- Update v1.01.0a:
- BALANCE CHANGES
- Campaign: revised victory conditions for different ending tiers (it is bit easier now to get the chance for a more favorable ending)
- CHANGES
- Changed logo intro animation to a shorter version
- Added a button for our official Wiki page to the main menu
- FIXES
- Fixed a bug where nest glands, shadow flame trails and Envoys' shadow AoE attacks would completely remove force field emitters
- Fixed a very rare bug where any new Single Mission started would have the "poison per turn" special condition
- Minor UI fixes
- Update v1.00.7a:
- CHANGES
- The game will now also auto-save every Turn during missions when playing with the "Drill" session type
- FIXES
- Campaign: fixed a critical bug where you couldn't reload base defense missions in a very particular case (dead marine in sector from a previous defense session)
- Fixed a critical bug where you couldn't start a Reach extraction point or Acquire data Single Mission with Fog of War turned OFF
- Fixed a rare critical bug where the game would become stuck on the "Saving..." screen in some cases when a dialog was also being displayed
- Update v1.00.6a:
- BALANCE/GAMEPLAY CHANGES
- Multiple changes to general Campaign difficulty/progression:
- Alien aggression (resulting in more Envoys and Greater Envoys) will now taper off more rapidly, especially in the first half of the Campaign
- Alien aggression will no longer gain an *extreme* spike after nuking a big horde
- The overall grand total number of active aliens in hordes is now "capped" at a lower limit than before, especially on harder difficulties
- Scorpions, Skitters, and Acidyas are now introduced more gradually during the first 15-25 Mission Phases (retroactive if you're still relatively early in your playthrough)
- Organ Shepherds, Envoys, and Greater Envoys are now introduced a bit later and more gradually (in their numbers) than before
- The outdoors insertion phase of derelict sites and surface faction operations will now feature about 30% less aliens, and more cover (bigger buildings if there are less rocks)
- Campaign: a unit of collected Asura-49 item (dropped by dead Wunderwurms) will now yield 25 Asura-49 crafting material (up from 15)
- Campaign: a unit of collected Deothonit item (from destroyed crystals in mines & caves) will now yield 10 Deothonit crafting material (up from 5)
- FIXES
- Campaign: fixed a bug where some missions could be very similar in map structure due to a small error in RMG configuration
- Campaign: fixed a minor UI bug where the Requisitions Credit income display was not immediately updated when your renown with USC changed during a transaction on the Comms screen
- Campaign: fixed a minor bug where you could receive multiple (false) notifications about a mission being completed when you extracted a unit without the datadisk in the 3rd phase of particular operations
- Fixed a bug where some melee weapon upgrades (base and roll damage bonus) were giving flat additive bonuses instead of percentages
- Additional minor UI fixes
- Update v1.00.5c:
- FIXES / GAMEPLAY CHANGES
- Campaign: when ending a base defense, any turrets that are auto shut down and can't fit into unit inventory will now be added to the stock instead
- Update v1.00.5b:
- FIXES
- Fixed a rare critical bug related to nests/eggs in mines/caves maps that could cause the game to become stuck on "Alien nest activity"
- The fix is retroactive (i.e. if you have a save where ending the turn caused the issue, it should now work properly)
- Thanks to all players who helped to resolve the issue by reporting it and providing additional data!
- Update v1.00.5a:
- BALANCE/GAMEPLAY CHANGES
- Campaign: further adjustments to alien reinforcements spawn rate in horde eradication missions
- Campaign: the "middle phase" of the Campaign will now trigger sooner on "Story" and "Normal" complexity settings
- Note: depending on the complexity setting, story progression to Dream #5 should now trigger after MP 13/23/33 at the latest (pass the MP a couple of times if you're already there and suspected a bug [not corfimed] before this update)
- Adjustments to alien reinforcements spawn rate in planet surface missions (Operations, Single Mission)
- Victory still requires that you kill (almost) everything, so if there are reinforcements spawning, you'll need to deal with them as well, even if there were 0 aliens left when ending the turn -- this is not a bug!
- Alien reinforcements were never and are NOT infinite, though--the rate of the remaining aliens spawning has been now increased significantly to speed up (and give more excitement at) the end of these missions (turn 11+)
- FIXES
- Campaign: fixed a critical bug where nests could "grow infinitely" and cause issues on starting a mission
- The fix is retroactive; if you have encountered this bug, but have a save where you can select the sector to go on a nest mission, it will now behave properly!
- Note: use a save where you haven't yet tried to actually start the mission (not an ExitSave, etc. that were made after the game locked up partially)
- Campaign: fixed a potential ammo exploit where you could stock already used turrets and then get a brand new one with refilled ammo just by taking it from stock. You can no longer stock turrets that have been ever deployed.
