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Patch 0.9.15f4 - Patch / Update

Commanders, it's time for another round of fixes and improvements to iron out the remaining kinks of the "Green Hell" update. With this patch, the new Weapon & UI systems are getting ready to power the next set of gameplay improvements and features.

A small change is already part of this patch: the Commander now retains its HP between stages, making it more important to look after your HP. In turn, you will encounter some enemy Medics earlier in each stage to refill your HP for the battle ahead of you.

We're working on a feature to allow you to refill your HP between stages - at a cost.

Some enemies are now also already showing a better visual guide for AoE attacks. This is a first part of improving the "readability" of the action and generally polishing the visual presentation. Some of you have noticed that we removed some UI animations from earlier versions - this is also something we're working on to make the game look and feel much nicer. So stay tuned for the next updates.

Here's the list of changes, fixes, and improvements in this patch:
  • The Commander now retains its HP between stages.
  • Medic enemies spawn more frequently at the beginning of the battle in a stage.
  • Shooty enemies have been slightly reduced in early stages.
  • Impact enemies show a subtle AoE indicator to better gauge their explosion radius.
  • Added a (temporary) skill tree to the Nerd Glasses Gear.
  • Pause menu & Stats Overview menu show much more information about your current squad, including detail views for Mercs & Gear to check upgrade trees. Some stats and windows are still WIP and may display some incomplete information.
  • Improved the performance and reliability of the object pooling system to reduce micro-lags.
  • Auto-scrolling UI elements are more reliable and no longer cause massive delays on upgrade popups or in menus.
  • Fixed some rogue separator glyphs in the stats display containers.
  • The skill trees in various popups should now be fully navigateable again.
  • Adjusted the layouts of Merc skill trees to make it more obvious which upgrade trees are exclusive and which one holds the general upgrades.
  • Fixed various typos or misleading/deprecated information in UI labels and descriptions.
  • Fixed the "critical health" animation playing during stage intros.
  • Fixed the Bunker menu scrolling up or down erratically when building rooms or entering the menu.
  • Fixed various issues with scrollbars not appearing correctly or misbehaving.
  • Fixed the issue with overlapping icons and text for map & operation modifiers.
  • Fixed an issue with potentially overlapping panels for locked and unlockable equipment in the Armory.
  • Fixed the modifiers for Complications showing both + and - icons.
  • You can click the "back" button when viewing skill trees in upgrade cards again.
  • Fixed some visual glitches with the screen distortion effect in various menus.
  • Fixed an issue with grenade projectiles, e.g. Curveball & Nubetube, that caused erratic visual behavior.
  • Armory, Genome Lab and Barracks now show the correct numbers for "unlocked / available" items.
  • Fixed an issue that could display a Commander HP value greater than your max HP.
  • Fixed the "sorted" Trait to give the correct loot bonus.
  • Your settings now save more reliably also when adjusting something from the Pause menu.
  • The unlocking of new rings should now work correctly at all times in the Genome Lab.
  • Objective defense sentries are now correctly using the enemy base configuration and show correct damage numbers.
  • Heavier enemies are slightly more resistant to knockback.
  • Fixed an issue with directional melee attacks not always going into the aiming direction (e.g. Quaker Hammer weapon and Silverback's Bulldozer lane).
  • Fixed an issue preventing the upgrades for Quaker Hammer to persist.
  • Nubetube's reticles should show up again to indicate their target destination.
  • Explosive Fire grenades and shells should show their explosion AoE correctly again.
  • The Defender trait's "shatter dash" works as intended to spawn friendly shrapnel when dashing through enemy projectiles.
  • In-game HUD now shows the 3 different loot types instead of the deprecated Carry Capacity & inventory weight.
  • Fixed an issue with the bunker room building UI that sometimes built the wrong room when selecting a blueprint with mouse instead of keyboard or gamepad.
  • Fixed various display issues with loot not being shown correctly in combat or in the end-of-run screens.
  • Dying on or aborting an operation does no longer pay additional loot instead of dropping it for your grave.
  • Tags for Mercs, Gear, and various upgrades have been improved and show the correct icons.



We continue working on these known issues:
  • Some prior existing synergies have been disabled for the moment. We are looking to re-introduce these or similar ones soon alongside new and improved ones.
  • The Armory & Barracks don't show the base stats for Gear and Mercs, so various synergy-related info is only available during an operation.
  • The opening animation at the start of a stage is delayed (exiting the loading screen too early).
  • Various UI animations are still deactivated and will be re-introduced to match the new UI system.
  • Icons and some thin lines in the UI are not scaling nicely or disappear. We're working on that to ensure clean scaling across all resolutions and screen sizes.
  • We're working on more balancing adjustments to create a smoother unlock experience, primarily for Mercs & Rooms, and more exciting challenge progression throughout the operations.
  • The camera animations highlighting reward objectives and extraction points are too jarring and interrupt the gameplay flow. We're testing a different solution but are leaving that in until a better system in in place soon.
  • Modifiers for Objective Capture Speed are inversely colored (positive = red, negative = green)


As always, join our Discord or post to the Steam forums if you encounter any issues or want to leave your feedback to help us improve the game.



Lock, load, and loot, Commanders!