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Balance patch 1.03 is out


Melliores

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Hey all, a new balance patch came early. Here are the patch notes:

Highlights


- Enemy attacks from guard posts on the First Blood difficulty trigger less often
- Diamond mines deplete to 50% income on First Blood difficulty; 20% on Commando difficulty; 0% on Mission Impossible (Community Suggestion)
- Mines now show how close they are to depletion in their tooltip
- Fixed a bug that scaled mine income up when depletion began
- Machine gun damage reduced
- Machine gun number of interrupt attacks are now based on current AP not max AP (calculated at end of turn) (Community Suggestion)
- Fixed a bug with Machine guns interrupt attacks getting aim bonuses when they shouldn’t
- Grenade and Rocket-Launchers mishap chance and deviation now depend on distance to target (Community Suggestion)
 

Balance


- Increased drop chance of black powder
- Increased Scully Health so he qualified for the golden perk he starts with (Community Suggestion)
- Savior perk no longer grants Free Move
- Fix for bonus damage from explosives applying twice when using grenades (Community Suggestion)
- Changed thresholds for displaying keywords for mishap chance with explosives
 

Quest


- Fix for stopping the Grimer Hamlet quest too early
- Fix in the conversation of the Grimer Hamlet quest
- Fix for Sanatorium fail condition not to trigger when the quest is completed
- H4 Fort L'Eau Bleu will launch attacks properly when retaken by the enemy
 

Sat view / Operations


- Water travel can now put you in debt, and is available when already in debt (Community Suggestion)
- Militia training operation - the button for training is disabled when there are 8 elite units already trained
- R&R at Manny's Inn's sector is enabled (Community Suggestion)
 

Multiplayer


- Fix for desync when opening weapon modification screen in MP
- Fix combat end turn ready/not ready state visually not updating when guest leaves in MP
 

General Fixes


- Fix for missing merc silhouette when using melee Free Aim on an explosive barrel
- Fix for mercs not being able to rest if there is a current active banter
- Fix for Infinite loading screen softlock when loading during a setpiece or enemies reposition
- Fix for load/save changing the ammo capacity of some weapons
- Fix for an issue preventing Bandage to remove Bleeding out of combat if the target is at full hp
- Fix for Mortar visuals appearing distorted
- Fix for Sharpened Melee weapons reverting conditions
- Fix for issue which would cause movement cost to not include the cost of changing the stance at the end of movement and fail the action as a result
- Fix Loner perk activating at combat start instead of turn start
- Fix for emails marked as unread after reloading the game (Community Suggestion)
- Fixes to the shootable landmine count
- Fix for softlock when a lieutenant dies on the start of their turn from a status/environmental damage effect
- Fix for softlock after opening the laptop screen or Help Center during Split & Give item option
- Fix for UI disappearing when pressing open the "command menu" in the inventory panel - when using a gamepad
- Fix for being able to load a game while loading
- Fix for Quick-Prism Scope giving max aim instead of 3 aim levels on activation
- Fix for issue when refilling Medkit with drag and drop for single Meds drops the Medkit condition to 50% Bug
- Fix for Overwatch kills not counting to "Automatic kills" combat task
- Fix for incorrect visibility check leading to UI giving movement warnings when it shouldn't
- Fix for an issue that would reset the number of overwatch attacks to their initial amount when killing a unit
 

UI

- Inventory context menu - hide some actions for stash items that are in different sector
- Fix for rollovers of underground sector (such as the Fosse Noire mine) points of interest
- Fix for an overlap in floating text between skill checks and banters
- Fix for Mishap chance tooltip not updating properly
- Fix for exclamation mark in email tab not disappearing after reading all emails
 

Performance


- Improved VRAM management to address various performance issues

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thanks for posting.

looks good 🙂

17 minutes ago, Melliores said:
Balance

- Fix for bonus damage from explosives applying twice when using grenades (Community Suggestion)
 

what's this? I don't understand what the issue is/was. My grenades never did double damage...🧐

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@username55
As they explained it during the dev stream this monday (31.07.2023) the explosives attribute applies a damage bonus. Previously this bonus was calculated before the attack and after it, once the projectile/grenade/rocket hit. So you had a little extra damage for mercs with high Explosives attribute.

This is around 20%-30% less damage, so nothing too drastic.

