Update log
Full MENACE update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Workshop
- Store
- UI and audio
- Balance
- Events
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
Source
