The most eagerly awaited character can be recruited by all Spacelords players.
After her defeat at the hands of the Raiders, Aneska found herself alone in a hostile planet. After considering her options and reuniting with her loyal war machine, Aneska decided that the time had come to fight for a cause she deemed worth fighting for.
She grudgingly admired Harec’s courage and skill as a leader. In the past, Aneska had thought the Raiders to be a ragged brotherhood, composed by outcasts, defectors and pariahs, but now she realized that description fitted her only too well…
The bleached desert dust swirled gently against the Pilgrim’s boots, swept away by the sickly warm wind. Grit and gravel poured into every nook and cranny of the Pilgrim’s armour and weapons, needing diligent maintenance every few hours to avoid them malfunctioning and failing at the worst possible time.
In the long, long weeks since the pilgrimage started, after awakening among nothing but infinite sand, the Pilgrim had wandered, aimlessly at first, pondering on which options lied ahead and which ones were actually worth pursuing. It was easy enough to discard the most ludicrous conjectures, and to settle for the only viable course of action: survival was paramount, and to achieve that worthy goal meant hunting down the most dangerous beings to draw breath on the Broken Planet.
After days of tracking this elusive prey, the Pilgrim stumbled upon a fresh trail: A Fifth Council outpost, its prefabricated and sterile architecture built upon the ruins of an ancient shrine devoted to whatever deities the Broken Planet’s inhabitants used to adore. How apt a target for the Pilgrim’s prey, to make an example of those who dared to defile this already shattered planet.
The outpost was a veritable ruin. Not a single structure remained intact, and some buildings were destroyed beyond easy recognition of their former purpose. Here and there, marks of the brutal demise of the Fifth Council’s troops remained; broken pieces of the bodies that passed as the Council’s simulacrum of life laid where they fell. All trace of the corpses had vanished in the Aleph deflagration that inevitably follows death, but some components and discarded weapons still remained as sole proof that the outpost had been inhabited at all.
To the Pilgrim’s trained eye, the evidence of who perpetrated such an absolute act of destruction was plain to see. The prey lacked a true military unison of purpose, but what they did not own in discipline they certainly made up with savagery and sheer, unrestrained power. Here, the scorched remains of an APC, blackened by electrical fire, screamed of the deranged scientist’s intervention. There, a half-demolished storage unit, brought down with nothing more than a beast’s fists and rage, delated the Umbra Wardog’s vicious defector.
The battle was less than two days old. “You are getting clossssser,” the head seemed to whisper. The Pilgrim flinched at the sound, and preferred to think that it was just the savage squall that howled along the ruins. This planet’s miserable winds always seemed to carry the voices of ghosts long gone. Contemplating other possibilities was to admit that madness was slowly creeping into the Pilgrim’s mind.
The pilgrimage continued for another two weeks, after the trail ran cold again. Day after day, the Pilgrim wandered through miles of dust and grit, until reaching a temporary settlement, hastily built by one of the local nomadic clans. Signs of recent, ferocious fighting around the hubs was all too noticeable. That fact didn’t surprise the Pilgrim, as it was known that the warrior who led the ragtag combat unit that called themselves “Raiders” made of protecting the Broken Planet’s inhabitants from the invading human factions his most pressing priority.
Some of the local elders came to the Pilgrim’s encounter. That was unexpected. So far, the Broken Planet’s natives’ response to the Pilgrim’s presence had ranged from abject fear to unmasked hatred. There was something at odds with these clan-leaders advancing slowly towards the newcomer.
The three of them, one male, two females, wore the traditional Sh’kuhk robes, covering their whole bodies and marking them as sages among their tribe. Barely a hint of their pale skin or a strand of their white hair could be glimpsed under the heavy clothes, but there was something about them that made the Pilgrim’s skin crawl. They didn’t carry themselves with the ungainly thread of those who are approaching their final days, but with an assurance and a confidence that bordered the threat.
“It’ssss a trap,” the head seemed to hiss. Or it could have been just a burst of static over the comm-link? Either way, the Pilgrim agreed with the sentiment.
There, a glint of silver under the male’s robes, and the slightest suggestion of a murderer’s grin reaching his uncovered eyes. He would be the first to attack. The Pilgrim kept advancing with an almost insane calm. One moment, the Pilgrim’s body language showed no trace of threat. The next, a priceless experimental rifle was in her hands, shooting two energy shells aimed to the male figure.
