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Steam News12 May 20233y ago

New Enemies and Missions

Hi I'm back with a new content patch. Like I mentioned in a previous dev diary, I'm adding a new enemy faction called the Alien Diaspora.

In this update4

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Full Void Marauders update

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What changed

1 fix5 additions0 changes0 removals
  • Gameplay
  • Security
  • UI and audio
addedI'm back with a new content patch. Like I mentioned in a previous dev diary, I'm adding a new enemy faction called the Alien Diaspora. These enemies come with their own missions and loot and because of this the campaign has been extended, it went from 7 star systems to 9.
addedNew Enemies:I also added a couple of new enemies to other factions: Alien Scavenger (similar to the Harvester) supports the scavs, and Armed Civilian (a low level fighter but with a medkit) accompanies the Security Forces.
addedNew Loot and Equipment:New Laser Weapons: Pistol, Rifle and Gatling Cannon. Can only be acquired by looting alien diaspora targets. - Alien Supplies, Tech and Drugs: the Alien Diaspora are not harmless refugees, they are armed groups that control the trade of a valuable drug known as Xeno-Blast. - New Personal Shield MK2: this personal shield is stronger than the MK1 but also regenerates a point of shield every turn. - Combat Stims: made from refined Xeno-Blast, this injector grants 1 extra AP and movement for a turn. - Spaceborne creatures: valuable tissue, embryos and organs can be extracted from space-dwelling creatures if you don't mind the occasional hole in your hull.
addedFixes, Minor Changes and QoL Improvements:Added visual hazard indicators for cells with fire or acid. - Fixed some visual effects (like muzzle flashes and some "spells") only being visible once during combat. - Fixed a bug where switching soldier too fast while a teleport is happening would teleport the wrong soldier. - Fixed a bug where Teleport can be interrupted by ordering movement too fast. - Changed pistol animations to use only right hand instead of both to avoid some issues. - Fixed a bug that stopped AI from using medkits properly. - Fixed a bug that allowed a melee attack to work from 2 cells of distance if there's no movement. - Reduced rotation and weird movement when enemies are taking cover and shooting. - Added proper patrolling/walking animation to Krell'Sha Shaman. - Improved slightly animation transitions between cover and running to reduce instances of soldiers "sliding". - Restored some voices for soldier movement, changed voice tone for Human Mercenary so it doesn't sound exactly like the Raider class. - Fixed some enemy voices when killed for some enemies (basically avoid using the same damage voices). - Changed all voices for Void Spawn. - Fixed a critical bug that stopped melee attacks from working properly when the soldier is in cover. - Added sound effect for Stomp ability.
fixedFixes, Minor Changes and QoL Improvements:----------------------------------------------------------------------------------------------
addedFixes, Minor Changes and QoL Improvements:Hope you like the new content and improvements, I still

Void Marauders changes

addedI'm back with a new content patch. Like I mentioned in a previous dev diary, I'm adding a new enemy faction called the Alien Diaspora. These enemies come with their own missions and loot and because of this the campaign has been extended, it went from 7 star systems to 9.
addedI also added a couple of new enemies to other factions: Alien Scavenger (similar to the Harvester) supports the scavs, and Armed Civilian (a low level fighter but with a medkit) accompanies the Security Forces.
addedNew Laser Weapons: Pistol, Rifle and Gatling Cannon. Can only be acquired by looting alien diaspora targets. - Alien Supplies, Tech and Drugs: the Alien Diaspora are not harmless refugees, they are armed groups that control the trade of a valuable drug known as Xeno-Blast. - New Personal Shield MK2: this personal shield is stronger than the MK1 but also regenerates a point of shield every turn. - Combat Stims: made from refined Xeno-Blast, this injector grants 1 extra AP and movement for a turn. - Spaceborne creatures: valuable tissue, embryos and organs can be extracted from space-dwelling creatures if you don't mind the occasional hole in your hull.
addedAdded visual hazard indicators for cells with fire or acid. - Fixed some visual effects (like muzzle flashes and some "spells") only being visible once during combat. - Fixed a bug where switching soldier too fast while a teleport is happening would teleport the wrong soldier. - Fixed a bug where Teleport can be interrupted by ordering movement too fast. - Changed pistol animations to use only right hand instead of both to avoid some issues. - Fixed a bug that stopped AI from using medkits properly. - Fixed a bug that allowed a melee attack to work from 2 cells of distance if there's no movement. - Reduced rotation and weird movement when enemies are taking cover and shooting. - Added proper patrolling/walking animation to Krell'Sha Shaman. - Improved slightly animation transitions between cover and running to reduce instances of soldiers "sliding". - Restored some voices for soldier movement, changed voice tone for Human Mercenary so it doesn't sound exactly like the Raider class. - Fixed some enemy voices when killed for some enemies (basically avoid using the same damage voices). - Changed all voices for Void Spawn. - Fixed a critical bug that stopped melee attacks from working properly when the soldier is in cover. - Added sound effect for Stomp ability.
fixed----------------------------------------------------------------------------------------------

