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DEVLOG 016: Signed in Blood

[p]Hello, mercenaries![/p][p]Today we’re going to talk about our plans for the upcoming 0.9.9 patch and the key development directions of the past few months. And of course, we’ll tell you when to expect all these wonders![/p][p][/p][h2]Patch Highlights[/h2]
  • [p]Pacts 2.0: we’ve completely reworked the system — now these are powerful active abilities that can truly flip the battlefield upside down.
    Turn into a Quasimorph? Sure. Walk through walls? Easy. Reduce everything around you to meteor ash? Anytime.
    But of course, nothing is free.[/p]
  • [p]The difficulty builder is deeper: you can now fine-tune your experience as you play (with clear limitations so you can’t break progression). Plus, we’re adding the ability to save your own custom difficulty preset.[/p]
  • [p]Content & QoL: we keep expanding the game: a Cryochamber for the Magnum, new items, enemies, updated map visuals, new augments, and a bunch of quality-of-life improvements.[/p]
[hr][/hr]
Pacts 2.0
[p][/p][h2]What are Pacts?[/h2][p]Pacts are active abilities that let you change the situation instantly: deal catastrophic damage, reshape the battlefield, or even change your character by transforming into another creature.[/p][p]That kind of power comes with a steep price — and that’s part of the design.[/p][h2]Why we reworked them[/h2][p]Pacts have been in the game since release, but we weren’t happy with how they worked:
they barely interacted with your builds and often felt like a simple “panic button”.[/p][p]Now we treat them differently:
Pacts are an active ability system that supports different playstyles — and one we can expand with new effects without rewriting half of the combat system.[/p][h3]What we’re aiming for[/h3]
  • [p]More build variety, where the game changes not only based on “what weapon I shoot,” but also how exactly I solve situations on the battlefield.[/p]
  • [p]More synergies between abilities, classes, implants, and items.[/p]
  • [p]A foundation for future systems, like a dedicated Pact Department (we’re already laying the groundwork for it).[/p]
[h2]New usage logic: faster, stronger — but with a price[/h2][p]The key change: Pacts no longer slow down the pace of combat, but they’re not “free magic” either.[/p][h3]What we removed[/h3]
  • [p]no more cooldowns[/p]
  • [p]Pacts no longer require an extra turn to use[/p]
  • [p]using a Pact doesn’t raise your Quasimorphosis meter by itself[/p]
[h3]What we added instead[/h3][p]To use a Pact, you first have to charge it — which increases your Quasimorphosis meter.
Only after charging does the Pact become available.[/p][p]So we removed “slow and on a schedule” and added “instant, but plan the cost.”[/p][h2]Banes: 5 levels and consequences that stick[/h2][p]We also completely reworked Pact banes:[/p]
  • [p]banes have 5 levels[/p]
  • [p]each use strengthens the banes you already have[/p]
  • [p]after a certain number of uses, you gain a new bane[/p]
  • [p]the higher the level, the harsher the consequences[/p]
  • [p]most importantly: banes do not reset after a mission[/p]
[p]Examples of consequences:[/p]
  • [p]in lighter cases:[/p]
    • [p]more damage from wounds[/p]
    • [p]higher calorie consumption[/p]
    • [p]faster Quasimorphosis growth[/p]
  • [p]in harsher cases:[/p]
    • [p]enemies may start “surviving” death[/p]
    • [p]your clone may become immobilized[/p]
    • [p]equipment may break when moving[/p]
[p]There’s only one radical way out: break the Pact.[/p][p]Bottom line: Pacts are less likely to screw you over “on a timer,” but they demand planning — and still work instantly, letting you change the entire fight in a single moment.[/p][p]After this update, the game will have over 60 Pacts.
By release — around 100 (some are still being brought to a final state). We prefer shipping the system’s foundation early so you can start “breaking” it while we keep iterating on balance and underlying mechanics.[/p][h2]Pact examples[/h2][p]To give you an idea of what you’ll be dealing with:[/p]
  • [p]Choose an area → a massive explosion happens → allies emerge from it[/p]