The target was fast. Faster than she had thought possible, but even though he managed to dodge the projectiles, the energy shockwave threw him away five metres, landing badly. The ceremonial robes were blown by the blast, revealing what the Pilgrim already suspected: the assassin. They were here. And now the prey had become the hunter.
The two remaining figures shed their façade away, the deception no longer necessary. There was the markswoman, tall and regal. And with her was the tattooed priestess, moving with an awkward grace while bringing her carbine to bear. A really fine ambush indeed, thought the Pilgrim.
There was scarcely any cover between the Pilgrim and the Raiders, and she hastily threw herself flat behind a nearby boulder to avoid the worst of the incoming fusillade. The sniper woman –“Sssshae. Her name issss Shae.”– clipped her in the hip before she reached the rock. Pain coursed through the Pilgrim’s leg, travelling all the way up her spine.
Firing over the parapet, the Pilgrim saw that the smiling murderer was recovering his footing, while the mystic warrior tried to flank her. Shae kept her pinned with an unrelenting barrage of high calibre shots that were dangerously close to reducing the rock she was using as cover to rubble.
The Pilgrim analysed the situation, and found it less than optimal. Using lethal force would be against her interests, but also was dying. The odds needed to be evened, and fast. With a calm only a few elite soldiers could truly feel during combat, the Pilgrim whispered a single word into the comm-link.
“Engage.”
It deployed from low orbit, descending like a meteor and only stopping a few metres short of colliding against the yellow sand. There it stood, hovering on half-functional turbines, barely a shadow of its former glory. Maimed in the fall that had almost killed them both, the red war machine still towered over the battlefield, interposing itself between its master and the advancing warriors with a loyalty that belied its soulless nature.
To everyone’s surprise, including the Pilgrim’s, it roared its challenge to the Raiders. The Pilgrim had used whatever means she had found in repairing her mech, including Aleph-based local technology. The long-term side effects that kind of improvised tinkering could have had in the machine’s logic core was anyone’s guess.
The mech traced a wide arc with its powered blade, keeping the three Raiders at bay and following its master’s command of engaging under non-lethal parameters. The three Broken Planet natives seemed content by keeping their distance now, a fact that made no tactical sense to the Pilgrim, unless…
She rose, pivoting 180 degrees over her position and aiming her weapon with a lightning-fast, expert movement. It availed her to nothing, for the long rifle was already aimed squarely to her head. Time seemed to slow to a crawl, and the Pilgrim could only ascertain the passing of time by the furious beating of her heart.
“I told you it wassss a trap,” the head most definitely said. The Pilgrim looked upon that consummate sniper, who had brought her so low in the past and now had the chance to end her a second time.
“Harec,” the Pilgrim said with the barest hint of a smile. “We need to talk, you and I…”
Without lowering his rifle, the Raiders’ leader spoke.
This small patch solves several bugs and prepares the way for future updates: - Russian keyboards are now enabled for ingame chat. - Squad Guild invitations have been fixed. - Fixed a bug involving Rak Mayura’s Pishachas, that remained active by the end of the mission, crashing the game. - Fixed an issue with players who purchased the Council Apocalypse campaign as part of the Season Pass and couldn’t unlock Valeria. - Solved the “invisible bullets” bug by increasing the Pool Effects.
Hans is the kind of guy fond of sharing war stories. For him, there’s nothing like the old times, and some of his grumpy witticism might sound odd to the newer generations, but that doesn’t mean he’s wrong.
“Back in the day, if you couldn’t solve a situation with Napalm, it was because you weren’t using enough Napalm”, he always says when remembering the Terraforming Wars on Mars, where Hans earned the nickname “Vulcano” thanks to using his Tarasque F-750 -a weapon able to fire Napalm munitions, ideal for covering an attack or a retreat with a wall of fire.
Armed with the F-750, Hans single-handedly managed to stall the Humblebee clan’s offensive, becoming one of the heroes of the war.
The first major update from the Spacelords’ Roadmap! Although it was highlighted with the new SpaceGuilds system, it also brings tons of new content and changes to the game. Check it out!
SPACEGUILDS
Guilds finally arrive to SpaceLords! Create a logo, invite other players, play alongside them and make your guild known all around the Broken Planet. A war is coming and this is just the beginning!
- Players will be able to create their own SpaceGuilds and invite up to 20 friends to them.
- SpaceGuild leaders have a new tool to create and customize a unique guild banner.
- Different platform (Steam-XBOX-W10 or Steam-PS4) players can be invited to the same SpaceGuild.
- Every guild has its own chat.
