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Knights and mercs, welcome to a Sunday Update #9 with new exciting weapons and weapon mods to loot, improved safehouse balance for nano pollution rates, better damage estimation for melee attacks, rebalance for the HIGH STREET job, buffed Rook Prototype weapons, better balance of Sniper and E-Rifle weapons, and so many more fixes you'll have to check the full release notes below! Let's dig into the highlights for Update #9!
A big thanks to everyone playing and posting this week, we're excited that the New Boston Zone is so hype. Please help us keep the hype-train rolling by sharing the game with a friend and posting a review. Our small team of 3 game devs appreciates your reviews!
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With Update #9, we've dropped a mix of 30 lootable Blueprints and physical Weapon and Weapon Mods into the higher end of the loot tables. This includes the first Bluerpints for E-Rifles and E-Rifle mods, as well as Blueprints for Railguns and even Railguns you can pick up and walk away with (to hijack at the safehouse later!).
We're excited to keep working on the finer details of the loot table balance and to bring more exciting options to you through your physical and digital heists. Get heisting, steal some beautiful new guns!
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With Update #9, we took another pass through the Rook Prototype weapons which can be achieved by the Power Play. We've adjusted a number of their stats and bonuses to ensure that they are exciting and compelling purchases at the point in the game they could appear. Let us know how those upgrades land!
[img src="https://clan.cloudflare.steamstatic.com/images/36740530/ea1a3303f861cb1cc7782b4fa071c47e38c808c5.png"][/img]With this update, we've also made some tuning to the progression for Accuracy, Overwatch Angle and Recoil for E-Rifles. This has pushed them to be more separate from Assault Rifles and in some cases is a nerf (less Overwatch Angle, more Recoil) but better fits their unique and powerful Damage profile.
We've also tuned and improved the progression of some Sniper Rifles at different checkpoints to help the upward motion of each new Power Level.
High Street Tweaks
This mission about a certain Sniper can happen early in the game in the Syndicates Debt storyline and was simply tuned to be too hard. With Update #9, we've adjusted its balance. We're excited to keep gathering feedback on all the story missions in the game and keep tuning and tweaking.
We've improved the balance of each level of the Command HQ room's nano-pollution generation to smooth out the entire build experience in the Safehouse. For those players who were finding that sometimes they could get "soft locked" in a situation between the Power Generation of the Command HQ and the nano-pollution reduced by their Nano-Scrubbers, this update is focused on fixing that scenario. Your Command HQ no longer adds to the nano-pollution in the Safehouse past a certain level, removing this concern.
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There were 3 separate bugs in how melee damage was counted to decide what should be shown in the damage estimate bar and if the red skull (guaranteed kill if not a Glancing Hit) should be shown. These were related to Pure Damage and the Improved Power Slice Talent and now the estimation is accurate to the point!
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There was a bug where Power Slice and Improved Power Slice were not showing the full accuracy breakdown in the top right. This is now resolved!
We've fixed a bug that allowed your Face to install combat cyberware. That is not intended. The feature and slots are reserved for a far-flung future in which their might be Face specific cybernetics.
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These jobs had some issues! Sometimes Head Hunters tried to show up! Sometimes you got odd Heat results, sometimes the Sec AI would appear and warn that reinforcements were coming. None of that was right or good but now we've fixed it all. We also improved the Face's Opposition Resaearch Talent to do a better job reporting the details on pure combat or pure hacking missions as an added bonus.
- Revised Command HQ nano-pollution generation rate to prevent conflicts with nano-scrubber upgrading
- Fixed multiple bugs causing melee attacks damage estimation on target's HP bar always being low
- Improved balance of Syndicate Debts HIGH STREET mission (Sniper Rhino)
- Improve consistency of use of armor icons to designate Stealth/Heavy/Light
- Added +10 Lootable Weapon Mods (AR, SMG)
- Added +10 Lootable Weapon Mod Blueprints (E-Rifles, Sniper Rifles, AR)
- Added +5 Lootable Weapons (E-Rifles, Sniper Rifles)
- Added +5 Lootable Weapon Blueprints (E-Rifles)
- Improved all Rook Prototype weapons from PL 5-8
- Improved progression of Sniper Rifles accuracy and damage
- Balanced E-Rifle progression of Accuracy, Overwatch Angle, more Recoil
- Fixed bug that allowed Face to install combat cyberware
- Fixed issue with Counter-Intel room generated Hacking missions sometimes reporting reinforcements, Head Hunters, odd achievements
- Added ladders and doors to several levels to better indicate spawn points, fixed numerous nav mesh issues reported
- Improve Matrix device control interface so device hacking buttons for bridges don't call them doors ;)
- Fixed Matrix device names on Truck Job to make them more clear
- Fixed issue where Power Slice and Improved Power Slice did not show accuracy break down in top right
- Fixed several places in Matrix using made up words like "deload"
- Fixed some unfair spawns in PARASITE FEE
- Fixed some unfair VIP Rescue Spawns in "Resupply Station" map
- This update brought to you by your F10s
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