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✨ $10 Tier: [Geeks Love Detail]
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A huge welcome to all the new Knights and mercs who have joined us during our launch sale! It is hard to believe the 2 week launch has come to a close, but that means we're looking forward to what's next and posting a post-launch Roadmap.
With Update #10, we've added a new Long Range Guns service and a new Contact to the Underworld Hub, improved looting setup across almost every map in the game, rebuilt the loot tables for fun and better faction-oriented loot, fixed all issues that could cause movement lock ups in the game, fixed all issues reported about Head Hunters, and fixed/improved a ton of other minor things from community F10s!
Thanks to everyone playing, posting on the boards and putting up a review to help us spread the word and keep New Boston heisting. Let's get busy with the update!
First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.
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With Update #10, we've introduced/fixed the Long Range Guns service which adds 10 new Sniper Rifles, Revolvers and Railguns for sale. This one goes out especially to all your Gunslingers and Snipers to enjoy!
This was already available by the special recruit from Fireteam: Shadow Wolf's contact Raven, if you took that backstory pick, but is now also available through a new option in the Fixer category of the Underworld Hub, the gun runner Scissors.
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With Update #10, we've completed a nuts-to-bolts rebalance of looting across the game's mission maps. We built a new set of loot analysis tools that have given us additional insight into the loot distribution, map high and low points, faction loot allocation. With this new data in hand, we went to work!
Rebalanced loot in maps - some mission maps have had historically bad loot while others have had the historically best loot. With Update #10, we've smoothed them out, bring them together into a much better balanced state across all maps. Some of the maps that are most affected are: Flooded Tunnels, Route 5 Bypass, Cyber Research Site, Cyber Clinic, Hovertruck Repair Depot, Sector 01 Interchange, Broken Highway, Militarized Hoverport, Resupply Station, Gated Enclave, while 20 other maps received minor balance adjustments and tweaks as well.
Better Faction Class Focus - in this rebalance, we've focused on improving the feeling and allocation for big faction classes - Gangs (the scavengers of the NBZ), Syndicates (the money laundering and business layer), milsec (hardened security companies) and corps (high-tech, producers). Our goal is to make all the faction loot fun and profitable (not that gang loot sucks vs. corp loot) but more varied. This means, for example that Milsec missions are more likely to have higher concentrations of weapons, armor and weapon mods ready to steal and unlock at the safehouse, less Blueprints (as they are not typically producers), Files on everyone (as they are tapping and watching everyone) and nice allocations of Cred Chips.
Less Repeats, Less Unusable Blueprints - adjustments to the allocation of loot groups into levels as well as better balance of their progression will produce less repeats in lootboxes within a single level and less Blueprints occurring too early in the game - especially Item Blueprints - that are basically unusable.
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With Update #10, we've bonked the most persistent soft lock in the game on the head. While it was rare, enemies could get stuck in the middle of their movement and just run in place, hung and unable to end their turn. We have done a deep dive on this bug and fixed multiple cases related to it. There may be lingering cases where it still happens due to causes we did not identify in in our search.
In addition, you might have seen a movement oddity where a merc or character would suddenly do a few rapid spins during movement when trying to take a tight corner, especially at the top or bottom of a staircase. This is also fixed!
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With Update #10, we've crushed every reported bug about Head Hunters! This an exciting clean up on a set of bugs that have piled on since release, as so many more Knights have faced off against these feared enemies - for better or for worse.
Zombie Head Hunters fixed - often Head Hunters you killed weren't actually ending up dead! They'd come back again if another Head Hunter came after you, it might be Macha Gold again! Now fixed.
Double Dialog and Double Tag - Head Hunters you killed might play their death dialog twice back to back and then you'd end up with two tags in their Contact entry about how they died fighting you. This will no longer happen in games and we've also cleaned up all of the duplicate tags.
Head Hunter Goon Achievement - you could score the Achievement to Kill a Head Hunter just by taking out one of their goons. Now fixed!
Null Deal Quip - in the new origin story, sometimes instead of saying a line, the Head Hunter would just puke some error text to their dialog. Fixed!
[img src="https://clan.cloudflare.steamstatic.com/images/36740530/cffb82eb693a344047dcd785438264221f42d0bf.png"][/img]When a VIP and bodyguards arrive on a map, they upgrade to the highest alert status of an surviving enemy. This means if you're already in a gunfight somewhere on the map, they come in ready to rock, run and fight. However, the alert status of Stunned and Brainwormed enemies was being unfairly counted. This is now resolved - they will skip the alert status of these temporarily out of action enemies.
[img src="https://clan.cloudflare.steamstatic.com/images/36740530/2afcbeb33fc8e5829e322881a2440bc0b033753f.png"][/img]We've gone after the UI and appearance bug stack, working our way through them and squashing F10s left and right.
We fixed some eyebrows on characters not having a good default color (dark brown)
We fixed the issue on the first safehouse load of Appearance tab where your character might look like someone else
We fixed some Matrix buffs being listed as debuffs
We fixed props in the Carnivore mission you could walk through
We fixed a confusing mix of + and - signs in the difficulty hover
And more - check the full release notes below!
- Added new option for Underworld Hub Contact type "Fixer" - Scissors sells is Gun Runner with Long Range Guns
- Long Range Guns service adds +10 Sniper Rifles, Railguns and Revolvers
- Fixed Fireteam Shadow Wolf Recruit's friend Raven who had Long Range Guns service but did not sell them
- Improved loot system across the game on all maps and all factions - better map balance, better faction-to-loot matching, less duplicates, more FUN
- Loot Box and drop rate revisions for Flooded Tunnels, Route 5 Bypass, Cyber Research Site, Cyber Clinic, Hovertruck Repair Depot, Sector 01 Interchange, Broken Highway, Militarized Hoverport, Resupply Station, Gated Enclave
- Minor revisions to 20 other maps loot boxes increasing the fun of looting
- Improve lootbox and victory screen for looting to include the loot type along with Rarity and Power Level
- Fixed movement path issue where enemy could end up stuck running in place and unable to move forward
- Fixed movement path issues where merc or enemy might run in a circle a few times around certain corners/stairs
- Fixed "zombie" Head Hunters coming back later instead of dying, improved status "Dead Head Hunter"
- Fixed Head Hunter bug where Head Hunter death dialog might place twice and HH count go from 2 to 0 suddenly
- Fixed Head Hunter bug where they might have 2 death tags reporting their death, and 2 event logs
- Fixed Head Hunter bug where achievement might be granted by killing one of the Head Hunter's goons
- Fixed Head Hunter bug with missing quip in the Null Deal storyline
- Fixed issues in Carnivore walking through certain props
- Fixed bug with some eyebrows not having a good default starting color
- Fixed bug with some matrix buffs being listed as debuffs
- Fixed bug where VIP and Bodyguards might arrive alerted due to a Stunned or Brainwormed enemy
- Fixed bug with Difficulty description sometimes including "+/-" for the same value
- Fixed bug where sometimes a character would shown an odd appearance when first opening appearance tab
- Improved UI alignment in mission deploy to keep boxes the same size
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