[p][/p]
  • [p]Walk straight through a wall[/p]
[p][/p]
  • [p]A huge explosion that leaves fire behind[/p]
[p][/p]
  • [p]For every AP spent, a meteor strikes a random enemy in line of sight[/p]
[p][/p]
  • [p]Pick an object in line of sight → it explodes → a friendly Quasimorph appears in its place[/p]
[p][/p]
  • [p]Panic for all non-immune enemies in line of sight[/p]
[p][/p]
  • [p]Blood pools turn into a shield[/p]
[p][/p]
  • [p]Summon rocks that create cover and block enemies’ pathing[/p]
[p][/p][p]We hope expanding this system will create enough room for experiments — and for those “what if…?” builds.[/p]
Baron Transformations
[p][/p][p]Baron transformation Pacts have also been brought in line with the new philosophy: while transformed, things that used to feel “switched off” now work properly:[/p]
  • [p]inventory is available[/p]
  • [p]loadout management works[/p]
  • [p]you can heal via the Health screen[/p]
  • [p]class perks continue to function[/p]
[p]It’s important to us that transformation is a full character state that contributes to build combinatorics and fully uses the game’s mechanics, instead of turning into “a mode where half the UI went out for a smoke.”[/p][p][/p][hr][/hr][p][/p]
Difficulty Builder Improvements
[p]The second major line of updates is expanding difficulty settings and letting you adjust them as you play.[/p][p][/p][h2]What else you’ll be able to tweak[/h2][p](in addition to the existing options)[/p]
  • [p]random event frequency + on/off toggle[/p]
  • [p]calorie consumption from carried weight (down to 0%)[/p]
  • [p]procedural mission lifetime[/p]
  • [p]the “Restart floor on death” logic has been reworked:[/p]
    • [p]it now loads the latest save even if the mission was already completed[/p]
    • [p]to complete a mission “posthumously,” use Esc → Abort mission[/p]
  • [p]an option that blocks difficulty changes during a run (for those who want “iron honesty”)[/p]
[h2]In-run editing and presets[/h2][p]You can now view and change difficulty settings right inside a specific save.[/p][p]Difficulty is a way to tailor the experience to yourself. Some want more risk, some want less grind, and some test builds and don’t want the calorie economy to sabotage experiments.[/p][p]Plus: you’ll be able to save your settings as a preset, and the chosen difficulty will be shown on the save load screen.[/p][p][/p][hr][/hr]
Cryochamber for the Magnum
[p]Soon the Magnum will stop smelling like rotten meat![/p][p][/p][p]We’ve added a new Magnum upgrade: the Cryochamber.[/p][p]The Cryochamber is a separate stash tab where spoilage for perishable items is halted.
You’ll be able to travel between planets without worrying about being left without a snack.[/p][p]But you have to pay for the fridge: we sacrificed the 7th cargo hold tab.
We think it’s worth it. 🙂[/p][hr][/hr]
Other content
[p]And of course, this patch isn’t just about Pacts and difficulty settings. Patch 0.9.9 also brings a solid batch of new gear: 6 weapons, 2 quasimorphic mines, 1 quasimorphic turret, 10 augments, and 4 implants.[/p][p]On top of that, you’ll finally get to see a new ending for a story branch that has been hanging without a conclusion so far — it will arrive with the full patch release (not in the Open Beta).[/p]
When is the patch coming?
[p]We’re on the final stretch. We’re starting testing right now — the patch is already available on the Open Beta branch, but of course, we can’t guarantee stability yet. Still, we’ll be grateful to everyone who’s willing to help test and share impressions in Discord and the Steam discussions. Within two weeks of the start of testing, the patch will roll out to the default branch together with the final patch notes.[/p][p]And finally — you’ve probably noticed that our patch numbering suggests we’re getting closer and closer to the full release, step by step. Stay tuned.[/p][p]Thank you for playing, leaving reviews, and helping us make Quasimorph meaner, smarter, and more comfortable to play.[/p][p]Happy hunting, mercenaries![/p][p]Bonus gif for those who made it to the end! [/p][p][/p]

