In this update9
Full notes
Full MENACE update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Workshop
- UI and audio
- Balance
- Events
- Maps
MENACE changes
REDACTED Update 1 - now live!
The first big Early Access update is now live! There are many more to come and we will work tirelessly to improve all aspects of the game over the next year, but today enjoy the new things we have prepared and read through the changelog below!
Please mind the following:
The Workshop will be unlocked through an event after WINNING at least TWO Construct Operations. A new option called "Workshop" will show up on the left sidebar on the Starmap.
Existing Construct loot items that you own in existing saves do NOT work with the new Workshop! Only Construct loot items found after this patch can be used in the Workshop. You can identify them by their colorful icons.
Many changes are explained in the last Dev Diary, you can check it out HERE.
This update will NOT break savegames.
Changelog
v0.7.0+17662
New
Added new WORKSHOP screen. It is unlocked by a new event.
Added blueprint vouchers for tech level 1 to the BLACK MARKET
Added new Construct tech level 1 items
Added new Construct loot items to be used in WORKSHOP (old items won't work)
Added 'Remove Wreckage' skill for all player units
Added new Construct Master Unit
Deceased squad leaders are now displayed in the armory
Holding Shift in the armory and during mission preparation turns the 'Unequip Squad' button into an 'Unequip All Squads' button now
Added new audio setting: Disable Vehicle Idle Sounds
Promotion Barks are now based on the Perk Tier
New models for the SMGs MP3A9 'SOF' PPP and MP3A9 PPP 'Hi-Cap'
Added new icon for long barrel tank cannon
Added 'Mercenary Walker' to Pirate faction for the mid game
Added new building variations to the 'POW Rescue' mission
Added new barks
Improvements
Removed 'Promotion Tax' mechanic and added a 'Promotion Cost Factor' based on the leader tier instead
Overhauled all Construct units with changed stats and new abilities
Removed Morale Damage from Construct Attacks
The leader states 'weary', 'exhausted', 'bruised' and 'injured' are displayed better during mission prep and in the armory now
Added the 'MOD1 Marksman Battle Rifle' Variant to the Zayn Beecher faction reward list
Skill 'Cut fence' is no longer usable while unit is inside vehicles or bunkers
Adjusted Breakthrough and Crush Bridgehead map layouts to be less easy to cheese
Tactical barks now continue to play, after the primary objectives are completed/failed
Adjusted the play rate of barks to more evenly space them out
Adjusted textures for all constructs
Adjusted Shotgun Muzzle flash effect to be less extreme
Increased visual firing cadence for twin HMG
Added Guncrawler move sounds
Increased plasma tracers visibility
Reworked ATGM firing effects and sounds (they are now awesome)
Added new icons for Walker Jetpack Accessory
Improved grass rendering performance
Updated game engine
Bugfixes
FIXED OCI 'Auto Supplies' didn't add the correct amount of supplies
FIXED Rend ammo decreased damage instead of increasing it
FIXED It is no longer possible to gain AP by combining certain accessories and perks
Constructs:
FIXED Construct operations didn't spawn anymore when there was no Menace presence on any planet
FIXED Construct Skirmishers dropped the wrong loot
FIXED Construct Soldiers animation didn't react to hits properly
Perks
FIXED Greifinger's Recover perk text now clarifies that it requires Greifinger himself to kill the elements to gain the benefit
FIXED The perk 'Counterstrike' now works correctly with skills sharing ammunition
FIXED Perk 'Flamboyant' now displays the correct supply cost in the UI
FIXED Perk 'Zig-Zag' buff disappearing after the unit's turn ends
FIXED Generic Reward Table containing some unfinished items
FIXED The wrong loot table was used for the "lucky finds" strategic asset
FIXED A Zama success bark played the wrong voice line
FIXED Operation durations and the number of reward choices was wrong:
Adjusted operation length for short operations to 3 missions
Adjusted operation length for medium operations to 4 missions
Adjusted operation length for long operations to 5 missions
Adjusted reward option rarity multipliers based on operation length
Glitches:
FIXED Some Rogue army vehicles didn't use the right material when destroyed
FIXED Some armors weren't displayed correctly on the skill bar
FIXED One plasma weapon had no impact effects for some surfaces
FIXED Skin of light vehicle turret showing wrong faction color
FIXED Missing vehicle trails for the 'light carrier' and 'ATV'
FIXED 'Light walker pilot' had no material assigned
UI
FIXED In all languages, except English, too many line-breaks were displayed for various descriptions
FIXED Equipment slot names were sometimes incorrectly displayed in English