- Every guild has its own private Aequilibrium.
- All the guild members see the same reward distribution on each Tier.
- The guild creation option unlocks at level 5.
- There is no level requirement to be invited to a SpaceGuild.
PROGRESSION
Before this update, the Aequilibrium feature was introduced a bit early. We have discovered that players need some time to understand the game basics before entering in this deeper system. Tier and Aequilibrium are now different subjects.
- Players will enter in a Tier when reaching level 5. Aequilibrium entry takes place at level 11.
- All Tiers will have a chat.
- New player's MMR will be more controlled to avoid high-difficulty rated matches. There will also be restrictions to the level of Antagonists that can invade low-level matches.
SQUAD SYSTEM 2.0
This is an important step for us, as players can finally invite friends from other platforms to play with them.
- Squads can be now be formed by different platform players (Steam-XBOX-W10 or Steam-PS4).
- A new player search tool has been implemented. Just one click to invite or join a party!
REWARDS
One of the most-talked topics in our forums was about getting duplicate blueprints. Now you will receive a compensation when this happens.
- Players winning a duplicate common/gold blueprint will receive 2000/4000 gold instead.
- Players will be able to see their next five level rewards by mouse over their experience bar.
FRIENDLY AI BOTS!
Having a quitter is always a penalty as it made the match more difficult. To maintain the odds of winning, Cortez brothers will help you on those situations.
- Each quitter will be replaced with a Cortez brother AI.
MENU
We are so happy with the users who use our official channels to give their feedback to us, that's why we want to give you a new in-game alternative.
- A new troubleshooting button has been implemented on the main menu. Send your issues or concerns directly to us.
- Character viewer menu has now an option to watch their respective trailer. More to come!
- Added a tooltip with pros/cons of each faction on Raiders menu.
- Forge now shows the critical hit damage multiplier value instead its increment.
- The Universe stories related to the Raiders are now free!
- SpaceGuild flag shows up on the main menu just to remember you how cool your guild is!
RADAR
SpaceLords is a frantic game, sometimes you don't know even where the shots are coming from. We've implemented a new Radar feature to indicate players where their enemies are.
- A new Radar feature will show up in-game for everyone.
- The Radar can be deactivated.
FACTIONS
Locals have the lowest pick-rate among the factions, we've tried to give them a little push.
- Due to their affinity with Aleph, Locals now overload Aleph way faster than the other factions.
MATCHMAKING
Our goal is to have well informed players about how our game systems work. We're updating some features for the sake of transparency.
- Players will be informed on what's the matchmaking system doing while they're looking for a match.
MISSIONS
This patch has a lot of work focused on mission balance, including a rework on Hanging by a Thread and Short Fused.
HANGING BY A THREAD
- Map reworked.
- If they die, Raiders now spawn on the platform at the end of first phase.
- After breaking the barrier on the second phase, the lift will be already opened. That section has now enemy turrets and Wardog Elite Officers.
- Transformer overload cinematic has been removed, the evacuation countdown will occur in-game as soon as the pressure reach 100%.
- It will take a few seconds for Cortez to reach the evacuation platform.
- Decreased the time Lycus takes to reach the platform when not playing against an Antagonist (-10%).
- Decreased enemy spawn rate before breaking the barrier (-10%).
- Initial enemy spawn after breaking the barrier now is increased depending on the match's difficulty.
- Increased transformer overload speed (+10%).
- Decreased enemy spawn rate on both first and last phase.
IN SHOCK
- Decreased enemy spawn rate on Beholder's phase when playing against an Antagonist (-10%).
- Decreased Beholder's aiming speed when playing against an Antagonist (-10%).
- Increased the Beholder's and Kuzmann's life depending on the match's difficulty, when not playing against an Antagonist.
A BREATH OF HOPE
- Decreased enemy spawn rate on first and second altars when playing against an Antagonist (-5%).
- Decreased enemy spawn rate on third altar when playing against an Antagonist (-15%). A FISTFUL OF SAND
- Decreased Survival Phase time (-15%).
- Protector's shield now has a colour variation to indicate his remaining life.
THE ENEMY WITHIN
- Decreased Beherit's apprentices spawn rate when playing against an Antagonist (-15%).
- Decreased Beherit's attack rate when playing against an Antagonist (-10%).
- Decreased Survival Phase time (-15%).
SHORT FUSED
- Map reworked.
- Cortez can now take Aleph from under Loaht's house to restore Raiders lives as he does in other missions.
- Since Cortez can replenish the ship's Aleph load, Survival Phases can occur.
