Chris Posted July 8, 2024 Posted July 8, 2024 This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! Changes: The player's base funding now passively increases by roughly ~$120,000 per month, split across the six funding regions. This should help ease the mid-to-late game funding issues (unfortunately this change may only take effect in new campaigns). Guardian armour now offers 15 Armour, and +15 more with heavy armour (previously it was 12, with +12). Exosuit armour now offers 25 Armour and +25 with heavy armour (previously 25, and +18). Colossus armour now offers 40 Armour (previously 30), and when upgraded it has 70 Armour (previously 60). Stun Gun now gets +6% hit chance for each tile closer than max range (previously +4.5%) Electroshock Pistol now does 40 EMP damge (up from 35), and Electroshock Rifle does 50 EMP damge (up from 40). Electoshock Grenade EMP damage reduced to 45 (from 50) Updated Electroshock Pistol / Rifle so they have broadly the same accuracy and fire modes as a standard Pistol or Rifle (this is a slight buff), but their range remains as before (i.e. shorter than a standard pistol / rifle). Cleaner SMG range reduced to 16 tiles (previously 20). Increased Armour Destruction on Reaper melee attacks to 15 (from 5). The crosshair / crosshair text now always draws on top of any text displaying the stopping chance of intervening objects along a shot path. Reinforced Shield now unlocks properly from Ultradense Alloys. Bugfixes: Fixed a crash that could occur on completion of a tactical mission. Fixed a crash that could occur when trying to load an older campaign into version 4.14.0. Fixed being unable to reload weapons in the tactical inventory if you were playing a campaign that was started prior to version 4.14.0. Fixed an issue where units could move diagonally through multi-tile doors without opening them. Fixed a number of gameplay issues in the Tropical maps - e.g. there were a number of vegetation items in our newer maps that wouldn't remove properly if destroyed, and it was also possible for units to walk on the swamp water tiles if they were damage. Fixed aircraft not regenerating inbuilt armour. Quote
Melee Posted July 9, 2024 Posted July 9, 2024 To go along with the electroshock unlock, I think there needs to be an upgraded melee version of the starting stun baton (stun axe/hammer/maul ? Maybe do damage and stun.), otherwise the new reflex-centric units are encouraged to switch to the firearms for better stun damage but now are at an accuracy disadvantage. Quote
Chris Posted July 9, 2024 Author Posted July 9, 2024 48 minutes ago, Melee said: To go along with the electroshock unlock, I think there needs to be an upgraded melee version of the starting stun baton (stun axe/hammer/maul ? Maybe do damage and stun.), otherwise the new reflex-centric units are encouraged to switch to the firearms for better stun damage but now are at an accuracy disadvantage. Yeah, that was mentioned in the feedback thread and I think it's a good idea. We'll probably add one in Milestone 5. Quote
Skitso Posted July 10, 2024 Posted July 10, 2024 A reflex booster module might be a nice addition for melee units. Quote
Skitso Posted July 10, 2024 Posted July 10, 2024 Speaking of modules, I still miss the heavy armor modules we had in earlier builds. It was such an organic way to handle heavier armour vs inventory space/carry capacity. Could we have them back in some form, even as an additional ballistic plates to further improve armour? Quote
CaptainSPrice Posted July 10, 2024 Posted July 10, 2024 @Chris faster Chris faster Make Milestone 5 release fast again Quote
silencer Posted July 10, 2024 Posted July 10, 2024 I like the armor boost of the patch, though I still think that The Colossus should have some additional bonus to LMG handling. Even with soldier 100 Acc the chance to hit is below average and the suppression kind of works and don't. Maybe a small boost to ACC or Lower TUs needed to take a shot. Or replace the 3x shot with 10x shot and the 10x shot with better aim 10x. Quote
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