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Steam News13 August 20241y ago

Minor update -- v1.00.5a (b240813)

USC:CF v1.00.5a, build 240813 BALANCE/GAMEPLAY CHANGES Campaign: further adjustments to alien reinforcements spawn rate in horde eradication missions Campaign: the "middle phase" of the Campaign will now trigger sooner

Full notes

Full USC: Counterforce update

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

What changed

7 fixes0 additions6 changes0 removals
  • Balance
  • Gameplay
  • Fixes
  • Security
  • Store
  • Maps
changedBALANCE/GAMEPLAY CHANGES
changedCampaign: further adjustments to alien reinforcements spawn rate in horde eradication missions
changedCampaign: the "middle phase" of the Campaign will now trigger sooner on "Story" and "Normal" complexity settings Note: depending on the complexity setting, story progression to Dream #5 should now trigger after MP 13/23/33 at the latest (pass the MP a couple of times if you're already there and suspected a bug [not corfimed] before this update)
changedAdjustments to alien reinforcements spawn rate in planet surface missions (Operations, Single Mission) Victory still requires that you kill (almost) everything, so if there are reinforcements spawning, you'll need to deal with them as well, even if there were 0 aliens left when ending the turn -- this is not a bug! Alien reinforcements were never and are NOT infinite, though--the rate of the remaining aliens spawning has been now increased significantly to speed up (and give more excitement at) the end of these missions (turn 11+)
changedCampaign: fixed a critical bug where nests could "grow infinitely" and cause issues on starting a mission The fix is retroactive; if you have encountered this bug, but have a save where you can select the sector to go on a nest mission, it will now behave properly! Note: use a save where you haven't yet tried to actually start the mission (not an ExitSave, etc. that were made after the game locked up partially)
fixedCampaign: fixed a potential ammo exploit where you could stock already used turrets and then get a brand new one with refilled ammo just by taking it from stock. You can no longer stock turrets that have been ever deployed.

USC: Counterforce changes

changedBALANCE/GAMEPLAY CHANGES
changedCampaign: further adjustments to alien reinforcements spawn rate in horde eradication missions
changedCampaign: the "middle phase" of the Campaign will now trigger sooner on "Story" and "Normal" complexity settings Note: depending on the complexity setting, story progression to Dream #5 should now trigger after MP 13/23/33 at the latest (pass the MP a couple of times if you're already there and suspected a bug [not corfimed] before this update)
changedAdjustments to alien reinforcements spawn rate in planet surface missions (Operations, Single Mission) Victory still requires that you kill (almost) everything, so if there are reinforcements spawning, you'll need to deal with them as well, even if there were 0 aliens left when ending the turn -- this is not a bug! Alien reinforcements were never and are NOT infinite, though--the rate of the remaining aliens spawning has been now increased significantly to speed up (and give more excitement at) the end of these missions (turn 11+)
changedCampaign: fixed a critical bug where nests could "grow infinitely" and cause issues on starting a mission The fix is retroactive; if you have encountered this bug, but have a save where you can select the sector to go on a nest mission, it will now behave properly! Note: use a save where you haven't yet tried to actually start the mission (not an ExitSave, etc. that were made after the game locked up partially)

USC:CF v1.00.5a, build 240813

BALANCE/GAMEPLAY CHANGES

  • Campaign: further adjustments to alien reinforcements spawn rate in horde eradication missions

  • Campaign: the "middle phase" of the Campaign will now trigger sooner on "Story" and "Normal" complexity settings

    • Note: depending on the complexity setting, story progression to Dream #5 should now trigger after MP 13/23/33 at the latest (pass the MP a couple of times if you're already there and suspected a bug [not corfimed] before this update)

  • Adjustments to alien reinforcements spawn rate in planet surface missions (Operations, Single Mission)

    • Victory still requires that you kill (almost) everything, so if there are reinforcements spawning, you'll need to deal with them as well, even if there were 0 aliens left when ending the turn -- this is not a bug!

    • Alien reinforcements were never and are NOT infinite, though--the rate of the remaining aliens spawning has been now increased significantly to speed up (and give more excitement at) the end of these missions (turn 11+)

FIXES

  • Campaign: fixed a critical bug where nests could "grow infinitely" and cause issues on starting a mission

    • The fix is retroactive; if you have encountered this bug, but have a save where you can select the sector to go on a nest mission, it will now behave properly!

    • Note: use a save where you haven't yet tried to actually start the mission (not an ExitSave, etc. that were made after the game locked up partially)

  • Campaignfixed a potential ammo exploit where you could stock already used turrets and then get a brand new one with refilled ammo just by taking it from stock. You can no longer stock turrets that have been ever deployed.
  • Campaignfixed faction-exclusive items in the "shop" staying available/not becoming available when you didn't have actual access to the item, but removed/added one from/to stock
  • Campaignfixed faction-exclusive items that were only available in the "shop" due to being already in stock having their req./craft buttons & info misleadingly displayed (did not affect gameplay)
  • Campaignfixed the crafting material display on the Communications screen sometimes not being refreshed correctly after leaving Squad Assembly
  • Campaignfixed sector info panel displaying only half the actual Deothonit yield for mining sites since the last update (did not affect gameplay)
  • Campaignfixed a bug where you couldn't save the game on the Squad Assembly or Communications screens (in non-Hardcore)
  • Campaign: map screen music will now properly stop before playing the dropship cutscene

  • Fixed an extremely rare critical bug where the game would lock up on "Alien nest activity" [speculative/preventive fix while we're waiting for report details/repro]

Source

Steam News / 13 August 2024

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