Patch 0.23.0-b5245

Released: 13th December 2022

  • – a buff was applied
  • – a nerf was applied
  • – a tradeoff occurred
  • 🦾 – a change was made based on community feedback

Changes

UI Updates

  • Changed the Mech Customization and Inventory UI
    • The entire layout of the screen has been redone to gain extra space. With all that extra space we can show way more stats than before!
    • Unit information is now always visible at the top of the screen, and changes when comparing new equipment with currently equipped parts.
    • Equipment rarity, damage types, attack duration, optimal intervals and more are visible per part and are more easily compared than before.
    • 🦾 You can now rotate the camera freely while customizing your mech by using WASD controls!
    • Redid the icons for weight and dash classes
    • Surfaced part manufacturer icons and flavour tooltips
  • Changed the Livery Customization UI and function
    • Livery is now accessed in the top left corner of customization UI
    • The display of each livery is much more compact and easy to navigate, and also displays the type of material the livery will use (shiny vs not shiny)
    • You can now rightclick a livery to favourite it, which will change its icon and pin it to the top of the list for easy access.
    • Livery hierarchy (apply to all parts vs specific part) has been reworked and is easier to navigate and understand.

Combat UI Changes

  • Changed the Timeline UI in combat
    • 🦾 Improved the look of the unit tabs above the timeline, and made it clear which unit is currently selected. All tabs now also have tooltips describing the unit.
    • Unit factions (enemy, player and homeguard) are grouped into separate tab groups and colours.
    • Units that are unable to act in combat are hidden from their tab groups.
  • Changed Targeting UI widgets
    • It’s now communicated if your unit is at optimal range for the attack they are making, and if the shot will be blocked in any way.

Visual Changes

  • 🦾 Added playable area borders to all combat maps
  • Added additional visuals for Salvage view
    • All parts are now visually previewed when in the Salvage screen
  • Changed the order of equipment in the customization screen – weapons now come first, followed by all other parts.
  • Added hit react VFX to pilot cams when taking damage
  • 🦾 Added several accessibility options that have been requested for a while
    • You can now disable the movement of the base and main menu backgrounds
    • You can now disable the overworld glitch effect
  • Changed the level of zoom-out possible on combat maps – you can now see the whole map easily when zoomed out to maximum distance.
  • Added animation polish that we’ve been wanting to add for a while to several different animations, to make them smoother
  • Optimized some VFX in replay

Gameplay Changes

  • Changed the Capital Battle, and added some new functionality
    • We’re getting the final battle at the Capital closer to how we want it to appear in the final game.
    • It now consists of two back-to-back scenarios with new goals and a higher difficulty.
    • We also changed the maps to better reflect the location of the battle, though they are still in a WIP state right now.
    • Please check it out and give us your feedback!
  • Added some new events!
    • Runaway – Rumors of a glitchy prediction AI that sends pilots to their deaths in combat have been running wild in your squad.
    • Blackbirds – A pilot spots a flock of blackbirds, prompting a discussion on superstitions and rituals for warding off bad luck.
    • Volunteer – A pilot asks to stay behind in their home province or the current location due to either witnessing severe destruction in the area.
    • Loss – The first major loss of your squad is a sobering reminder of war.
  • Changed – saves are now limited to a maximum of 50
  • Added – saves now have a suggested name based on the current state of the game
  • Added – autosave names are updated to be more readable and remove underscores
  • 🦾 Changed event occurrence balancing to prevent multiple repeats within a short amount of time
  • Changed all in-game cutscenes to be pre-rendered video instead of in-engine
  • Added auto-detection of native resolution on start up. This takes effect as long as options are not already declared by the user.

Balance Changes

  • Heatsink subsystems were nerfed across the board
  • Thrusters use less heat across the board
  • Melee weapons have been rebalanced
    • Each weapon only has up to 2 damage types now

