Full notes
Full Solace Inc. update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey gang! Long time no see, just wanted to announce that not only is a new update for Solace Inc coming soon, but a pre-release version is now available for you to check out!
What changed
- Compatibility
- Gameplay
- Balance
- UI and audio
Solace Inc. changes
This is a pretty sizable update, so I figured it would be best to put out a pre-release build prior to releasing it so that I can get some feedback, if you'd like to try it out head over to the game properties on Steam and go to Betas > Beta Participation > Prerelease and then verify game files to make sure it downloaded (it should say v1.9 on the title screen)
I'll go into more detail when the update is out, here is the work in progress patch notes for v1.9:
added a bunch of new recruits
added new fusions
added new synergies
added new enemies
added imposter recruits, which appear as normal recruits but are slightly different and will transform into enemies if you upgrade their passive
added Element Types
both recruits and enemies now have an element assigned to them, they will take more damage to elements they are weak to
Fire Types take no damage from burning, and Water Types take no damage from poison
Earth Types have reduced knockback
Air Types have better control when mid-air
Light Types are boosted longer and attack faster when boosted
Metal Types have larger parry windows
Love Types receive more healing from healing projectiles and regenerate faster
Added Battle Power & Reworked Difficulty
Battle Power is calculated by a recruit's/enemy's max health and damage, representative of their overall combat effectiveness
Average Recruit and Enemy Battle Power is now displayed on the top left during missions, and individual recruit battle power is shown on the pause menu
mission battle power scales with how many recruits you have unlocked, it will be capped on missions you haven't beaten yet
max level of damage, defense, and health research now scales with how many recruits you have unlocked
Added Chrono Spheres
in Chrono Corp Mode, you can now unlock certain enemies as playable characters by throwing a Chrono Sphere at them
added in-mission recruit dialogue
some recruits will now react to other recruits appearing (or will just say random stuff occasionally)
slight balance changes
some of the newer recruits have a bit of scope creep, so i adjusted some of the older ones to make them a bit more useful
burning and poison damage now scales with the target's health/max health
buffed Chrono Corp mode mechanics
energy bar now fills up much faster
buffed some of the potions (i.e. health potion now heals 25% of max health per tick)
all chrono corp troops are now playable
chrono corp troop base levels now scale with rarity (i.e. legendaries start at lv. 7)
increased max energy from 10 to 20
chrono corp troops take reduced damage for every troop on the field
added a regeneration delay after taking damage
regeneration and healing effects from recruits now scale with max health
minibosses now spawn at a random angle instead of to the right
Subways Of Your Mind by FEX is now properly credited
added more art and fanart to the art gallery mission
added new achievements
If you run into any issues feel free to DM me on Discord (@aplove) and I'll try to get back to you asap, if you like bug hunting here's some thing I'm looking for:
how does the new difficulty/battle power system feel? do solace inc and chrono corp feel about even?
do the elemental weaknesses work properly? (on the damage numbers it should say "weak" above it)
can you unlock all of the recruits?
does the main menu music cut out randomly? (that occurred to me a few times, just want to make sure)
Enjoy! Update will be out in a few days probably
Source
Changelog.gg summarizes and formats this update. How we read updates.
