Void Scout Update – v1.2 - More enemy variety, more tactical freedom and options
[p]The latest update is here, bringing more variety and more ways to fight for survival.[/p]
- [p]Enemies evolve: vulnerabilities, resistances, and new special skills mean no two fights are the same, and enemies are harder to control and bottleneck.[/p]
- [p]Melee matters: melee weapons hit harder and stun more often, making close combat a stronger option.[/p]
- [p]Tactical freedom: nanotech powers are now all bonus actions, so you can strike and unleash abilities in the same turn. You can also move after attacking.[/p]
- [p]New powers: fresh nanotech skills to discover, from the devastating Fury to the defensive Hardening.[/p]
- [p]Player’s punch attack base damage increased to 2.[/p]
- [p]Disposable weapons now deal +1 damage.[/p]
- [p]Sledgehammer, shovel, crowbar, and baseball bat now apply stun.[/p]
- [p]Shockrod stun duration increased (1 → 2 turns).[/p]
- [p]Flamer, Blaze, Railgun, and Zeus now apply stun.[/p]
- [p]Rupture, Flare, and Rush nanotech skills now stun targets. Flashbang cooldown increased (4 → 5) and Flare cooldown increased (3 → 4).[/p]
- [p]Rupture, Flare, Grenade, and Flashbang nanotech are now bonus abilities (can be used in addition to attacking).[/p]
- [p]If unused nanotech bonus powers remain, you may now trigger them at the end of your turn after moving/attacking.[/p]
- [p]Armor Skin buffed (5/8/10 → 10/15/20).[/p]
- [p]Might buffed (1/2/3 → 2/3/4).[/p]
- [p]Stealth buffed (.15/.25/.35 → .25/.4/.5). This means enemies lose you faster and less enemies appear.[/p]
- [p]Hardening (Passive): This new nanotech reduces all damage taken after the first hit each turn.[/p]
- [p]Scanner (Passive): Reveals hidden information on the mini-map.[/p]
- [p]Nanorend (Active): Deals damage to all spaces around the Void Scout.[/p]
- [p]Fury (Active): Make an additional attack with a carried weapon.[/p]
- [p]New nanopairs added for these new nanotechs, with potential for eternal growth through level-ups.[/p]
- [p]You can now attack before moving (movement points are no longer lost when attacking).[/p]
- [p]After completing movement/attacking, you will now get a final chance to use any bonus actions.[/p]
- [p]Some enemies now have a vulnerability: attacks with the right damage type deal extra damage.[/p]
- [p]Enemies with vulnerabilities gain extra base HP: +2 (small enemies), +5 (chonkers) - make sure to use those vulnerabilities![/p]
- [p]Boss and Chonker enemies now have stacking Stable (ignore one stun attempt each turn before being affected).[/p]
- [p]All enemies gain 1 turn of Stable after being stunned – preventing easy stun-locking.[/p]
- [p]Certain enemy types now have inherent special skills (not as often as bosses).[/p]
- [p]Enemies now show their special skill usage in log messages.[/p]
- [p]More enemies now spawn in all sectors to balance the player’s increased firepower.[/p]
- [p]Many more destructible and explosive objects added to sectors for more dynamic battlefields.[/p]
- [p]Electric barrels now apply stun to adjacent enemies, other explosive objects now carry elemental damage types.[/p]
- [p]New in-game guide page explaining damage types, Stun, and Stable mechanics.[/p]
- [p]New tutorial message explaining movement after attacking.[/p]
- [p]Inspecting analysed non-boss enemies now shows their skills.[/p]
- [p]Boss health bar now displays revealed skills (inherent or already used).[/p]
- [p]Health bars also now show the Stun/Stable level of an enemy.[/p]
- [p]Fixed an issue where some nanopairs had incorrect passive nanotech values.[/p]
👥 Join the Community
[p]We’d love to have you with us as the multiverse collapses:[/p]- [p]Join the Discord[/p]
- [p]Follow on Bluesky[/p]
- [p]Follow on X[/p]
- [p]Follow on Facebook[/p]