In station tooltips in the item block, an extra empty row was displayed in some cases.
  • Fixed: On the raid preparation screen, starting a mission via hotkey Y did not show briefing messages from Jane.
  • Fixed visual artifacts of the player character when loading the map or exiting the elevator.
  • Multiple volume adjustments for sounds.
  • Multiple localization fixes.


Please be aware that we support localization through the community. If you find an error, please be sure to send us a report via the form in the main menu. We'll do our best to address the issue in the next patch.

And that's all! We hope you enjoy this patch.
Thanks for your attention and happy gaming!
Regards, Magnum Scriptum Team.

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).