- Decreased Raiders' lives from 24 to 10 when not playing against an Antagonist.
- Decreased Raiders' lives from 36 to 16 when playing against an Antagonist.
- Increased the amount of time to achieve mission success on the second phase (+15%).
- Decreased enemy spawn rate on the second phase (-5%).
NO RESERVATIONS
- Decreased initial enemy spawn when playing against an Antagonist (-1).
- Decreased enemy spawn rate on all convoys when playing against an Antagonist (15%).
- Increased the amount of time on the last phase (+15%).
A WEAPON FROM THE PAST
- Decreased enemy spawn rate when not playing against an Antagonist (-10%).
- Decreased Survival Phase time (-15%).
THE BEAST'S LAIR
- Decreased enemy spawn rate on the first phase when playing against an Antagonist (-10%).
- Decreased engineers spawn rate on the first phase when playing against an Antagonist (-10%).
- Increased enemy spawn rate when playing against an Antagonist (15%).
- Decreased Survival Phase time when playing against an Antagonist (15%).
A LOW BLOW
- Decreased enemy spawn rate on the first phase when not playing against an Antagonist (15%).
DOUBLE AGENT
- Increased engineers' detour before hacking a console when not playing against an Antagonist.
- Decreased Schneider’s' Mech life when not playing against an Antagonist (-10%). THE DESTROYER OF WORLDS
- Decreased enemy spawn rate when playing against an Antagonist (-10%).
THE MOUSE AND THE SNAKE
- Decreased Beholder's and Valeria's life when not playing against an Antagonist (-10%).
- Increased Beholder's and Valeria's life based on the match's difficulty when not playing against an Antagonist.
- Increased Beholder's and Valeria's life when playing against an Antagonist (+10%).
- Decreased Beholder spawn rate when playing against an Antagonist (-10%).
WHITE NOISE
- Decreased enemy spawn rate when playing against an Antagonist.
- The Fifth Council Crabs spawn-rate now increases accordingly to the match's difficulty.
UPSIDE DOWN
- Increased the energy upload speed when not playing against an Antagonist.
MIND OVER MATTER
- Decreased the amount of enemy kills the Council requires for the Raiders' examination when not playing against an Antagonist (-10%).
- Decreased the brains' life when not playing against an Antagonist (-10%)
CHARACTERS
Besides a weapon balance revision, some rare weapons were not fulfilling our expectations, we've updated them with new behaviours so they can feel as exceptional weapons.
Harec
- Ignis Fugit reworked. Each successful shot will add a bullet to an alternate magazine -to a maximum of five. Each bullet in that alternate magazine will score a critical hit.
Doldren
- Bloody Mary is now easier to use, with a simplified version of its firing mechanism. The sound effects and animations have been updated to better reflect the quality of the ammunition used.
Kuzmann
- Increased Ingrid's charge gained per shooting by 20%.
- Decreased Ingrid's charge lost per second 10%.
- Ingrid's push now doesn't move the enemy any distance.
- Elite Officers now can designate Dr. Kuzmann as the main target for the grunts.
Konstantin
- Tolchok does not push enemy who are 20m away.
- Hornet HH3 reworked. Alternate fire mode that concentrate the ricocheting bullets, but overheats the weapon faster.
- O. Tsiklon UV9 reworked. Firing this weapon builds up a secondary segment of the overheat bar. After completing the segment, the weapon fires a missile.
Valeria
- Decreased The Whip's quantum projectile (monster) damage by 20%.
- Included 18 new cards for Valeria.
Ginebra
- Decreased JAVELIN URSA M-02's damage by 20% when crossbow's tension is under 50%.
- Decreased JAVELIN URSA M-02's damage by 10% when crossbow's tension is over 50%.
- Increased JAVELIN URSA M-02's minimum damage-bonus distance from 8m to 12m.
- Increased JAVELIN URSA M-02's maximum damage-bonus distance from 22m to 33m.
- Decreased JAVELIN URSA M-02's projectile size by 15%.
- Increased J.WHEEL M-11's projectile size by 20%.
- Included 14 new cards for Ginebra.
Ayana
- Increased cable distance from 20m to 30m.
- Greatly increased cable corner bonus by 500% (This number is not mistaken).
- Decreased Makilium's damage by 5%.
- Decreased Legacy's damage by 5%.
- Elite Officers now can designate Ayana as the main target for the grunts.
H.I.V.E.
- Decreased Shy's firing rate by 10%.
