In this update1
Full notes
Full Frontier Control : Invasion update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Fixes
Frontier Control : Invasion changes
Passive skills for weapons are finally available!
All skills are unlocked whenever a unit reaches level 3, same as armor suits passive skills.
Hand Trick (Revolver)
- 30% chance to shoot next bullet twice as fast.
Splitting Rounds (SMG)
- 25% chance for the bullet to bounce and deal 50% base damages to another nearby target.
Piercing Protocol (Assault Rifle)
- 25% more damages to armored units.
Medical Assistant (Healing Rifle)
- A small flying drone follows the unit around and heals nearby targets.
Stats for each skill may change in the future with balance patches but I think it's a good baseline.
Changelog
Features - Weapons passive skills - New game loading system
Improvements - Cars sight distance reduced (10 => 8) - Agent training time reduced (18 => 15) - SMG damages decreased (5 => 4) - Revolver damages increased (15 => 20) - Added a bump animation to hotkey panel buttons when using keyboard hotkeys - Added color tint to Build, Repair and Sell button when clicking on them with the mouse
Fixes - Fixed wrong resolution showing in settings panel and applying when nothing was changed - Fixed Gather equipment command sometimes not ordering units to pick up the closest equipment - Fixed current selection being deselected when dragging through the hotkey panel - Fixed box selection not being cleared when the cursor was ending on a selectable object being UI - Fixed sold structures not being removed from control groups - Fixed Darn mines explosion decals not rendering properly on top of the ground - Fixed trees growing on pavement - Fixed not being able to select when leaving to menu then starting over
Source
Changelog.gg summarizes and formats this update. How we read updates.
