Full notes
Full Future Breach 64 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
Future Breach 64 changes
People will say that this is probably the greatest update of this game:
The enemy team will now build turrets after a certain level - turrets are vulnerable to EMP grenades, so those now have more reasons for existence - previously the primary reason was to destroy enemy pylons, generators and base cores. - Later in the game, enemy worker carrier ships will now sometimes appear during incursions - Enemy incursions now less frequent but “better” - Greatly improved the squadmate and worker decision-making - Workers will drop their weapons from smoke/flash grenades - now those Finally have an actual use! - Added Nades and Cuffs stats (so you can carry more of them) - they will sometimes appear as a choice when you level up and wake up. - Added an option to disable the music - Added more pages to the in-game “Tactical Guide”
bug fixes:
You can sit on any chair in the dropship (previously, they were “reserved” when a squadmate AI planned to sit there - the system has now been revamped) - “Hopefully” fixed the game-progression bug mentioned by Hyper - this bug takes a long time to reproduce but hopefully it won’t appear now. - General crash/performance fixes - the game won’t crash/slow down from glass related issues now. - Fixed squadmates getting “stuck” after a door breach sequence gets interrupted. - More squadmate fixes so they won’t get stuck/bugged out. - Fixed the “floating stuck squadmates at start”
Source
Changelog.gg summarizes and formats this update. How we read updates.