- Increased Shy's shield's cooldown by 20%.
Iune
- Increased Sigh's explosive-shot bar speed by 10%.
- The Vortex reworked. Continuously shooting change its firing mode from precision shots to explosive ones.
Schneider
- Decreased all drones' life by 10%.
- Increased all drones' cooldown by 10%
- Decreased Rain of Fire's drone damage by 5%.
- Decreased Killerball's drone damage by 5%.
- Included 22 new cards for Schneider.
Hans
- Decreased Heaven's Bane K8's damage by 10%.
- Decreased Heaven's Bane K8's firing rate by 5%
- Increased USU-21's damage by 5%.
- Increased Ansgar "Warm" MM1's damage by 5%.
- Included 14 new cards for Hans.
Lycus
- Decreased Spinning Coin's damage by 5%.
- Decreased Pepper Pot's first bullet damage by 10%
- Decreased Pepper Pot's second bullet damage by 5%
- Decreased Pepper's Pot reload speed by 20% when clip is empty.
- Decreased Pepper's Pot reload speed by 5% when clip has 2 bullets.
- Shit Happens reworked. Alternate fire mode that shoots pure malevolence weaponized long-ranged fireballs.
- Included 18 new cards for Lycus.
Mikah
- Decreased Barrier's reload speed by 10%.
- Decreased Barrier's shield life by 20%.
- Granny reworked. Each successful shot fills a gauge. The more you fill that gauge with one magazine, the more precise the next one will become.
Rak
- Included 10 new cards for Rak.
Shae
- Included 16 new cards for Shae.
General
- Improved animation when a Raider is climbing down a stair while carrying an object.
BUG FIXES
- Fixed several bugs where the player could be stuck in the loading screen with the message 'Could not join the mission'.
- Fixed a bug where shots did not register properly when shooting at Beholders.
- Fixed a bug where Marmalade didn't receive any damage when being shot in the eye.
- Fixed a bug where the player could not close the pause menu.
- Fixed several bugs regarding texts.
- Fixed HUD issues related to equipped cards.
- Fixed bug where Loath could appear duplicated when being shot while transforming.
DISCORD
As we have an incredible community in Discord, we want to explore the different options of this platform.
- Spacelords is now compatible with Discord's rich presence service.
Don't forget to join the Spacelords Discord channel!
We’d love to hear what you think about this massive update. Please, follow our social media channels and let us know what you think there!
Team-up and play together in the first Milestone of the Spacelords’ roadmap.
SpaceGuilds, the first milestone in Spacelords’ ambitious Roadmap is now available. This new, game-changer feature is now available for all PlayStation 4, Xbox One, Windows 10 and PC Steam players of MercurySteam’s 4 v 1 Free to Play shooter.
https://www.youtube.com/watch?v=x_6__rqVR0c Upon creating a new SpaceGuild, players will be able to team-up with friends and fight for better rewards and beating the highest scores in each of Spacelords’ 17 free missions. These SpaceGuilds can even be formed up by cross-platform players, with Steam users allying with PlayStation 4 players, or with Xbox One and Windows 10 players.
Each SpaceGuild can be customized with its own unique name, emblem and pennant, proudly displaying the Guild’s colours for all players to see. Admission to a SpaceGuild can be made public or private, and all members will have access to a team chat, to better coordinate their missions and set up the right strategy.
But the SpaceGuilds update is also packed with many other new and exciting features based on the Spacelords’ community feedback. These new additions have been designed for both new and veteran players alike, in the form of revised weapons and missions, the inclusion of an ingame radar system, over 200 new Character Cards and an integrated troubleshooting system.
Spacelords Roadmap’s first major update, SpaceGuilds, is around the corner. These last days we have revealed some of the changes and new features coming to the game, like the Radar or the Cortez Brothers, but there’s a lot more to come! In a new episode of Inside Spacelords, Community Manager Karen Hernández explains all about the arrival of the awaited Guilds. Check it out!
As it happened with some of the maps we built for Spacelords, a number of the first weapons we introduced earlier in the game felt a bit outdated compared with more modern options that have been added later on.
The upcoming SpaceGuilds update will see some of the most emblematic weapons overhauled. For some, that means an update of their stats, but in some cases the design team has devised new properties and even alternate fire modes!
Let’s have a look at the weapons that have received this special treatment:
• Harec’s Ignis Fugit: Each successful shot will add a bullet to an alternate magazine -to a maximum of five. Each bullet in that alternate magazine will score a critical hit.
