- Work has been done on the mechanics of all animals. Especially over predators - now you won’t be able to sneak up on them from behind; - Predators have an increased detection radius of prey; - The animation of all animals has been changed, now they turn smoothly, before they turned sharply and not beautifully; - All torches have been changed; - The decomposition time of products has been changed (now it is stored even longer); - Fixed a bug with bread (it used to quench your thirst).
This weekends update is the first of a series of updates that are being made to touch up the WARMAP. As such various tweaks and fixes have been made to it.
First and foremost is that the WARMAP refresh rate has been slowed down. It will now refresh every 6 seconds instead of every 3 seconds. To balance this out the Sol Confederacy AI has been modified to be a bit more aggressive on the WARMAP.
In addition each node now has a Strategic Value. These values will be changed in the future but what this means is that you will receive a small amount of salvage relative to total number of nodes held and the value that each node is worth. Right now Strategic value is only applicable to the player. This will eventually be propagated to the AI bots rolling dice over each node that if one side takes a node of strategic importance it will get a significant bump in its resource pool for fighting across the entire map.
Also, the WARMAP has been updated to refresh the mission selection menu when the defcon level changes.
There are now 2 new scenarios available on the WARMAP.
TRAIN ASSAULT - Both independent and Confederacy held planetary nodes have a train track that supports a scenario where a train will enter the sector enroute to a location to delivery supplies or sensitive equipment. Your objective is intercept and destroy the train.
PROPAGANDA SATS - Both Independent and Republic held space nodes have propaganda satellites that are heavily armed and armored that play an audible message on loop. You're objective to search for and destroy them.
Last but not least this update brings a couple of small fixes. - fixed a bug where some particle effects were blown out. - fixed a bug that could stop the player from respawning.
We just wanted to give you a heads up about the big content patch (v0.9) coming to the game soon, possibly next week depending on how well testing goes.
As I assume most of you have Steam auto-update enabled, we're making this announcement now to give you enough time to finish your existing playthroughs or hold off starting a new game until the new content patch hits. Because many fundamantal things about the game will be modified, saved games from previous version will not be compatible.
Of course we will provide means to revert back to legacy version for anyone who needs it, but this will require some tinkering on your part.
Patch 0.9 will introduce: - a new girl, Magdalena, with corresponding storyline, sex scenes and stills - new locations - new achievements - other minor tweaks
We regret to inform you that we will be delaying the next update by one more month, shifting it from mid-October to mid-November. The primary reason for this delay is that our main programmer is facing some health issues, and we are prioritizing his recovery.
Additionally, our new mini-game requires more time for polishing. We anticipate having a demo available in November as well.
We appreciate your unwavering support and understanding during this time.
1.121 (Resistance Supplies) -Melee now auto-targets disabled ships again if there are only disabled ships in range. -Fixed some instances of objective texts not scaling correctly. -Some title holo text is now affected by UI scale. -Fixed comms speech not being affected by SFX volume option.
1.122 (Resistance Supplies) -Slightly reduced enemy spawns on higher mission lvls. -Prisoner UI should now correctly support up to 5 lines. -Beam-barge attack rate reduced. -WRNCH ARM can no also sabotage pipeline elements. -Fixed a problem with item unlock tracking. -Fixed a problem with vertical pipe generation (?). -Fixed a some situation in which guards would still be able to assist hidden disabled ships. -Fixed guards sometimes attempting to wake up inactive reinforcements when assisting nearby disabled ships. -Fixed some objectives causing other objective to show unintended location tags. -Fixed superfluous brackets on evac objective.