In this update1
Full notes
Full Quasimorph update
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What changed
- Balance
- Gameplay
- Maps
- Events
- UI and audio
- Fixes
Quasimorph changes
Update 0.9.9 “Signed in Blood” is now live!
This is a major update that wraps up Xiomara’s storyline, expands the Pact system, reworks active implants, and brings a fresh batch of new content — from weapons and implants to long-term storage for perishable items. On top of that, it includes expanded difficulty settings, quality-of-life improvements, balance changes, and a long list of fixes.
Patch Highlights:
4 new story missions concluding the story of Xiomara and the Feathered Masks
65 Pacts in total, plus a new Bane system tied to Pact use
Active implants now have limited uses per mission
Cryochamber for long-term storage of perishable items
New items: 6 weapons, 2 Quasimorph mines, 1 Quasimorph turret, 8 augments, and 4 implants
Expanded difficulty settings and a broad set of QoL improvements
Story and Major Content
Added 4 new story missions that conclude the storyline of Xiomara and the Feathered Masks. Help her overthrow the Emerald Tyrant - and who knows, perhaps the shared experience will melt her heart.
If you have already completed “Ruins of Ancient Bramfaturas,” you will need to start a new game to access the new missions.
The Pact system has been updated:
there are now 65 Pacts in total
some Pacts can only be obtained in bramfaturas
a new Bane system has been added for using Pacts
The Terror Pack’s “Possession” perk has been updated to work with the new Pact system.
Added new Quasimorph units.
Added a new batch of items:
6 weapons
2 Quasimorph mines
1 Quasimorph turret
8 augments
4 implants
Gameplay and Systems
All HIS Magnum upgrades have been revised and changed:
layouts of the upgrade trees
upgrade costs
provided bonuses
Active implants now have a limited number of uses per mission.
Their charges can be restored:
at recharging stations
after missions
Added a Cryochamber for long-term storage of perishable items.
The Quasimorph selection logic for eccollapse has been reworked:
it now depends not only on the stage
but also on the victim’s Tech Level
Expanded difficulty settings now include:
random event frequency
calorie consumption based on weight
procedural mission lifespan
updated “Restart floor on death” logic
Difficulty settings can now be edited in-game
The selected preset is now visible in the loading menu
You can now save your own custom difficulty preset
Lighting now changes depending on your position on the map
QoL, UI, Audio, and Presentation
If there are no items left in a container after clicking “Take All,” it now closes automatically
The Magnum’s engine sound now fades in and out smoothly during flights
Added a new track in the Pleroma
The camera can now be moved by clicking a location on the minimap
NPC status icons have been updated to make them easier to distinguish
The Shelters perk has been updated for better readability
Completed floors during Descent missions are now deleted immediately, rather than after the mission ends
The display of installed mods has been updated:
it is now shown in a separate window
instead of a tooltip on hover
Balance
Elevator walls are now indestructible
Quasimorph squads and faction squads have been updated
Starting at Tech Level 7, factions may begin using clone mercenaries
\The Tunnel Rat is a real loot piñata! And the Terror Pack will surprise you unpleasantly...\
Quasimorph armor has been updated:
they now have full immunity to one damage type
Breaking the Pact has been added:
to the Quasimorphic Data disassembly recipe
to barter at some stations
The chance of an eccollapse from a living enemy has been reduced
The chance of an eccollapse on death has been increased
The chance of enemies becoming possessed has been increased
The damage increase from the Quasimorphosis stage has been slightly reduced
Fixes
This update also includes a large batch of fixes across combat, AI, missions, UI, localization, and performance.
Combat and Core Mechanics
Fixed an issue where spread could be displayed as negative if the total modifier was lower than -100%
Fixed the Adrenaline Syringe not displaying its ability to restore spent AP
Fixed grenades firing from the wrong position instead of the grenade launcher barrel
Fixed continuous beam weapons not leaving marks on walls
Fixed Autodocs consuming AP when opened, before actual use
Fixed incorrect critical hit calculations that could result in a 0x multiplier
Fixed cases where a weapon’s base crit chance could be counted twice
Fixed wound chance modifiers displaying incorrectly in the health window
Fixed attack chains being interrupted if knockback triggered but there was nowhere to push the target
Fixed immobilization preventing melee attacks
Fixed accumulated Shock and Hypothermia effects not resetting after AP loss caused by them
Fixed Gannix’s Belcher “Mictlaxotla” consuming 1 ammo per shot instead of 5
Fixed missing tooltips for Adrenaline Injection, Energy Shield, and Shroud of Ash-Shakin
Fixed Self-Ignition not being blocked by burn immunity
Fixed weapons getting stuck if forcibly removed from a character’s hands during reload
AI and NPCs
Fixed NPCs in a Rage state skipping turns if they could not see an enemy
Fixed pathfinding issues for quest mobs in Security missions
Fixed NPCs attacking the remains of impassable objects
Fixed vision checks being processed incorrectly around doors
Fixed incorrect AP calculations for some NPC attacks
Fixed NPCs occasionally ignoring bribe items
Fixed AI sometimes failing to find a diagonal path
Fixed Tactical Camouflage and Caution being triggered by allies
Fixed the Magnetic Generator implant affecting allies
Fixed the Gavvakh Vesicle implant not increasing vision range
Missions, Progression, and Class Systems
Fixed pressing the Back hotkey while unloading a clone’s inventory after a mission returning the game to a blank mission completion screen
Fixed a clone with Second Chance becoming invulnerable after “From Spark to Flame”
Fixed there being no enemies on the Bridge in “Flower War”
Fixed the Faction Growth difficulty setting rounding faction points incorrectly
Fixed experience-giving items breaking when used during peaceful station visits
Fixed the tutorial kill counter counting allied kills as enemy kills
Fixed several softlocks
Fixed the health increase from Quasimorphosis granted by the Insanity perk resetting after full heals
Fixed class upgrades resetting if a native perk was placed in a non-native slot
Fixed a rare case where the elevator on the first floor of “Community and Anarchy” could be broken
Fixed an exploit during “Beacon” where \it was possible to summon a capsule inside Virtual Reality and use it to open your inventory\
UI, Localization, and Technical Fixes
Fixed Franche-Comte TR unit pricing causing them to field more units than intended during missions
Fixed some missing text in the Korean, Japanese, and Chinese localizations
Fixed perk descriptions at max level missing information about which weapons they apply to
Fixed the shuttle icon being misaligned on the minimap on some levels
Fixed flying enemies above pits being untargetable with melee weapons
Fixed summoned astral and holographic copies being disarmed to duplicate weapons
Fixed augment and implant indicators not disappearing from some enemy corpses after amputation
This is a big update, and we’ll be watching feedback closely — especially around the new Pact system, implant charges, and difficulty settings.
Good hunting, mercenaries!
Source
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