- v2.6.2859 Small Patch
- Bug Fixes
- - Fixed an issue where using action points to refresh crafts could empty the inventory — When refreshing the crafts list with action points in the store, inventory will no longer disappear abnormally.
- - Fixed the shield enemy malfunction issue — Fixed a bug where shields would gradually grow larger in scenarios like Endless Mode, eventually causing the shield mechanism to stop working. Shield enemies now function properly.
- - Fixed the issue where charge effects would enlarge abnormally — Fixed a bug where charge special effects would gradually become larger in certain situations (such as after mecha scaling), affecting the visual experience.
- - Fixed a bug where items could be placed into incompatible slots by dragging — Fixed a bug where items could still be placed into incompatible equipment slots when dragging them in reverse.
- - Fixed an issue where the avatars for two winter outfits couldn't be displayed — The avatar icons for winter outfits now display correctly.
- - Fixed an issue where some perimeter missions (side missions) had no titles — Some side missions previously showed blank titles in the mission interface. This has been fixed.
- - Fixed a bug where auto-fill could be exploited to duplicate items when upgrading weapons — Fixed an exploit in the weapon upgrade interface where the auto-fill function could be used to illegally duplicate/farm items.
- - Fixed a bug where incompatible merging modules would be inherited by new weapons after remodeling — After remodeling (upgrading) a weapon, incompatible merging modules from the original weapon will no longer be incorrectly inherited.
- - Supplemented some missing prefab assets — Fixed missing resource references in several enemy prefabs (Bosses, advanced enemies, rebel mechas, etc.), ensuring enemy appearances and effects display completely.
- Optimizations & Improvements
- - Overheat mechanism adjusted — Weapons now only trigger an overheat check when firing while temperature exceeds 1000 degrees (previously 100 degrees). Weapons are now safer to use in lower temperature ranges, and the tolerance for high-temperature combat has been significantly improved.
- - Mindflow skill optimized: Hitting shields and armor now also extends Bullet Time — Previously the Bullet Time effect from the Mindflow skill was only extended when bullets hit the enemy's main body. Now, hitting shield and armor units also increases Bullet Time, allowing the Mindflow skill to maintain a smooth experience even against heavily armored enemies.
- - Mindflow skill no longer counts split bullets — Fixed an issue where split bullets were counted in hit statistics when the Mindflow skill triggered Bullet Time. Now only hits from the main bullet will extend Bullet Time, making the skill's behavior more aligned with the intended design.
- - Dungeon-level enemies can now properly seek targets in normal stages — Enemies with Act combat style can now correctly search for and approach targets even in non-dungeon stages, and will no longer stand idly.
- - Minimap ally markers optimized — Even when ally mechas are completely stealthed, green ally markers will still appear on the minimap for easier positioning.
- - Mod failure notification — When a Mod subscribed from the Steam Creative Workshop is deleted by its author or its information cannot be retrieved, the game will now display a clear error message with troubleshooting suggestions, helping players identify the problematic Mod.
- - Equipment manufacturer naming update — Multiple pieces of equipment have been assigned dedicated manufacturer brands, enriching the world-building elements (Flamethrower→Imprint Workshop, Focused Arc Gun S→Tsunami Defense, Advanced Hydraulic Hangar→W.S Power, Advanced Transmission Hangar→Hammond Robotics, Sharp Bullet+→HuaS R&D Department).
- - Optimized module tag display — Weapon module tag information is now displayed more clearly and accurately. Merging modules have also received independent tag identifiers.
- - Event Mod now supports Endless Mode control commands — Mod authors can now use the SetEndlessLoop and SetEndlessLoopToday commands to forcefully set the loop count in Endless Mode.
- Others
- - The release date for the new DLC has been slightly postponed.