Fixes

  • Fixed bullets being vertically offset from their intended target for certain weapons (Ultraheavy)
  • Fixed some retreat zone placements that extended outside of the playable area
  • Fixed multiple different map pathing issues (inaccessible areas that should have been pathable, preventing units from walking through level geometry, etc)
  • Fixed some missing text issues with a couple of events
  • Fixed some typos in events
  • Fixed a softlock state occuring when an emergency fallback happened before having completed the resupply tutorial – we’ve now disabled the tutorial if an emergency fallback occurs
  • Fixed an exploit where the workshop level could be raised exponentially by losing a fight against higher level enemies
  • Fixed some unit groups being unable to find a weapon to equip, causing them to spawn without weapons
  • Fixed some continuity bugs with events where some steps were failing to trigger
  • Fixed subsystems affecting the level of the parts to which they are equipped
  • Fixed convoys outside of a contested province being designated as objectives
  • Fixed destroyed buildings not being correctly reloaded when loading the precombat save
  • 🦾 Fixed the overworld stuttering when framerate exceeded 120fps
  • 🦾 Fixed (hopefully) OneDrive overwriting files and screwing the game up in all kinds of ways

Known Issues

  • Patrols stop chasing the mobile base after a few seconds
  • Some common melee weapons are better than their uncommon/rare counterparts
  • Most axes are underbalanced now
  • Homeguard can be called for the Capital battle, but they won’t show up
  • Some tooltips in the new customization UI flow off the edge of the screen
  • Some UI elements overlap in ugly ways
  • Some cutscenes are missing subtitles
  • Certain thrusters and melee weapons combined can make it very difficult to land melee attacks
  • Some weapons clip through the ground in the salvage screen
  • Winning the Capital battle doesn’t currently liberate the Capital province
  • Using hotkeys while clicking can open multiple UIs unintentionally
  • Trees destroy shots rather than reflecting them
  • Framerate drops significantly while renaming saves
  • Actions can be overlapped by dragging an action while choosing a target for a second action
  • Crashed units can be moved out of their positions by other units, causing them to ragdoll wildly and sometimes become permanently detached
  • Some events do not reveal the locations of the entities they designate
  • The capital flythrough occasionally plays upside down
  • Music does not play on the overworld after completing the tutorial scenario
  • Dashes can be placed too far in the future to cancel, essentially locking mech movement for the current turn
  • Part tooltips can stick around in the new UI
  • ESC function in the new customization UI is broken
  • Some UI can carry between save and load
  • Destroy building combat objectives don’t succeed until you destroy one more block than required
  • Text above overworld mechs reads ‘mobile base’ before acquiring the mobile base
  • Music does not play on entering the overworld after completing the prequel battle
  • Provinces that were at war in old saves will still have the raised outline after upgrading the save
  • Mech part visuals will be missing during briefing when you select to salvage a mech frame
  • Detailed part UI during salvage tutorial will overlap the salvage budget at larger UI scaling
  • Blue holograms appear on liberated entities after upgrading a save
  • Comms messages can play during salvaging if you exit combat before they load
  • Occasionally, quitting to the main menu makes the menu buttons not work correctly
  • Some tutorial textboxes can be brought to the main menu if you open the menu and quit to the menu quick enough
  • Mech model on squad view in briefing does not update if you use the autofill option until you reload the squad view
  • War Memorial event cannot be completed if you liberate a province before completing it
  • Specific conditions can allow for tanks to be pushed into hills and become unreachable
  • Progress Bar on Hostiles Replanning combat objective displays the incorrect number of turns
  • Comms message for destruction of buildings can play multiple times in a row
  • Clearing one instance of an event will clear all instances of that same event
  • Rain is frozen in time in the squad view during briefing
  • Overheating Mech effect does not replay
  • Turret lights don’t rotate with the turret during replay
  • Replay does not display HP decreasing on the unit part health bars
  • Too many reinforcements in a battle will overflow the holotable during briefing
  • “Scan Jamming” is used to name two different Upgrades
  • An exception may occur when quitting to desktop. This is safe to ignore
  • Occasionally, Fallback can disable autosaves. This can be fixed by relaunching the game
  • Overworld UI is visible when hiding UI in the main menu (using numpad (-) )
  • If detection ranges are adjusted due to rain or selected movement mode, newly spawned enemies will not have their range adjusted until all ranges are refreshed
  • Blurry shadow appears over units when navigating over ore piles in Mine map when raining
  • Thruster and weapon trails aren’t cleared when weapon arm is destroyed during a melee attack
  • Victory retreat on hit and run scenarios are delayed by one turn
  • Error when a player submits an empty bug report
  • Occasionally, two fallback melee actions can appear on a shield unit with one destroyed arm
  • Naming a save with ellipses (“…”) throws an error
  • Entering unit editing after exiting the livery puts the player back in the livery instead of part editing