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1 hour ago, Melliores said:

@username55
As they explained it during the dev stream this monday (31.07.2023) the explosives attribute applies a damage bonus. Previously this bonus was calculated before the attack and after it, once the projectile/grenade/rocket hit. So you had a little extra damage for mercs with high Explosives attribute.

This is around 20%-30% less damage, so nothing too drastic.

thanks for the explanation, I did not watch the stream.

Wasn't aware explosive skill gives damage bonus. Nice 🙂

Maybe time for an pure explosive IMP run 😄

1 hour ago, marcinl0 said:

First look: I am rather dissapointed - no important changes no Bobby Rays no tact pause - only some fixes...

lol what did you expect?

Both changes you mention impact the game quite extensively, need to be tested etc.
Just because you want it doesn't automatically make it important 😛

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This is my list - this is why I am dissapointed:

in some moments poor optimization, sometimes it can lag, especially with zooms,
the graphic design is standard, it does not delight the eye,
no chance to hit in the official version, even as a choice,
no all JA JA2 JA2.5 mercenaries,
the faces of some of our heroes are quite different from the original,
the characters always have one outfit, you can't see any changes when we mix their wardrobe,
mercenaries always follow a marked path, even if there is a visible mine on it,
Shadow is not wearing such a strong and distinctive camouflage as in JA2,
no camouflage skill or camouflage kits,
stealth mode not working properly, enemies will see you anyway,
not very intuitive interface,
no possibility to change the camera angle while zooming,
inability to switch to turn-based mode at any time when the enemy is in the sector,
the ability to turn a mercenary standing still has not been implemented during combat,
grenade explosion does not knock down enemies, they take damage while standing still,
the game does not have simple mechanics, it is a bit complicated because the dependency system is large and you have to learn it and spend a good few hours on it,
small maps,
no minimap
no tactical break
no Bobby's Ray lack of ammunitions
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52 minutes ago, marcinl0 said:

This is my list - this is why I am dissapointed:

in some moments poor optimization, sometimes it can lag, especially with zooms,
the graphic design is standard, it does not delight the eye,
no chance to hit in the official version, even as a choice,
no all JA JA2 JA2.5 mercenaries,
the faces of some of our heroes are quite different from the original,
the characters always have one outfit, you can't see any changes when we mix their wardrobe,
mercenaries always follow a marked path, even if there is a visible mine on it,
Shadow is not wearing such a strong and distinctive camouflage as in JA2,
no camouflage skill or camouflage kits,
stealth mode not working properly, enemies will see you anyway,
not very intuitive interface,
no possibility to change the camera angle while zooming,
inability to switch to turn-based mode at any time when the enemy is in the sector,
the ability to turn a mercenary standing still has not been implemented during combat,
grenade explosion does not knock down enemies, they take damage while standing still,
the game does not have simple mechanics, it is a bit complicated because the dependency system is large and you have to learn it and spend a good few hours on it,
small maps,
no minimap
no tactical break
no Bobby's Ray lack of ammunitions

dude,to be blunt, I get the impression you don't need a patch you need a different game 😉

 

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- Fix for stopping the Grimer Hamlet quest too early
yeah, you wish. still bugged.
- Militia training operation - the button for training is disabled when there are 8 elite units already trained

lol, that's a bug in the fix description. you can't train milita to elite anyway. would make sense if the buton was disabled with 8 VETERANS

- Fix for Infinite loading screen softlock when loading during a setpiece or enemies reposition

yeah, you wish. still bugged with a quickload

- Fix for issue which would cause movement cost to not include the cost of changing the stance at the end of movement and fail the action as a result

lol, no, just experienced it for the first time

- Fixes to the shootable landmine count

except you can't shoot them anyway (ALWAYS MISS), so why bother

- Fix for exclamation mark in email tab not disappearing after reading all emails

yeah, nope, again...


Do you even TEST the fixes before releasing them?!

 

 

 

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actually introducing new bugs for me, so not too good to be honest...

Quote


- Fix for issue which would cause movement cost to not include the cost of changing the stance at the end of movement and fail the action as a result

 

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15 hours ago, shadoww said:

just tested Quick-Prism Scope is not working only for my IMP. interesting...

Works fine for me.

Oh, I see you're in real-time mode in the screenshot.  Yeah, there are tons of bugs in real-time mode compared to turn-based.  Quick prism scope only applies when you start your turn in turn-based mode.  I'm sure it can be fixed for real-time mode, but....yeah.

Edited by mrflagio
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