Hi

I'm back with a new content patch. Like I mentioned in a previous dev diary, I'm adding a new enemy faction called the Alien Diaspora. These enemies come with their own missions and loot and because of this the campaign has been extended, it went from 7 star systems to 9.

New Enemies:

- Insectoid Outcast: a light soldier armed with a laser rifle. Abandoned by their hives they try to survive alongside other alien species. - Alien Hound: a quadruped creature used by alien soldiers as a hunter (and companion). Not a good boy. - Harvester: a "grey" alien, has a laser pistol and a basic personal shield. They also can summon a light shield for one of their allies. - Vattorian Guard: a member of a proud warrior race, armed with a laser gatling cannon. - Nekkaran Warrior Monk: elite religious warrior armed with a powerful laser staff. Able to summon a barrier that stops any ranged attack unless flanked.

I also added a couple of new enemies to other factions: Alien Scavenger (similar to the Harvester) supports the scavs, and Armed Civilian (a low level fighter but with a medkit) accompanies the Security Forces.

New Encounters:

- Alien Ship: board an alien freighter to get valuable alien loot.

- Alien Encampment: visit an alien planet to plunder a big alien encampment.

- Spaceborne Creatures: (non combat) hunt a space-dwelling creature for rare loot.

New Loot and Equipment:

- New Laser Weapons: Pistol, Rifle and Gatling Cannon. Can only be acquired by looting alien diaspora targets. - Alien Supplies, Tech and Drugs: the Alien Diaspora are not harmless refugees, they are armed groups that control the trade of a valuable drug known as Xeno-Blast. - New Personal Shield MK2: this personal shield is stronger than the MK1 but also regenerates a point of shield every turn. - Combat Stims: made from refined Xeno-Blast, this injector grants 1 extra AP and movement for a turn. - Spaceborne creatures: valuable tissue, embryos and organs can be extracted from space-dwelling creatures if you don't mind the occasional hole in your hull.

Fixes, Minor Changes and QoL Improvements:

- Added visual hazard indicators for cells with fire or acid. - Fixed some visual effects (like muzzle flashes and some "spells") only being visible once during combat. - Fixed a bug where switching soldier too fast while a teleport is happening would teleport the wrong soldier. - Fixed a bug where Teleport can be interrupted by ordering movement too fast. - Changed pistol animations to use only right hand instead of both to avoid some issues. - Fixed a bug that stopped AI from using medkits properly. - Fixed a bug that allowed a melee attack to work from 2 cells of distance if there's no movement. - Reduced rotation and weird movement when enemies are taking cover and shooting. - Added proper patrolling/walking animation to Krell'Sha Shaman. - Improved slightly animation transitions between cover and running to reduce instances of soldiers "sliding". - Restored some voices for soldier movement, changed voice tone for Human Mercenary so it doesn't sound exactly like the Raider class. - Fixed some enemy voices when killed for some enemies (basically avoid using the same damage voices). - Changed all voices for Void Spawn. - Fixed a critical bug that stopped melee attacks from working properly when the soldier is in cover. - Added sound effect for Stomp ability.

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Hope you like the new content and improvements, I still

Source

Steam News / 12 May 2023

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