I want to thank my friends and all the punks who joined the Discord and/or left feedback on the Steam Community forums.
Since I am making this game by myself as a passion project, it is easy to become overly focused on specific issues while missing many others. So, once again, thank you.
I also realize that some people may be waiting for more quests and further development of the story. I am working on that, but I feel that I need to prioritize the core gameplay and endgame activities for the time being.
UI overhaul, making better use of horizontal space and hopefully improving visibility.
Auto-Dispatch System: A new button has been added to the Operations Board to control how auto-dispatch behaves.
Players can currently adjust and filter: * Factions
* Districts
* Minimum success chance
* Whether vehicles should be used (vehicles at risk of being destroyed will not be dispatched)
* Whether only full-HP units should be deployed
* Automatic Mission Board refreshes, with a minimum interval of 5 seconds
*Auto-dispatch only works while the game is open. Quest missions are not eligible for auto-dispatch.
Gear Fusion has been removed due to balancing issues. Existing gear has been reset to its base stats, compensation materials for the new system will be rewarded based on missions cleared and reputation level.
Gear Enhancement:
Gear can now be enhanced from +0 to +15.
Enhancements increase a gear piece’s existing stats without changing its rarity or stat types.
Each attempt costs a new type of material: Components.
Components can be acquired from any successfully completed mission and are stored in the player’s inventory. Each mission tier drops a different tier of Components, corresponding to the following enhancement ranges: Tier 1: +1 to +3
Tier 2: +4 to +6
Tier 3: +7 to +9
Tier 4: +10 to +12
Tier 5: +13 to +15 Higher-tier Components can be used for lower-tier enhancements, providing a better success chance. Lower-rarity gear also has higher enhancement success rates. Failed attempts consume Components but do not reduce the gear’s enhancement level. Every failed attempt generates a failstack, which adds 2% to the success chance. Failstacks can be exported into an “Imprint,” which can then be freely loaded onto a different gear piece.
Successful enhancements consume the accumulated failstacks and the required Haven Credits. Salvaging enhanced gear returns 75% of the total enhancement cost in Components and Haven Credits. Existing gear is converted to +0, while existing save data is updated to grant Components based on completed-contract history and Reputation. Current base-stat multipliers from +1 to +15: ×1.5, ×2, ×2.5, ×3, ×3.5, ×4, ×4.5, ×5, ×5.5, ×6, ×6.5, ×7.5, ×12, ×20, ×30
Gear Calibration:
Spend Alloy, the currency previously used for Gear Fusion, to reroll a gear piece’s base stat types and values. Calibration can produce stronger, weaker, or simply different stat rolls.
The Cyberforging facility’s passive skill affects the strength of newly calibrated stats.
Gear rarity, enhancement level, invested resources, and failstacks are preserved. Calibration cost per roll, based on rarity: N – 3 Alloy per roll
R – 10 Alloy per roll
SR – 30 Alloy per roll
SSR – 90 Alloy per roll
Example after calibrating the gear shown in the screenshot above: The gear was at enhancement level +8 (base stats ×5), so its adjusted power becomes:
Added a fullscreen option.
Added number-format options: System Default, Decimal Point, and Decimal Comma.
Removed the confirmation dialog when deploying units to District Accounts.
District Accounts now provide experience to deployed units. This is why Combat Sim is now obsolete and requires a rework.
Restored the previous Trait-to-Condition menu, as it was more intuitive.
Added “Is Conditioned” and “Is Not Conditioned” filters.
Added an ETA for the Combat Sim limit reset.
Added a “Remove All” option to Combat Sim.
Added filters for faction, required stat, and the district in which the mission takes place.
Improved the player-facing wording for the tagTrait bonus objective.
Added tier filtering for tiers unlocked through Reputation progress. This allows players to dispatch low-level Operatives to low-tier missions.*
* this system will work combined with Auto-Dispatch when used
Added a visual indicator for units that match the secondary objective.
Removed squad presets.
Added drag-and-drop reordering for Operatives during Mission Deployment.
Fixed incorrect encounter risk/reward weighting.
Made encounter rewards more intuitive.
Added a UI-size control as the first option players see.
Planned features, in no specific order: