Patch 0.9.8.2: Fresh Meat
[p]Hello, friends!
New Year is just around the corner, and we’re not going into the holidays without a small gift for you! Meet the Fresh Meat patch – packed with Christmas spirit and festive vibes.[/p][p]A proper celebration needs plenty of guests, so this patch brings 5 new mercenaries and a full rework of all the old ones.[/p][p]On top of that, we’ve delivered a major update to all procedural missions. We’ve been following your feedback after the previous patch and worked on victory/defeat conditions. And of course: a few new items, Combat Log improvements, and a bunch of QoL changes.[/p][p]Let’s dive in:[/p][h2]New Mercenaries[/h2][p]Five new mercenaries have been added. Joining the squad:[/p]
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[/p][h2]New Items[/h2][p]6 new implants[/p][p]Cyber Implants[/p][p]Stealth Skin
Makes the player invisible to enemies’ sight.[/p][p]
[/p][p]Bioaccumulator
Grants a dodge bonus based on the clone’s satiety.[/p][p]Data Lock
Greatly increases the clone’s field of view.[/p][p]Quasimorphic Implants[/p][p]Steps of Bodb
Gives a chance to stun enemies in melee combat.[/p][p]Whisper of Euphos
Accuracy and dodge bonus.[/p][p]Plague of Balar
Spreads poison and infections around the player.[/p][p]
[/p][p]Also 1 new ammo, 1 collar, 1 alcohol item, 5 raw foods, 3 dishes, 3 spare parts, 5 resources. [/p][p]New properties for Adrenaline.[/p][h2]New Stuff[/h2]
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Happy hunting, mercenaries![/p][p]
[/p]
New Year is just around the corner, and we’re not going into the holidays without a small gift for you! Meet the Fresh Meat patch – packed with Christmas spirit and festive vibes.[/p][p]A proper celebration needs plenty of guests, so this patch brings 5 new mercenaries and a full rework of all the old ones.[/p][p]On top of that, we’ve delivered a major update to all procedural missions. We’ve been following your feedback after the previous patch and worked on victory/defeat conditions. And of course: a few new items, Combat Log improvements, and a bunch of QoL changes.[/p][p]Let’s dive in:[/p][h2]New Mercenaries[/h2][p]Five new mercenaries have been added. Joining the squad:[/p]
- [p]Hannah Reich — Gains a dodge bonus after moving and can interact with the environment and inventory while sprinting.[/p]
- [p]Edward Lowrance — Has lower quasimorphosis gain per turn, and enemies need to get closer to spot him.[/p]
- [p]Bob Denarre — Has increased HP regeneration and faster perk cooldowns.[/p]
- [p]Jan Shrammert — Has increased enemy detection range, and his attacks ignore the armor of unsuspecting enemies.[/p]
- [p]Laksha Saminath — Restores more health from medicine and has a high chance to successfully extract implants from enemies.[/p]
- [p]Defensive missions now have station dwellers.[/p]
- [p]Failure and evacuation are now possible in all missions where appropriate.[/p]
- [p]Security (the reverse of Robbery missions) has been completely reworked; now you have to hunt robbers.[/p]
- [p]NPCs performing the ritual have been added for Ritual and Counterattack missions.[/p]
- [p]Panicked and surrendered enemies are counted as eliminated.[/p]
- [p]Some old recipes have been updated.[/p]
- [p]The interfaces for using all interactive objects have been standardized.[/p]
Makes the player invisible to enemies’ sight.[/p][p]
Grants a dodge bonus based on the clone’s satiety.[/p][p]Data Lock
Greatly increases the clone’s field of view.[/p][p]Quasimorphic Implants[/p][p]Steps of Bodb
Gives a chance to stun enemies in melee combat.[/p][p]Whisper of Euphos
Accuracy and dodge bonus.[/p][p]Plague of Balar
Spreads poison and infections around the player.[/p][p]
- [p]New: Items — 6 implants, 1 ammo, 1 alcohol, 5 raw food, 3 dishes, 3 spare parts, 5 resources. New properties for Adrenaline.[/p]
- [p]New: The "Cobra Throw" (Co.B.R.A.), "Tactical Camouflage" (Unit 317), and "Ghost Killer" (Angels of Spades) perks have been reworked. Now they interact with the new NPC AI.[/p]
- [p]New: Deployable turrets and robots now require a turn to activate.[/p]
- [p]New: NPCs will now use medicine in combat as well. They can also heal and revive allies. Yes—VIPs will heal themselves if given a First Aid Kit.[/p]
