BALANCE PATCH - 0.8.48

Dead Grid · published

MISC CHANGES

  • Added a new visual effect for Leader's skill Advance spawning enemies from the threat. I noticed this was frequently mistaken with distant enemies pulled by noise even though the skill triggers at the start of your turn.
  • Reduced the frequency of mercs idle-talking when changing gear tabs.
  • Reworked the sound effect of hovering over cards in combat.
  • Reworked the sound effect of discarding armory cards from hand.
  • Improved music transition from combat track 1 to 2.
  • Increased the Initiative tooltip font and window size for consistency.
  • Added a note on deployed Lure objects to indicate that duplicates are auto-removed.

SKILL BALANCE

  • The ranked damage of Commando skill Breach has been increased.
    OLD: 1%, 2%, 3%, 4%, 5%
    NEW: 1%, 3%, 5%, 7%, 9%
    This skill suits longer encounters with a slew of enemies, causing a flurry of blocks, parries, and dodges.
  • The ranked damage of Enforcer skill Skull Crush has been increased.
    OLD: 130%, 160%, 190%, 220%, 250%
    NEW: 150%, 200%, 250%, 300%, 350%
    This skill requires some setup to be effective, so its damage reward has been increased.
  • Viper has been reworked to spawns with hit points much closer to the primary merc (1st merc in squad).

WEAPON ACCURACY BALANCE

  • After reviewing feedback, watching videos, and spending a lot of time playing myself, I've decided to adjust the base minimum and maximum accuracy values for several ranged weapons.
  • Note: All minimum values correspond to the lowest (red) quality of the item and can be increased through upgrades and mercenary training. Additionally, the game provides numerous in-combat buffs to help you quickly reach the accuracy cap, and the recently added elite perks can potentially raise these caps even further. 1. Pistol
    - min 80% (no change)
    - max 95% (increased from 90%)
    2. SMG
    - min 70% (no change)
    - max 90% (increased from 88%)
    3. Assault Rifle
    - min 75% (increased from 65%)
    - max 90% (increased from 88%)
    4. Machine Gun
    - min 60% (no change)
    - max 75% (no change)
    5. Sniper Rifle
    - min 85% (no change)
    - max 99% (increased from 98%)
    6. Shotgun
    - min 80% (increased from 65%, the biggest complaint in feedback)
    - max 95% (no change)
    7. Bow / Crossbow
    - mix 85% (increased from 82%, to match sniper rifles)
    - max 99% (increased from 98%, to match sniper rifles)

BUG FIXES

  • Adjacent enemies killed by buckshot damage remain standing or walking (animation bug).
  • Adjusted 3D model scaling of a few ARs and sniper rifles appearing too small in gear management.
  • Adjusted 3D model scaling of all bows and crossbows to appear larger in gear management.
  • Mission victory screen still indicates rep can be used to refresh trader's stock. No longer the case.
  • Achievement "Every Drop Counts" is awarded upon completing the wrong mission.
  • If a merc dies in combat, consumable icons get repopulated with duplicates (visual bug only).
  • Leader skill Advance is pulling distant enemies with no remaining threat, should be only from threat.
  • Leader skill Advance adds distant distant enemies to threat with a full board of enemies in play.
  • Leader skill Advance can sometimes trigger on multiple Leaders in play.
  • Leader skill Advance can sometimes spawn an extra enemy on area clear.
  • Discounted items purchased from the camp vendor return with the same discount on a stock refresh.
  • Leader can occasionally drop to 0% stamina (rare case).
  • Boosted unarmed damage by consumables or Black Belt is lost after toggling to a ranged weapon and back.

Thanks for the reports and happy weekend zombie hunting!

--Paul