For those wishing to try before you buy, this and all previous updates are now live int he DEMO version. The Demo also has no class/race or map restricitons, only the turn number.
Update 4 introduces the Morale system, alongside a full rework of Food mechanics. These now work hand in hand, so you really shouldn’t ignore those sad faces anymore.
And just when you thought the A.I.’s Server Room would never get fixed – speak to Red Git again and descend to the final floor to resolve the main storyline once and for all.
We’ve also addressed feedback around balance and difficulty. Population loss has been adjusted, and the tutorial event on Extreme difficulty has been reworked to be more achievable. It’s still intended for experienced players, but the early game should now feel more manageable if you are indeed an expert.
You can finish your run on the previous version:
Right-click the game on Steam → Properties → Betas → choose the top branch.
ADD Group and Personal Morale, with bonuses for high morale
MOD Food management screen updated to include Morale, showing all bonuses in one place
MOD Food mechanics streamlined - set bonuses now depend on meal variety, not specific meals
ADD Auto-consume button for food
ADD Option to exclude selected meals from consumption
MOD Unit traits now align more strictly with their Domain - synergy improves morale, opposing traits may cause conflict
ADD Final part of the main storyline
ADD Quest to gain aid from Professor Bloodlord (She previously just sent a memo to say she’s busy - rude as ever, those Femorcs...)
ADD Final boss encounter
MOD Level 5 Core Tech threshold increased to reflect main quest completion requirement
ADD Additional paths and events tied to the main quest
ADD Inter-party conflict events (e.g. Femorcs vs Dorcs now have a robust relationship in party)
MOD Level 5 Core Tech threshold increased to reflect main quest completion requirementMOD Tutorial: Baba Yaga no longer follows the player - maybe she got bored, maybe she ran out of stock, but she's gone for now, to allow greater focus on that nasty Dr
MOD Tutorial: Dr Bloodmaker now triggers after the second lab floor; cost to free her reduced to 10 Grivs; difficulty of battles and challenges lowered; and to make up for those ice creams you're now missing, this event now rewards a meal too
MOD Starting units and some of their abilities adjusted - Azure, for example, now has the Ability Pain 2 (instead of 1) and Versatile, making her more battle-worthy
(These changes should make the tutorial event more achievable on Extreme difficulty, though prior experience and destiny points are still recommended)
MOD Population loss events now have longer cooldowns and reduced frequency
MOD Barman Heller can now train your council every 15 turns (instead of a one-off)
ADD New battle tutorial (accessible via the '?' icon in combat)
ADD Additional sound effects for map resources
ADD More 3D models for units on the map
ADD Resource info displayed on HUD when standing on a node
ADD Resource filters and availability indicators for crafting
MOD Improved sorting of world markers for readability
MOD Summons no longer provide energy during battles
MOD Recruitment buildings now increase Project population (based on recruit type)
MOD Reduced chance of buildings being destroyed during Project attacks
MOD POI spawn ranges now overlap between rings (changed from 1-2; 3; 4 to 1-2; 2-3; 3-4), allowing later locations and questlines to appear earlier. This should reduce repetition and increase variety across runs
FIX Suboptimal pathfinding in cleared regions (including Project area)
FIX Equipment slot highlighting issues
FIX Rare pre-battle crash
FIX Quest locations spawning on resources and blocking access
FIX Crash when loading corrupted or outdated Continue saves
That’s all for now. April will be a slower month, as we’re focusing on Co-op, which requires more of our attention. Next month will bring a smaller update focused on story and balance only. But fear not - summer will bring bigger and more substantial additions and improvements.