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Steam News24 December 20187y ago

The Red Solstice patch! Happy Holidays!

Its been a while and we haven't had the time to give The Red Solstice the attention it deserves. Community asked us to do some small changes so we took some time and tried to fix some cruical bugs and do some tweaks.

Full notes

Full The Red Solstice update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions2 changes0 removals
  • Gameplay
  • Balance
changedNEW MISSION: Escape SectorAllows you to transfer between sectors - 30% chance to trigger whenever secondary mission starts. - If you do not leave the sector, all sector gates will be closed upon mission failure.
changedPatch notes:Chemical bomb reduced cooldown by 1 second - Electric discharge radius increased by 6m - Explosive teleport radius reduced by 25% - Teleport group radius increased by 3 - Teleport group ranged increased by 3 - Explosive modulator ability increased to from 4-20 to 5-25 - Suppressive fire will max out at lvl 3 giving max of +3 cone to minigun - Mercs mission should not stuck anything ever anymore - Civilian mission counts as secondaries For now you can test the changes in "testers" branch, it will go live in few hours. Happy Holidays to you all!

The Red Solstice changes

changedAllows you to transfer between sectors - 30% chance to trigger whenever secondary mission starts. - If you do not leave the sector, all sector gates will be closed upon mission failure.
changedChemical bomb reduced cooldown by 1 second - Electric discharge radius increased by 6m - Explosive teleport radius reduced by 25% - Teleport group radius increased by 3 - Teleport group ranged increased by 3 - Explosive modulator ability increased to from 4-20 to 5-25 - Suppressive fire will max out at lvl 3 giving max of +3 cone to minigun - Mercs mission should not stuck anything ever anymore - Civilian mission counts as secondaries For now you can test the changes in "testers" branch, it will go live in few hours. Happy Holidays to you all!

Its been a while and we haven't had the time to give The Red Solstice the attention it deserves. Community asked us to do some small changes so we took some time and tried to fix some cruical bugs and do some tweaks. Start of marauder mode is in, finally! We'll try to dedicate more time in near future to address some of the more critical changes.

NEW MISSION: Escape Sector

  • Allows you to transfer between sectors - 30% chance to trigger whenever secondary mission starts. - If you do not leave the sector, all sector gates will be closed upon mission failure.

Patch notes:

  • Chemical bomb reduced cooldown by 1 second - Electric discharge radius increased by 6m - Explosive teleport radius reduced by 25% - Teleport group radius increased by 3 - Teleport group ranged increased by 3 - Explosive modulator ability increased to from 4-20 to 5-25 - Suppressive fire will max out at lvl 3 giving max of +3 cone to minigun - Mercs mission should not stuck anything ever anymore - Civilian mission counts as secondaries For now you can test the changes in "testers" branch, it will go live in few hours. Happy Holidays to you all!

Source

Steam News / 24 December 2018

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