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DEVLOG 008: The Dragon Reborn is coming!

[h2]Hello, Mercenaries![/h2]

Today we'd like to share some news about the progress of our upcoming patches (one of which is just around the corner!).

On the bright side: for the past couple of months, we've been working on a major patch "The Dragon Reborn" scheduled to release in mid-March (we're aiming for around March 14th). It's a REALLY big content patch, effectively expanding the game by almost one and a half times. We can compare the amount of content to the transition from End of Dream to the early access release.

Unfortunately, the Magnum modifications won't make it to this patch. We've decided to postpone them because they require more time for iteration, and we wouldn't want to introduce a feature that's too raw. Some dishes need more time to cook ;)

However, we don't want to delay it until the next major patch ourselves, so we'll add it in an intermediate patch closer to May of this year. We understand that this might disappoint some people, but we assure you - the upcoming patch will indeed bring a lot of content, so we're confident that you'll understand the reasons for the delay.

So, what can you expect from the new patches?

[h2]New locations in planet orbits[/h2]

Tsiolkovsky - Earth



Mechta - Venus



HAVOC - Venus



Volcano - Mercury



Citadel-1 - Mercury



[h2]AI opponents and new enemies[/h2]

This is one of our favorite features that significantly affects gameplay. As we've mentioned before, we'll add different behavior patterns for different enemies, improve the mechanics of transforming into the possessed at high Quasimorphosis levels.

And finally, the friend-or-foe system: mobs will attack each other under conditions of hostility between their factions. For example, station defenders will also consider phasing Quasimorphs as enemies!
It'll be interesting to see how your raids and tactics change.

Of course, you can also expect new enemies:
  • 4 new enemies from
  • 2 new robots


Why , you might ask?

[h2]A storyline arc in three acts leading to [/h2]
This is the first major storyline arc consisting of several missions that will significantly affect the situation in the Solar System.

We won't give you many details because we don't want to spoil it, but we'll hint that the events of the arc will begin on Venus, where you'll have to collaborate with , penetrate , retrieve , fight , and permanently change to !

[h2]Rework of medicine, resistances, damage types, overcap of accuracy and evasion stats, and movement mode switching mechanics[/h2]

We've noticed that much of the feedback revolves around sudden spikes in difficulty. Therefore, a whole complex of changes in this patch is dedicated to smoothing out this curve and finding solutions aimed at making the gameplay more predictable and smooth.

Where it used to be suddenly very difficult - it should be "not suddenly" difficult (but still difficult). Where it used to be too easy - it will be harder, because we want to make the game more interesting to play.

We tried to rebalance the game in a way that you always feel resistance, but we tried to reduce the overall number of "sudden" events that lead to death - be it one-shots or puddles. Again - we're looking forward to hearing your feedback on these new systems, so come join us on Discord and be sure to share your impressions.

[h2]Complete overhaul of the barter system and new barter functionality[/h2]

In fact, this is a transition to a "fair" economic model where stations accept goods to produce other goods from them. Goods physically move from station to station. The cost of goods changes depending on supply and demand. Logistics is disrupted as a result of mutual captures of stations by warring factions.
We're sure you'll find a way to abuse even such a trading system... But that's also part of the experience, so enjoy!

[h2]Items! Lots of them! A whole lot![/h2]

40 new types of weapons
79 new armor/clothing items
4 new medical items
5 new food items
2 new grenades
3 deployable robots
45 new barter items
factional chips items

Many of these items are directly related to different factions - we want the fight against different corporations to imply different tactics and equipment selection.
Also, expect a rebalance of existing weapons, armor, crafting recipes, disassembly, and, of course, enemy equipment taking into account factional items, etc.

[h2]Lots of UI fixes and tweaks[/h2]

We consistently work in this direction with each patch. This patch will certainly be no exception. You'll be able to find a full list of fixes in the patch notes before the patch is released! We're planning to release on March 14th, but we'll inform you additionally in case of unforeseen circumstances!

