Reap what you sow update out now
[p]The 'Reap What You Sow' update has officially arrived in Nightmare Frontier, transforming the way you survive, progress, and face the end. With a terrifying reimagining of the Death now stalking the higher tiers, it’s no longer just about how long you can survive—but how you'll answer when the Reaper finally comes to collect.[/p][p][/p][p]
[/p][p][/p][h2]NEW FEATURES[/h2][h3]Headquarters[/h3]
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[/p][h3]New Items[/h3]
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[/p][h3]Tactical Mode[/h3]
- [p]Headquarters Menu introduced with 3 trees for unlocks and upgrades of game mechanics - change % of items retained after a failed run, backpack capacity, additional Party slots etc.[/p]
- [p]Headquarters unlocks require Manpower resource[/p]
- [p]Manpower no longer equals the number of Scavengers rescued, Scavengers have to be delegated in Quarters to become Manpower[/p]
- [p]Questline unlocking Headquarters introduced after collecting Cannibal Foreteeth quest[/p]
- [p]Quests opening locked Districts no longer require Manpower[/p]
- [p]Breaches are portals from beyond. They spawn 1 Dreadweaver at the start of each enemy turn, unless the cell is blocked by a unit. Breaches can spawn between 3 to 5 Dreadweavers in total and can be closed by the player[/p]
- [p]The objective is to close all (1-5) Breaches present on a level. The player can either walk up to all of them and seal them by melee range interaction, or survive long enough for Breaches to spawn all remaining Dreadweavers and seal automatically[/p]
- [p]Levels with 'Seal the Beach' objectives can be distinguished by custom node icon in the Extraction mode (District maps)[/p]
- [p]The objective is to survive for 3 rounds or kill all enemies, while Breaches located on the edges of the level spawn new enemies. The player can either fight off spawned Dreadweavers for 3 rounds, or close the Breaches and kill all spawned Enemies sooner[/p]
- [p]Levels with 'Survive' objectives can be distinguished by custom node icon in the Extraction mode (District maps)[/p]
- [p]3 new sidequests introduced with custom dialogues, multiple endings and various rewards depending on chosen questpath[/p]
- [p]Sidequest beginning nodes can be distinguished by questionmark icons in the Extraction mode (District maps)[/p]
- [p]Sidequest beginning nodes can be distinguished by questionmark icons in the Extraction mode (District maps)[/p]
- [p]Reimagines Fear of Death featuring a Grim Reaper enemy with new playstyle spawning on Nightmare level IV and Coffin interactable spawning on Nightmare level II. Grim Reapers still drop Vials of Decay[/p]
- [p]15 new Items introduced with new abilities, passive abilities, status effects, interactables and custom 2D and 3D art[/p]
- [p]District-specific level art (custom buildings and floors) introduced for Wealthy District[/p]
- [p]Fears Incarnate panel (analogous to Raid Briefing) is now available in both Tactical and Extraction Modes, displaying charater details, fear modifiers and loot for all characters in the Party, including the ones who joined during the Raid[/p]
- [p]Sum of all Fears panel, previously available in Tactical Mode only, was renamed to 'Nightmare Buffs' and introduced in Extraction Mode[/p]
- [p]Both panels can be opened using X on KBM and RB on controller, and toggled between using Tab/LB[/p]
- [p]Cannon Head, Creepy Puppet, Crispy Pete, Gunspider, Gnawer, Mr. Cactus, Sawbones, Slaughterbrand, Unicrone, Wendigo and Wraith were optimized and visually improved[/p]
- [p]Buff/Debuff animations - shortened to the minimum to speed up the gameplay[/p]
- [p]Thunder Orb explosion animations - made simultaneous and associated with a camera zoom out briefly covering entire gameplay area to speed up the gameplay[/p]
- [p]Soundtrack Variety - new Sountracks available in Tactical Mode[/p]
- [p]Passive Ability icons - while statuses and Immunities remain in place, passive ability and fear icons no longer display under Units HP bars to mitigate the visual noise. Passive abilites can be still looked up in Characters' tooltips[/p]
- [p]Passive Ability icons - all passive abilities sharing the same trigger (ie. Backstab and Bleeding Spikes, or Riposte and Counter Shot) now share the same icons[/p]
- [p]Passive Ability names - roman numerals added to passive abilities' names and icons in Item Tooltips[/p]
- [p]Combo Cooldowns - cooldowns removed from 'Combo' type passive abilities (ie. Prize Fighter, Bloodlust)[/p]
- [p]Combo Cooldowns - cooldowns removed from 'Combo' type passive abilities (ie. Prize Fighter, Bloodlust)[/p]
- [p]Status: Burning - characters dying while burning no longer leave behind Fire on cells[/p]
- [p]Interactable names and descriptions - improved and standardized[/p]
- [p]Metagame Menus - UI buttons moved from the bottom to the top of the screen and reformatted from icons to text[/p]
- [p]Party Panel - introduced in the bottom of the screen, consistenlty with Extraction Mode and Tactical Deployment[/p]
- [p]Warnings - previously available in Raid Briefing Menu only, no Party, inclomplete party, incomplete loadout warnings are now visible directly in Map View[/p]
- [p]UI Menu hotkeys - introduced in Metagame for Map (M), Quarters (P), Equipment (I), Headquarters (H), Tutorials Archive (Y), Compendium (C)[/p]
- [p]UI Menu subcategories - rebound to Q and E on keyboard[/p]
- [p]Item Toolips - ability toggles were rebound to Z and X on keyboard[/p]
- [p]District Tooltips - AI art removed from backgrounds of District tooltips[/p]
- [p]Nightmare Pressure Floaters - floaters displaying Nightmare Pressure change in visited and unvisited Districts were introduced in the Map View[/p]
- [p]Dialogue Panels - dialogue animation skip and dialogue options bound to Space button on keyboard and A on controller[/p]
- [p]Item names and description - introduced multiple minor fixes in pre-existing Item names descriptions[/p]
- [p]Holsters - can no longer be upgraded. Holsters previously upgraded by player beyond level 1 remain intact[/p]
- [p]Tutorial videos and descriptions - multiple videos and descriptions updated to match current state of the game[/p]
- [p]Fixed issues with input becoming blocked after using the Alt + Tab, often interpretes as missing input in Deployment phase[/p]
- [p]Fixed issue with overblown lights obscuring gameplay after explosions on the highest Nightare Level[/p]
- [p]Fixed issue with the 2nd stage Bossfight rewarding only Staff of Storm and Vacuum Tubes - the Abomination drops: Vacuum Tubes (1st kill), Staff of Storms (2nd kill), Doc's Tophat (3rd kill) and Vacuum Tubes (4th kill +)[/p]
- [p]Fixed blocker Docks not unlocking for returning players[/p]
- [p]Fixed issue with equipped items changing order when swapped[/p]
- [p]Fixed critical issue with Shard enemies spawning on cell with player's characters[/p]
- [p]Fixed issue with combo attacks triggering without an attack[/p]
- [p]Fixed issue with Engage status not being removed after killing an enemy with a combo attack[/p]
- [p]Fixed issue with redundant conditions visible in certain Passive Ability tooltips[/p]
- [p]Fixed issue with missing usages and cooldowns from certain Items[/p]
- [p]Fixed issue with camera changing position during Nightmare transitions[/p]
- [p]Fixed format inconsistency of 'Return to City Map' dialogue option, additionally the text entry was changed to 'Return to Base'[/p]
- [p]Fixed issue in Raid Briefing Menu with holding a scroll bar starting a Raid[/p][p][/p]