Full notes
Full Tenebris: Terra Incognita update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- UI and audio
- Store
Tenebris: Terra Incognita changes
Hi, friends! The game’s release is getting closer and closer—September 14 is just around the corner! Now is the perfect time to tell you about the massive amount of work we’ve put in over the past six months. There are less than two months left until release, and this expansion is comparable in size to the previous two combined!
Steam post image Let’s start with the 10 new subclasses we’ve implemented—we’ve been telling you about them in our last five dev logs, where you can read more details.
Each of the 10 new heroes will have their own unique mechanic that forms the core of their gameplay. We don’t like it when developers just tweak stats upward to make heroes stronger, so we tried to come up with something more unique. We’re looking forward to your feedback on the heroes in September! Steam post imageWe’ve finished the story, and it now consists of 48 missions, not counting side quests! We didn’t expect our first game to turn out this big. If you’ve played version 0.7, feel free to add +80% to your playtime to get an idea of how much content will be available at launch.
We’ve added a new biome—full of disgusting creatures and terrifying bosses. Enemies above level 20 will be able to put up a fight and pose a real challenge, as their mechanics allow them to use particularly powerful abilities when their health is low. However, our heroes are now capable of a great deal as well. That’s why we’ve started testing the heroes, monsters, and everything else that will be in the game at launch—to fine-tune the balance as much as possible and find as many bugs as we can. Steam post imageWe’ve added several options for speeding up animations, which will make replaying the game more enjoyable for many players—especially those who played during Early Access. You asked—we listened and made it happen!
We’ve refined the perk system and, of course, added new ones, including perks for operations where a hero passively participates in missions and brings in more loot. Now you won’t run into silly situations where a flamethrower operator might get a +1 Poison perk.
And new options have been added to operations, such as rescuing a soldier who will come under your command, sending someone on leave, and others. They’ll appear less frequently, of course, but they’re definitely worth keeping an eye out for!
We’ve added new stimulants, literally doubling their number. As they say, there’s something for everyone when it comes to boosting your fighters! They cover virtually every aspect of the game and offer more options for all classes.
Steam post image Many of you asked for a more advanced equipment filter. We’ve got it. Now you can search by bonuses, rarity, and… even by multiple criteria at once.
We’ve also added customization. The squad menu now has a new tab where you can choose the portrait icon and frame color to display. This means you’ll be able to distinguish between squads using both color and portrait.
And, of course, a lot of work has gone into polishing the old systems; the old classes have been refined and the necessary improvements have been made. The loot drop system has also undergone changes—there will be less gear, but it will be more valuable. Along with this, the armory has also been updated and should now fulfill its purpose: giving players the opportunity to purchase high-quality gear!
There are many changes, and it’s impossible to list them all—it’s best to try it out for yourself.
Right now, we’re fine-tuning the final bosses, finalizing locations, and moving on to comprehensive testing of all mechanics and system balancing.
As usual, we’d like to ask you to leave a review of the game if you haven’t already. This will really help us promote the game upon release. See you soon for Version 1.0 on September 14!
Source
Changelog.gg summarizes and formats this update. How we read updates.