• Doldren’s Bloody Mary: This gun is now easier to use, with a simplified version of its firing mechanism. The sound effects and animations have been updated to better reflect the quality of the ammunition used.
• Iune’s The Vortex: When fired with maximum Aleph pressure, it shots a focused, precision shot. Subsequent shots with reduced pressure fire explosive ammunition.
• Konstantin’s Hornet HH3: Alternate fire mode that concentrate the ricocheting bullets, but overheats the weapon faster.
• Konstantin’s O. Tsiklon UV9: Firing this weapon builds up a secondary segment of the overheat bar. After completing the segment, the weapon fires a missile.
• Lycus' Shit Happens: Alternate fire mode that shoots pure malevolence weaponized long-ranged fireballs.
• Mikah's Granny: Each successful shot fills a gauge. The more you fill that gauge with one magazine, the more precise the next one will become.
Revisiting old weapons in the Raiders’ arsenal has been a lot of fun for the development team. Please, let us know how you like these revamped weapons.
As a Free to Play game, Spacelords welcomes lots of new players who try the game for the first time every day. Most players are curious about Spacelords unique features and gameplay, but inevitably there are some who decide it is not a game for them, and quit the match. That’s perfectly fine -you can’t please everybody- but the rest of the team will be left in a disadvantage, having to face the invading factions and maybe even an Antagonist with an understrength squad.
It may be also the case that players lose their connection to the game, and while they try to reconnect their teammates would struggle to achieve the mission’s objectives. Well, no more. The Cortez family comes to the rescue!
When the SpaceGuilds update goes live, if a player disconnects from a game one of Cortez’s brothers will teleport into the fray, taking the player’s place. Far from being mere AIs, the Cortez bros are quite capable allies, able to hold their ground against the toughest enemies. Moreover, when they are killed, their demise won’t detract from the Raiders’ lives pool. Of course, if the missing players reconnect to the game, they will rejoin the fight and Cortez’s brothers will teleport back to the Beluga.
We reckon this is a useful (and fun!) new feature that will help solving a recurrent but unavoidable problem. We hope you enjoy it and look forward hearing what you think of it.
See you on the Broke… Wait, what? Didn’t you know Cortez had brothers? Didn’t we mention that before? And what are those rumours saying that Dr. Kuzmann was seen leaving Cortez’s dormitory with his toothbrush in a medical sample container?
As we near the arrival of the SpaceGuilds, we continue to give you more information about the new features and many changes that will be included in Spacelords along with that update. Yesterday we introduced the new radar system, and today we will look into how some missions have been redesigned to become more exciting and truer to the game’s core mechanics.
Hernán Ojuel, Spacelords’ Technical Designer, gave us some insight on these changes and why they have been implemented:
“We have introduced several variations and additions to four of the missions. We have focused our efforts on the initial missions for each campaign, and the Prologue -they are the initial entry points for new players, and needed to be more representative of the game as a whole, introducing all the mechanics and quirks they’ll need to understand to progress further into the game. We also made them more challenging and interesting for veteran players, rewarding skilled gameplay over time-based challenges (like trying to survive while waiting for an elevator to arrive). “
Let’s have a look at how those missions have changed:
- Hanging by a Thread: This is the more heavily modified mission. First of all, we have added Elite Officers, who will now spawn on the missile deck of the Hades Division cruiser, and will offer the Raiders the chance of start gathering Aleph earlier in the mission. As Hernán commented, now the elevator to the generator’s deck is already waiting for the Raiders, but they will have to fight their way through a veritable kill zone, defended by Hades Division machine gun emplacements. The final phase of the mission has also been altered with the elimination of an inbetween cutscene, providing a more natural climax and gameplay flow that will benefice a tactical resolution for both Raiders and Antagonists.
Before:
After: - In Shock: This mission has already been modified and can be played in its new form right now! Now, Dr. Kuzmann is backed up by Fifth Council’s elite troops, and the torture device where he keeps Shae imprisoned requires a more tactical approach to deactivate.
- Short Fuse: After the Raiders destroy the Umbra Wardogs tanks, if the Raiders lose all their lives it won’t be “game over” anymore, but they will enter a “Survival Phase” instead, as it is the case with the rest of the game.
- A Low Blow: Once the Raiders reach the extraction area, they will need to call Cortez and wait for the Beluga to teleport them out of danger, defending the position until the ship arrives.
We hope you enjoy these small but important changes to these missions, and look forward to hear what you think of them once you get the chance to play them. Please, let us know your opinion in the comments below.