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