Join our community on Discord to be the first to learn about game news and get notified when the release happens! And also follow us on Twitter!

Thanks for your attention!
Good luck on your ventures, mercenaries!

DEVLOG 007: Plans for the Next Major Patch

[h2]Hello, Mercenaries![/h2]



It's time to share our plans for the future. After the release of the latest patch, we decided to slightly re-plan the content of the upcoming patch to refine some existing mechanics and address issues identified by both us and our community.

Today, we'll tell you what to expect in the upcoming patch and showcase what we're working on. Let's start with new content:

[h2]Ship Upgrades[/h2]
Ship upgrading is one of the major features of the upcoming patch. We want to make it valuable and interesting. Upgrades should be defining improvements that influence the player's strategy in achieving their goals. The upgrades will visually alter the appearance of the Magnum.



As this feature is substantial, we might implement it in several phases.

[h2]Expansion of the Teztclan Story Arc[/h2]
The global threat of Teztclan and its legions should be a more evident generator of events, stories and fun. We aim to provide players with more narrative content and food for thought. Additionally, the story should influence the game mechanics and Solar System state.

Furthermore, some characters from the prologue and demo will reappear, and we'll introduce some new ones.

[h2]Enemies AI[/h2]
We understand that the AI of enemies requires a significant overhaul. Currently, many creatures operate within the same simple logic. Our goal is to make enemies more dangerous and "intelligent," introducing more variations in the behavior of human enemies, professional soldiers, zealots, fauna, and quasimorphs.

We also want to experiment with adding small events related to the behavior of enemies or specific groups during missions. Finally, we aim to incorporate faction influence on character behavior, meaning, for example, station defenders would fight not only players but also quasimorphs.

[h2]Rework of Resistances, Medicine, Evasion, Accuracy, and Action Points[/h2]
We've gathered numerous player suggestions and feedback on these key systems, and we believe we can significantly enhance the player experience interacting with these systems.

We want to add more dependency effects from various drugs, new wound effects, and amputation effects depending on the type of damage. Additionally, we plan to introduce positive effects from overlimits of certain character stats, such as accuracy or evasion. For instance, exceeding the accuracy limit may increase the critical hit chance.

The Action Points system requires an interface and behavior logic overhaul to reduce player questions and eliminate some abuses of this system.

[h2]Stock Exchange[/h2]
We aim to make the stock exchange interface more informative and add clear goals and tasks for factions. The main idea is to make faction motivations clearer and more understandable. Currently, all corporations choose one of the basic strategies like Defense or Expansion. We want to develop this system so that strategies align with faction story motivations and arcs.

[h2]Barter Rework[/h2]
Barter needs serious improvement. We plan several enhancements, both in terms of mechanics and overall system convenience.

For example, we want to revamp the barter interface to display items that players can receive in the exchange. The logic by which factions request items from players will also be reworked to make the demand and supply system slightly more logical. This will likely eliminate existing barter abuses but may introduce new ones. The spice must flow.

[h2]Display of Mission Difficulty Level[/h2]
It's always helpful to know what challenges a player will face during a mission. Therefore, we'll add a display of the mission's difficulty level in the mission start window. This is an important and useful change that will help you choose tasks that are "within your capabilities."

Moreover, we want to diversify internal conditions that affect the number of enemies, level sizes, and rewards for completing tasks.

[h2]Content[/h2]
In addition to adding new mechanics and reworking old ones, we will continue expanding your arsenal and enemy rotation. In the upcoming patch, you can expect:
  • New types of lightning-shooting weapons
  • New sets of armor and weapons
  • New enemies
  • New stations


Additionally, we will continue seeking community suggestions for improving the convenience and depth of the game: players provide us with a lot of useful feedback on interfaces and game logic. For example, to enhance readability, we want to redesign the graphics for characters with different statuses, such as burning, freezing, and shocking.

