- Unit paths now correctly hide when unit stops when encountering scary new settlements. - Neutral settlements can now have distinct factions.
Graphics
- Updated visuals for target cursor in events highlighting single zones. - Ocean shader updated to include waves animation.
Bug
- Fixed an issue of settlement border colors when conquering settlements. - Fixed an issue of nation icon not updating for selected unit. - Fixed issue of neutral settlements not having building visuals on the map. - Fixed issue of missing boat textures when units on water.
Audio
- Reduced Sfx spam with Traders selected on high game speeds
Editor
- Settlement/Outpost visuals now update properly when adjusting them in the editor.
○Improvement - Separate the drop rates of equipment items and ammunition items (the perceived drop rate of equipment items increases.)
○Bug fixes - Fixed an issue where the magazine count increased abnormally - Fixed an issue where the UI was not displayed when killing an enemy on the 35th floor - Fixed an issue where the Crawling Queen was sometimes not killed - Fixed an issue where the frame would ragdoll as if it were interrupted when killing Biodoll. - Fixed an issue where only ammunition for sniper rifles/automatic rifles was dropped - Fixed an issue where the mouse loses focus in full screen ※ This problem did not appear in our test environment, so we have corrected the expected part. If you have any issues with the mouse focusing off the screen, please let us know.
○Test room - Added lighting intensity control feature
- Added a lot of new National Pride Monat (or "Stolzmonat") flags, we now have 50+ flags in there - Added a selection menu with all country names for the flags - Balanced the Rave Gun and made it less OP
The update was mostly finding and ironing out the crash that often happened at the end of a city.
This update also adds controls to change the current operation. This is especially handy during the final hold back sections, since sometimes you can be sitting on a big inventory of Call Ins ready to go, but what you really want is to drop in some replacement shields. While doing this, it started to make sense to add better indications for Generator Overcharging in general, and that finally resulted in moving the Overcharge functions to the new Operation changing keys. It takes a bit of dexterity, but it's now possible to Overcharge, and assign or recall Echion at the bunker and the logistics center, and trigger a Call In all at the same time!
[ CONTROLS ] - Space || Right Trigger --> Active Uplink - Left Shift || Left Trigger --> Recall Modifier - E || Right Shoulder --> Next Operation - Q || Left Shoulder --> Previous Operation - Q + E || Left + Right Shoulder --> Generator Overcharge
[ GAMEPLAY ] - Added controls for Next Operation and Previous Operation to allow scrolling through ready Operations - Changed the Generator Overcharge to be a combination of the new Next and Previous Operation commands instead of pressing both Recall keys - Mission Prep Rewards can't be triggered until the uplink is more than 10% done to prevent accidental trigger on start
[ HUD AND MENUS ] - Add HUD items to indicate when the next or previous Operation can be picked. These also indicate the Overcharge option when Next or Previous is held down - Slightly offset Generator Overcharge progress bar from Uplink progress, and placed on top for better visibility - Fix muster zone assignment prompts not appearing until after the first time a Recall button was pressed - Fix Input Settings menu off by one when scrolling with controller
[ TUTORIALS ] - Add Mission Prep Rewards tutorial prompts at the beginning of the third tutorial city shortly after leaving the dropship - Updated commands for Generator Overcharge at the end of the first tutorial city
[ MISC ] - Fix hard crash when loading back to the drop ship
- Added Elemental Field and Doggo Abilities - Added Brain and Leech Swarm Enemies. - Most of the Mech Bay, Robot Hub, Cargo Bay, and Assembler Tech Tree nodes are now fully functional. - New Science Lab assets - New Side Quest: Mission Bridge tiles now have a new primary screen, and when activated it will reveal high quality loot in the current mission. - New Side Quest: Pylon Puzzles. Activate all pylons to get juicy loot! - Slugs now properly ragdoll and dissolve on death. - You can now adjust the FMOD Audio Controls from the audio settings. - Upgraded our Steamworks SDK to v1.57. - Lots of assets related to the new boss we're working on called the "Torus". More coming soon! - A ton of various bug fixes and optimizations