FIXED 'Leave Mission' button wasn't clickable while covered by barks
Various other translation fixes
Many UI fixes and tweaks
Balancing
Perks:
Buffed Iveys Perk "Barrage", increased AP reduction from 10 to 15
Reduced perk "Lucky Shot" AP cost to 30
Increased movement cost reduction from perk 'Shoot and Scoot' from 4 to 6
Reduced 'base supply' cost for squad leaders and vehicles
Increased 'base supplies' for all difficulties
Increased squaddie tax
Adjusted rank promotion costs
Removed the ability of mining lasers to destroy cover
Reduced Laser Lance Supply costs from 70 to 50
Increased Long Barrel Tank Gun supply costs from 55 to 60
Reduced civilian vision range from 12 to 9
Adjusted deployable laser turret vision range from 11 to 8
Reduced authority hiring costs from 30 to 20 for all SLs and Pilots
Increased negative discipline impact of low authority
Set maximum lootable enemies per mission to 15 flat to combat extreme enemy farming
Reduced alien loot drop chance from 35% to 25%
Increased campaign progress lock for RA Jaegers to make them show up in battles slightly later
Long operations only show up after 35% campaign progress
Items
Increased Black Market Item selection for vehicles, special weapons and vehicle weapons
Increased tier 2 Rocket Launcher range to 10
Changed Thermite Grenade to do 35% of max HP damage instead of 50% of current hitpoint damage.
Reduced rarity of tier 2 squad and special weapons from 50 to 45
Reduced disposable rocket launcher and disposable flamethrower trade value to 15 from 25
Reduced Construct Loot Trade Value across the board
Changed autocannon supply costs to 45 for tripod and 55 for vehicle versions
Increased AT wardog trade value to 35 from 30
Increased AT wardog supply deployment costs to 20 from 15
Rebalanced pirate truck, ATV and light carrier to be more in line
Buffed ATV to be actually useful now
Adjusted ATGMs direct fire mode to have 4 tiles min. range and -5 accuracy dropoff instead of -3
Fixed vehicle HMG armor pen being too low, is now 25 as it should have been
Missions
Slightly increased reinforcement timers on all defense missions so enemies will spawn reinforces for more rounds
Changed Raid Command Post Mission to make enemies more active and react to player units faster, reduced enemy army points slightly
Adjusted Civilian Unit AP from 80 to 100 across all entities to be in line with other units and make rescue missions a bit easier
Increased pirate defense turrets HP from 140 to 160
Constructs:
Reduced Carrier HP from 600 to 480
Reduced Drone HP to 25
Increased Drone elements from 5-7 to 8-9
Reduced Drone accuracy to 50
Reduced Guncrawler HP to 300
Reduced Floater Armor to 70 and armor durability to 100.
Increased Shambler explosion armor damage to 160 from 60
Removed loot from Floaters
Reduced chance for the Carrier to spawn multiple times
Known Issues
Some antivirus programs incorrectly classify the "GameAssembly.dll" file as malware and delete it, making the game unplayable. If that happens, please whitelist the "GameAssembly.dll" and "Menace.exe".
If the game is installed on HDD drives, loading times are bad and barks are delayed.
Display mode "Fullscreen" sometimes behaves not as expected, after minimizing the game. Until this is fixed please consider using "Fullscreen Window" instead.
Steam Reviews: Your Feedback Matters
Now that MENACE has entered Early Access, please consider taking a moment to leave a Steam review. Early Access is a collaborative process where your thoughts and feedback matter as patches and content are developed. Even if it's a few sentences about how you feel about MENACE, it'd be a great help to the team.
Community Guides and Resources
Be sure to check out the latest community resources and official guides.
The Gate Rippers’ War Manual: This is a mega-compilation of guides that covers the basics of MENACE, how to use stealth, what accessories to pick, how to engage in close-quarters combat, and much more. A must-read for any prospective commander looking to excel in the Wayback.
Squad Leaders, a Brief(ish) Overview: A fantastic overview of all the game's current Squad Leaders and what their strengths are.
Enemy Almanac: Rogue Army: Knowing your enemy is half the battle. This guide covers the Rogue Army, what their strengths are, and how to fight them effectively.
- Official Beginner's GuideIf you're brand new to MENACE then check out our official beginner's guide that'll cover all the essentials to prepare you for the frontlines.
Official MENACE Wiki: Do you have more questions about MENACE? We have a community-run wiki that has details and information to help you along.
Engage, Explore, and Stay Informed
You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website. MENACE
Source
Changelog.gg summarizes and formats this update. How we read updates.
