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Full notes
Full Dead Grid update
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What changed
- Gameplay
- Balance
- Maps
Dead Grid changes
RAGE & FRENZY
Since the release of Update 6, I’ve noticed that the presentation of enemy Rage and Frenzy mechanics feels underwhelming. These mechanics play a crucial role in defining enemy difficulty, so I’m working to make this information more accessible. This patch enhances the core stats of non-tutorial enemies, placing greater emphasis on Rage and Frenzy. The goal is to help players better identify and prioritize targets in combat.
Rage (top of the card, similar to the radial stamina bar on your mercs) - Higher Rage means higher hit chance. - Higher Rage means more attacks per turn, up to 3. - Higher Rage also increases the noise caused by attacks.
Frenzy - Chance to grant +DAMAGE at the end of every turn. - Frenzy buffs decreases with each proc to a minimum of 1.
The Leader class has multiple abilities to calm both Rage and Frenzy, frequently overlooked.
BUG FIXES
- Supplies in assignment rewards are not scaling to +10% of the highest item value from the first 2 rewards. - Weapons granted by assignment rewards are not properly increase in item level to match the rank of your primary merc (1st merc in squad). - Muzori Replica and Tachi katanas are using wrong card images, not matching their 3D models. - ESC key pressed on the mission details screen opens Game Settings, should return region map instead. - Enforcer skill Stunburst can be triggered by another class, should be restricted to Enforcers only. - Missed pistol shots in a 3D cutscene are not showing the MISS purple visual effect. - Sniper rifle upgrade preview says +0 PROJECTILES on upgrade preview, they are always 1 projectile. - Enemy status Study of Decay is occasionally being applied before the Virology Lab is discovered. - Attack noise in combat card details is not factoring in multiple shots (display bug). - First Sashimi crit strike causes all consecutive stikes to crit as well, they should roll individual chances per skill description. - Aimed Shot damage achievements to score 1k, 5, 10k, 20k are only triggering on a kill. Should be triggering on a non-kill shot as well. Included achievements: Devastating Shot, High Caliber, Massive Impact, Longshot Legend - Minor grammatical fixes, reported by players.
CHANGES
- Updated the Rage icon in card details to match the one on every enemy card. - Updated the Frenzy icon in card details to match CORE STATS and MODIFIERS. - Added 2 more camp music tracks, these needed additional remastering and are now ready. - Improved performance of entering (loading into) a new mission. - Adjusted various buffs in consumable details for less text and easier readability. - Reduced the requirements of gathered items for Slade's assignment "Gas Up". - Reduced the requirements of gathered items for Slade's assignment "No One Starves". - Improved the quality of AR from a locked container on mission "Army Truck". - Improved the quality of BR-X from a police car on mission "Roadblock". - Stone Clubs can now be upgraded to blue and purple quality. - Skill ranks for Viper have been swapped around for 1. shield, 2. heavy pipe, 3. machete. - Reworked the "Target Practice" gadget to gain XP for mercs in camp up to 99% of their current rank. The gadget no longer gains ranks with a single skill point. Single skill points have been removed from the game with CU06 (such as bosses dropping point rewards) and this gadget was mistakenly left out. It's still very useful as you only need to bring the merc with 99% XP to any short mission, finish it and return to camp and to claim your new rank along with 5 skill points.
Thanks for all the reports! I will continue to monitor the forums and Discord.
--Paul
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