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]
  • [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]
[h2]Mercenaries Rework[/h2][p]All mercenaries have been reworked; their talents now have two properties instead of one. Your alive clones must be recloned to receive the new talents.[/p][h2]Procedural Missions Update[/h2][p]All procedural missions have been updated.[/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][/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]
[h2]New Interactive Objects[/h2][p]Cartridge Press, Medical Printer, Primitive Workbench, Primitive Kitchen, Maintenance Station, Recharge Station.[/p]
  • [p]Some old recipes have been updated.[/p]
  • [p]The interfaces for using all interactive objects have been standardized.[/p]
[p][/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]
  • [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][/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]
[h2]Balance Changes[/h2]
  • [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]
[h2]Fixes[/h2]
  • [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]
[p]The Magnum team is glad to wish you a Happy New Year and Merry Christmas!
Happy hunting, mercenaries![/p][p]
[/p]

Vote for Quasimorph in the Steam Awards 2025!

Hello, mercenaries. We have an important and challenging mission for you!

Steam Awards 2025 voting has started, and we need your help to secure a nomination in the "Labor of Love" category!

Throughout this year, we’ve been actively improving the game, and we’d be thrilled if you supported us in this category!

We would appreciate it if you click on that checkbox above!

See you in future updates,
Your Magnum Scriptum Team

0.9.8 "No Suffering - No Gavvakh" is out now!

Hi friends!
We’re drawing a line under update 0.9.8 that you helped us shape during beta, and we’re rolling out the final fixes! The patch is also leaving beta and moving to the game’s default branch, and below you’ll find the full patch notes, info about the new features, how to start the new story missions, what changed in the economy and AI, plus a heap of QoL tweaks.

[h2]The most important highlights of the patch:[/h2]
  • 6 new story missions
  • Endless missions
  • Ability to travel across the Solar System without advancing time
  • New planet: Saturn and 4 moons
  • 5 new classes; all old ones reworked
  • UI with hit chances, NPC HP and AP; floating texts
  • Reworked completion conditions for some missions — if objectives are met but you died, you still get the reward
  • Economy update
  • AI update: more behavior models (they can surrender!) and the ability to use summons
  • Filters and renaming for Cargo Hold tabs.
  • Inventory sorting
  • 66 implants, including 20 active and 17 quasimorphic; 1 new grenade; ore cargo
  • 26 new random events
  • And many more QoL and balance improvements!

Now for the details:
[h2]New storyline: Tezctlan[/h2]
6 missions in a separate branch that adapts to your situation: some missions may be automatically skipped if you already have the required items or assets.
  • How to start? The storyline begins after selling the Secret Data to any faction.
  • If you already sold it in your current save, you may need to start a new game to begin the storyline.
  • If the Data was sold to Tezctlan but the “Poison Trial” mission hasn’t been completed yet, finish it and the story will proceed without obstacles.

[h2]REDACTED Engine and endless bramfaturas[/h2]
  • The REDACTED Engine lets you head into the REDACTED, where endless missions await you.
  • Dive into bramfaturas as deep as your nerves and guns allow: there’s no limit. The deeper you go, the tougher and denser the enemies.
  • While you’re in the REDACTED, time in the Solar System is frozen: ship systems operate unstably.
  • But you gain one crucial advantage: you can now travel across the Solar System without losing time.

[h2]New sector: Saturn and 4 moons[/h2]
  • We’re returning to where Quasimorph’s story began: Saturn and its moons — Titan, Enceladus, Phoebe, Hyperion.
  • The crystalline peaks of Olirna are slumbering for now, and the bramfatura is closed off from external influence — what does it hide?
  • You’ll find out soon. Stay tuned for further news!

