





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
New Stuff -Added 3 new ships. -Added 9 new weapons. -Added 7 new gadgets. -Added 18 new upgrades. -Added 60+ mods for both old and new gear. -Some of these options allow for randomized loadout runs and one-time run bonuses by expanding excess PS. -There are also ways to accelerate personnel and PS gain now, if you can spare the deploy budget. -Added a couple new training and challenge simulations. -Added TacHI avatar to the title screen that gives random daily tips. Changes/Balancing -Max tech levels increased (120-->180). -Subsistence score (from taking excess SRM into missions) is now scored separately from loot score. -HARP-R and SCRW SPINR now deal EMP damage by default and can be converted back to kinetic with mods. -EMICRO base supf increased (30-->60) -RPAM-7K reserve ammo increased and deploy cost reduced (14-->10). -STAPL-R ammo print mod now works on a per-zone basis. -TRIPWIRE ammo increased (12-->16). -Tripwire can no longer damage shielded ships. -EM TORP buffed (damage: 160-->200, damage fall off: -75% --> -50%, AoE: 2.5-->3, ammo: 4-->8). -Increased EMP duration caused by EMP explosions by 100%. -FLASH TORP now detonates silently. -FLASH TORP ammo increased (8->12). -CMND TKN ammo increased (12->24). -Dazzler explosions no longer require guards to directly laze the dazzler source, instead they blind any guards that are mostly facing towards the flash (215). -When disguised, LP ui now shows your remaining disguise integrity. -MIRROR VARNISh LP penalty reduced (+20%-->+5%) -H-WAVE RADAR range increased. -WHISPER CHIP now also shows CorPo force composition (on inventory tooltip.) -FEED UMBIBLICAL now prevents weapons from ejecting their remaining loaded ammo on reload. -Shield bonuses on multiple items rebalanced. -Using melee on melee immune objects now causes longer melee cooldown. -Reinforcements on high level missions might have their shields plugged into the G-Dock, allowing them to be continuously shielded while stored. -Any guards that heard a threatening sound will now eventually attempt to report, if other guards closer to the sound are prevented from reporting. -Specialist guards are now bold enough to attempt to report when you board them, as long as their ship hasn't been disabled yet. -Specialist guards will now resist interrogation until their ship is disabled. -Starting with zone 4, mission areas are now surrounded by core-fusion dead zones that prevent you from escaping off-grid. -Killing an EBO ironically no longer count against no kills bonus (not sentient enough?). -Bossfights spawn more guards now. -Resupply no longer increases in price per use. -Disabled state now removes blinded/deafened markers form guards. (Superfluous at that point.) Fixes -Fixed dazzler detonations not affecting guards correctly. -Fixed melee sensory stun still affecting melee immune enemies. -Fixed a situation in which player would be able to call evac even though evac is already in progress. -Fixed a problem with triggering placed gadgets via lidar. -Fixed unintentional multi explosions in certain circumstances. -Fixed a problem with how certain passive and ship specific effects are applied. -Fixed mine detection elements not being affected by convection. (?) -Fixed MAG MINE detection ui not being removed correctly on detonation. -Fixed WRNCH ARM not using up ammo when sabotaging comms stations. -Fixed a problem with displaying wildlife help comms. -Fixed vault crates being movable under lockdown. -Fixed a problem with how certain spring sounds are initiated. -Fixed a problem preventing escort ships from getting re-tasked if their lead is taken out. -Fixed some instances of ship struct ejection fallback not taking effect. -Fixed game re-entering fullscreen on return to title (?). -Fixed player exiting deafened state not resetting certain engine sounds correctly. -Fixed some problems with how elevator location text is handled. -Fixed friendly ships using wrong intro TacHI intro text when boarded. -Fixed selecting empty inventories showing previous tooltips. -Fixed Puffstar sliding your an extra mag on deployment, leading to rediculous ammo gain on certain weapons. -Fixed bad unknown value on CorPo Scaffolds. -Fixed some typos.
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