- [p]New: The use of implants by NPCs is now noted in the Combat Log.[/p]
- [p]New: Difficulty setting — using the elevator and stairs costs a turn. Disabled by default on Easy and Normal difficulties, enabled on Unfair difficulty.[/p]
- [p]New: The Large Text setting now affects the displayed hit chance and floating text.[/p]
- [p]New: The name of the installed implant is now shown in the body part tooltip.[/p]
- [p]New: The deepest level of Bramfaturian Descent reached has been added to the statistics.[/p]
- [p]Balance: The "Combat Physicist" perk now applies to melee weapons that use batteries.[/p]
- [p]Balance: Mercenary stats have been rebalanced based on two talent properties. They now have a sight range of 10 by default.[/p]
- [p]Balance: The Civil Resistance storyline step between the missions "From Spark to Flame" and "Iron Broom" has been adjusted; it no longer matters where the stations are captured.[/p]
- [p]Balance: The stats of many augments and implants have been adjusted. Shield implants lose some of their health per turn.[/p]
- [p]Balance: Slightly reduced passive dodge. Trigger perk cooldowns reduced. Average time to fully level perks up is +25%.[/p]
- [p]Balance: Minor changes to armor stats, with the biggest impact on Hazmat and RealWare armor.[/p]
- [p]Balance: Medical component production moved closer to the Inner System. Requires a new save to work.[/p]
- [p]Balance: Quasimorphic consumables are now tied to specific bramfaturas. Shards now repair everything.[/p]
- [p]Balance: The rewards for the Secret Data PCPU have been revised; the Tech Level of awarded items has been reduced.[/p]
- [p]Fixed: Surrendered NPCs were blocking passages.[/p]
- [p]Fixed: The Seismic Generator implant ignored knockback immunity.[/p]
- [p]Fixed: Pathfinding issues — NPCs couldn’t find a path to the player; NPCs could get stuck.[/p]
- [p]Fixed: A situation where it was impossible to return from the Pleroma to the Solar System.[/p]
- [p]Fixed: Knockback properties for melee weapons in the hands of NPCs were not working.[/p]
- [p]Fixed: The "Sandman" perk description now mentions a silencer.[/p]
- [p]Fixed: The "Integrated Jammer" property wasn’t working.[/p]
- [p]Fixed: Railings didn’t block knockbacked clones and NPCs.[/p]
- [p]Fixed: The implant extraction chance bonus from augments and implants didn’t work on living enemies.[/p]
- [p]Fixed: Descents into the Ron might not generate a level.[/p]
- [p]Fixed: Bugs when entering the Pleroma from some satellites.[/p]
- [p]Fixed: The "Enemy Anatomy" perk wasn’t getting experience.[/p]
- [p]Fixed: When using the "Leap of al-Abarsa" implant on the last AP, the player's turn would end and the implant would trigger during the enemy's turn.[/p]
- [p]Fixed: Locations in the Pleroma would change owners after completing storylines.[/p]
- [p]Fixed: Locations from the Pleroma were displayed in the Stock Market.[/p]
- [p]Fixed: Level names were displayed incorrectly during Descents in bramfaturas.[/p]
- [p]Fixed: A capsule could block passage when appearing near a ladder.[/p]
- [p]Fixed: The "Feel No Pain" talent didn’t stop the gain of pain from meds and wounds.[/p]
- [p]Fixed: If you entered a Descent before the tutorial message from Professor Eipschwitz appeared, the travel button wasn’t available afterwards.[/p]
- [p]Fixed: The Laser Sight trait displayed the hit chance with the target’s dodge included.[/p]
- [p]Fixed: Incorrect processing of clones’ wound chance modifiers.[/p]
- [p]Fixed: Enemies surrendered when they shouldn’t.[/p]
- [p]Fixed: State icons were displayed over dead NPCs.[/p]
- [p]Fixed: Corporation employees weren’t receiving PlanetBridge and Coreward MG faction armor.[/p]
- [p]Fixed: NPCs without arms (Faris, spiders, drones, etc.) could throw grenades.[/p]
- [p]Fixed: NPCs could enter some objects if they had no other way.[/p]
- [p]Fixed: Class projects would reset if a perk in the same slot was changed multiple times. Clone projects would reset if a clone’s talent was changed multiple times.[/p]
- [p]Fixed: The VIP’s death in the shelter didn’t fail the mission. Now you’ll have to return and resurrect them.[/p]
- [p]Fixed: Active implants couldn’t be used if the clone had a minor wound.[/p]
Happy hunting, mercenaries![/p][p]
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