[h2]Overhaul of mission completion conditions[/h2]
Die, but get it done!
  • If the objective is completed but the clone dies on the way back, the mission still counts. The clone will be missed, but the reward will ease the pain.
  • VIP's death during an escort no longer leads to your operative’s elimination. You can evacuate the clone and keep your gear — or try to revive the VIP and finish the mission.

[h2]Major overhaul of the Solar System economy[/h2]
  • Required and produced items have been revised on all stations.
  • Chain logic: resource extraction → processing into parts → assembling devices → generating Power and Technology points.
  • When there are shortages, the chain “bogs down” — completing missions now influences faction strength more strongly.
  • Most non-barter items have been removed from the economy.
  • Corporate item stock in station inventories has been increased by roughly 5×.
  • Disassembly recipes for many barter items have been revised — expect pleasant surprises.
  • Quasimorphs grow aggressively, devouring the population; if the conquest stops, they wither.
  • Civilian resistance has its own, more universal economy with simplified production chains.
  • Important: to ensure the new economy works correctly, you need to start a new game.

[h2]AI update[/h2]
  • NPCs spend a limited amount of AP on attacks — from 40% to 70% depending on quality/training, at least one attack per turn.
  • New behavior states: retreat to defensive positions, panic, attempt to surrender to the player.
  • NPCs learned to use items: be ready to see robots, turrets, and spiders appear right before your eyes.
  • An unarmed NPC can pick up a weapon from the ground.

[h2]New difficulty settings[/h2]
Fine-tune the sandbox to your style:
  • Backpack sizes and item stack sizes.
  • Condition of items on killed NPCs.
  • NPC evasion bonus/penalty.
  • Modifier for the number of floors in missions.
  • Option to forbid complete annihilation of a faction.
  • Flexible failure conditions for the employer when a clone dies or is evacuated if the objective is not completed.

[h2]New content[/h2]
  • 5 new classes; all old ones reworked.
  • 66 implants, including 20 active and 17 quasimorphic.
  • 1 new high-explosive grenade.
  • 3 kinds of dog meat.
  • 1 new barter item — ore cargo.
  • 26 new random events.
  • The weight carried by your clone now affects the chance of knockback.

[h2]UI with hit chances, NPC HP and AP, and floating texts[/h2]
You can now see right in the game:
  • indications of what weapon type the enemy is holding (melee or ranged)
  • how much AP they have
  • their health bar
  • When dealing damage, a floating text with an icon of the damage type will appear.
  • Hit chance on the enemy or the cover you’re aiming at, including their evasion.

[h2]Inventory workflow improvements[/h2]
Includes new hotkeys and new capabilities:
  • You can configure filters for Cargo Hold tabs so that items automatically go to the chosen tab.
  • Hotkeys for quickly switching between tabs and quickly moving a selected item to the desired tab.
  • Hotkeys to open the Cargo Hold and the Operatives Screen.
  • Option for quick item transfer on mouse hover while holding Ctrl.
  • Repair gear by dragging a repair item onto it.
  • Switch active weapons while the inventory is open.

[h2]Big QoL list[/h2]
  • UI with hit chances, NPC HP and AP; floating texts.
  • Filters and renaming for Cargo Hold tabs; more hotkeys; repair an item by dragging a repair item onto it; switch active weapon while the inventory is open.
  • Failed wound treatment grants a cumulative +5% bonus to the next attempt.
  • Display of augments and implants when inspecting NPCs.
  • Highlighting of containers and corpses factoring in whether they contain items and whether the player has inspected them.
  • If you lack resources for a locked Magnum upgrade, the plus sign won’t be shown on its icon.
  • In the system objects list, moons now have indents for clearer hierarchy.
  • Production selects the maximum stack size by default.
  • If a recipe in a chip is already unlocked, its icon will display this.
  • Option to disable decals (bullet marks, casings, destroyed objects).
  • Items that grant perk XP will highlight the perks your current clone has.
  • On the Stock Market’s second tab, manufacturing stations are shown even when a mission is available there.
  • All thrown grenades blink on the floor.
  • The craft selection window remembers its last position.
  • The Clone screen shows bonuses and penalties to receiving and inflicting wounds.