[h2]Changes to the Roadmap[/h2]
We want to inform you in advance about changes to our plans for the next patch. We've decided to postpone two features:

  • Ranks System: Regarding ranks, we want to spend more time testing this system and will showcase our progress in one of the devlogs after the patch release.
  • Jupiter with Moons: In the previous patch, we began introducing new stations and satellites in the orbits of existing planets to expand the rotation of contracts in starting regions. Jupiter and its moons require a lot of work with new assets – we want planets and hazards on them to be significantly different.




While we plan to release both of these features within the first half of 2024, we'll keep you updated!

[h2]Patch Release Window[/h2]
Currently, it's challenging to specify the exact update release date, but we are sticking to the roadmap: you can expect the patch sometime in March of this year.

Join our community on Discord to be the first to hear game news and receive notifications when the release happens! Also, follow us on Twitter!

Thanks for your attention!
Good luck on your ventures, mercenaries!

PS
A small surprise for Supporter Pack owners: we are going to update the Magnum skin slightly to better complement the ship upgrades ;)


Patch Notes version 0.5.2

Hello, mercenaries!
In this patch, we worked on addressing numerous bugs and overhauled the game code to facilitate future updates and error handling. Additionally, a new track has been added!

We are continuing to prepare a substantial content patch and will soon be back with a devlog, where we will share details about this patch.

CONTENT
Added a track for the first and second phases of Quasimorphosis for the Moon's bramfatura.

GENERAL
  • New Year's items have been removed from the generation lists.
  • Error handling has been added for system errors. In the event of an abnormal situation, an error code message will be displayed (for example, when the game fails to save due to insufficient disk space). Non-working saves will be marked in the interface.
  • Turrets are removed from the list of attackers in defense missions.
  • Interaction with the elevator and ladder no longer consumes a turn.


UI / UX
  • Opening the pause screen (and thus saving/sending a report) is now available regardless of whether the player's turn is active.
  • When opening the pause screen (Esc screen), the camera will now center on the player.
  • When evacuating from a defense mission, a message about returning to the ship will now be displayed instead of the elevator.
  • Crafting item or level-up notifications will now be displayed sequentially if there are multiple notifications.
  • Damage resistance icon colors are inverted: when there is no damage resistance, the icon color will be red, and if there is, it will be green.


FIXES
  • Fixed black save previews.
  • Fixed a bug where shotguns knocked the victim through a closed door.
  • Fixed a bug where the player would teleport upon entering a previously visited level if they entered the level in a different way the last time (e.g., through a ladder).
  • Fixed a bug where attackers in defense missions did not capture the station when they completed without the player's involvement.
  • Fixed a bug where bullets in a weapon would disappear if the weapon reload occurred during the mission exit.
  • Fixed a bug where Priya Marlon's talent did not work after loading the game in a raid.
  • Fixed a bug where grenades on the floor were invisible after loading the game.
  • Fixed the display bug on timers. In some time ranges, the time was displayed incorrectly.
  • Fixed the accuracy display bug for weapons on the ship arsenal screen.
  • Fixed impassability issues with some room presets.


Good luck during your raids!
Regards, Magnum Scriptum Team.

Quasimorph on Sale - 20% Off!

Quasimorph is 20% off during this Weekend!


https://store.steampowered.com/app/2059170/Quasimorph/

Take on a role of a hardened PMC fighter in a dark turn-based extraction RPG. Engage in unforgiving combat, manage your ship and pile up the bodies of your clones to unravel the dark mystery behind threat to all life.

The discount will be available from January 11 to January 18.

Thanks for your attention and happy gaming!
Regards, Magnum Scriptum Team.

Hotfix #010

  • Fixed softlock when shooting toxic barrels with a flamethrower.
  • Fixed many softlocks in tutorial missions.
  • Fixed a bug that caused the save option on the ESC screen to not work.
  • After dying in tutorials and restarting the level, the character will be fully healed