Thank you for your attention! A quick reminder that
  • Starting the Tezctlan branch depends on the status of selling the Secret Data.
  • You need a new game for the updated economy.

Thanks for the tests, feedback, and love for tactical chaos.
Be sure to leave your feedback under this patch or in Discord if something behaves oddly.
We read everything!

Happy hunting, mercenaries!

Beta 0.9.7

Hello, friends!
We’re continuing to gather feedback for a big pre-release patch we’re targeting for late fall.
This time, the beta will include an AI update and new implants.
We’d love to hear your feedback!

Also here is a small teaser for future content


[h2]Patch Notes 0.9.7 BETA[/h2]

[h3]New content[/h3]
  • New: AI Update. Limit on the number of attacks per turn for NPCs. New behavior states. NPCs can now use some items and active implants.
  • New: 66 new implants, including 20 active ones and 18 quasimorphic ones.
  • New: Tab filters and sorting update. Starting items are now sorted between tabs. Weapons are divided into melee and ranged weapons. Tabs can be excluded from the autosorting. Arms and legs are now considered augments, not weapons, for sorting.
  • New: 26 new random events.
  • New: You can play with the Combat Log expanded using the Keyboard + Mouse control scheme.
  • New: The NPC HP and AP HUD now has 3 settings: off, always on, and visible on mouse hover.
  • New: Enemy Dodge difficulty settings have been updated to fit in with other settings. 100% is now the default value, and you can set it from 50% to 200%. If you're having troubles with enemies, open the C:\\Users\\%username%\\AppData\\LocalLow\\Magnum Scriptum LTD\\Quasimorph folder, find your save slot (slot_*_session.dat and autosave_slot_*_session.dat), open them with any text editor, find EnemyDodgeMult in the files, and set it to your desired value (1 - 100%, 0.5 - 50%, 2 - 200%).
  • New: Thanks to Discord users 23n1nbb, whisperagent, and Recal1Nahsor for providing their Chinese localization! It has been added to the current beta.


[h3]Balance changes[/h3]
  • Balance: The "Overcharged Batteries" perk now also applies to melee weapons that use batteries.
  • Balance: Perk stats - effects, experience gain. Adjusted crafting recipes for the "Scholar" and "Medicus" perks.


[h3]Fixes[/h3]
  • Fixed: The Emergency Case didn't give items and disappeared upon opening.
  • Fixed: NPC were opening doors without animations..
  • Fixed: The ammo description in the upper left corner during missions would display incorrect info when holding Alt.
  • Fixed: The damage prediction indicator didn’t account for range changes from perks.
  • Fixed: Regular arms and legs will no longer generate as implants.
  • Fixed: Softlock when using explosive ammo.
  • Fixed: Ammo localization was not displayed if the weapon overrode its stats with its own.
  • Fixed: It was possible to attempt to repair Pacts.
  • Fixed: The hit chance indicator didn’t account for the ability to shoot through an ally in an adjacent cell.
  • Fixed: The known recipe icon for a chip would disappear after removing the recently acquired indicator (yellow border) from the chip.
  • Fixed: Stabilized wounds continued to cause pain.
  • Fixed: The Krav Maga perk wasn’t gaining experience.
  • Fixed: The “Cyber Compatibility” perk description has been updated, it grants a dodge chance for each installed implant.
  • Fixed: The “Selfhealing” and “Steel Within” perks were triggered by minor wounds.
  • Fixed: The Discharge Chamber was also affecting the player.
  • Fixed: NPCs weren’t receiving some augments.
  • Fixed: NPCs sometimes didn’t spawn in Control missions.
  • Fixed: Floor objects were obscured by stairs and the shuttle. They are now displayed above them and corpses.
  • Fixed: Sometimes tiles would become impassable after a quasimorph eccollapsed or an ally died.


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