- Campaign: fixed faction-exclusive items in the "shop" staying available/not becoming available when you didn't have actual access to the item, but removed/added one from/to stock
- Campaign: fixed faction-exclusive items that were only available in the "shop" due to being already in stock having their req./craft buttons & info misleadingly displayed (did not affect gameplay)
- Campaign: fixed the crafting material display on the Communications screen sometimes not being refreshed correctly after leaving Squad Assembly
- Campaign: fixed sector info panel displaying only half the actual Deothonit yield for mining sites since the last update (did not affect gameplay)
- Campaign: fixed a bug where you couldn't save the game on the Squad Assembly or Communications screens (in non-Hardcore)
- Campaign: map screen music will now properly stop before playing the dropship cutscene
- Fixed an extremely rare critical bug where the game would lock up on "Alien nest activity" [speculative/preventive fix while we're waiting for report details/repro]
- Update v1.00.4a:
- NEW
- Added tactical map legend feature
- Toggleable with a new information "(i)" button next to the minimap
- Added a special shortcut to the Campaign map (F7+F) that toggles the recently added free aim mode ON
- Players who have already started a Campaign prior to the last update can use this to play with free aim mode on
- Once you press F7+F, free aim mode is permanent in that playthrough from that point forward. It can't be switched back and forth.
- Note: if you (re)load a save that still doesn't have free aim mode enabled, you need to activate it again!
- The shortcut only works on the Campaign map, not during a mission.
- CHANGES
- Campaign: alien reinforcements in Horde eradication missions will arrive more consistently and in greater numbers, especially if the Horde is really large (150+)
- Additional aliens will now start to arrive when 50% of the alien already in combat have been killed
- Reinforcements per wave: (remaining reinforcements / 3) + small default value (1-6, difficulty dependent); min. 11, max. 36
- Campaign: the number of alien reinforcements still incoming in Horde eradication missions is now displayed in the objective info
- Changed the icon for Armored Beta aliens to a different looking shield icon
- BALANCE/GAMEPLAY CHANGES
- "Seek & Destroy" missions (in Campaign: Horde eradication and some sub-missions in sites or spec. ops) no longer require that you kill ALL enemies:
- The last alien, or the last few aliens if they are below "Reaper threat" overall, combined, won't count as mandatory targets
- The "Targets remaining" display will still reflect their total number, but you can expect the mission to end when it's 1, or just about 2-4 with confirmed smaller targets
- Nests won't count as mandatory targets at all
- Their number will still be shown in the objective info ("Nests: #") so you know, but this won't affect mission completion
- Campaign: aliens in Horde eradication will start to flee towards the map edges and leave the area (leading to a quickened victory) once their total number is greatly culled:
- This works in tandem with the general update to S&D objective changes
- You can expect the aliens to withdraw once their sum total starting Action Points are less than 500 (about 10 larger units), so this depends on situation and difficulty level
- Aliens that were able to flee are considered defeated in global Campaign mechanics, so they won't linger around or return in some way in the sector
- Campaign: rate of amortization of structures & objects built in bases has been reduced to 15% per MP (down from 20%), and will stop at 40% of nominal value (was 5%)
- Note: the same values for non-Campaign "Defend the Base!" games remain unchanged
- Campaign: mined raw Deothonit to crafting material conversion rate increased to 50:1 (from 100:1)
- Campaign: Asura-49 are now only worth 15 materials per piece (was 25)
- Deothonit fragments (loot from crystals in nests & mines) are now only worth 5 materials per piece (was 25)
- OPTIMIZATION
- Improved the way the game detects screen resolution:
- If there are any issues during auto-detection and the display supports it, initial resolution will default to 1920x1080
- Resolutions with a "portrait" alignment (greater height than width) will not be falsely auto-detected, and will also not be an option in Settings
- Note: please check your screen resolution settings after the update!
- Added a way to manually force a particular screen resolution:
- 0. Please start the game once just briefly after the update so it can create the new "display.ini" file
- 1. Open the "display.ini" file in any text editor from "c:\Users\[your OS username]\AppData\LocalLow\Angry Cat Studios\USC Counterforce\"
- 2. Change "forceResolution=0" under "[Resolution]" to "forceResolution=1"
- 3. Change "width=1920", "height=1080", and "refresh=60" to the values you want
- 4. Restart the game client
- If you experience any issues, you can just delete the file (it will be auto-created with default settings) or set forceResolution to 0, and start the game with auto-detect as before
- Note: when forcing a resolution, in-game resolution settings will still remain usable, but will revert to the forced resolution on every game client start
- Added a way to manually force a particular UI scaling (independent from resolution):
- 1. Open the "display.ini" file (see above)
- 2. Change "forceCustomScaling=0" under "[UI]" to "forceCustomScaling=1"
- 3. Change the value of "scalingFactor" to a value between 0.7 and 1.
- Note: setting "scalingFactor" to 1 will FORCE DISABLE UI scaling.
- FIXES
- Fixed a bug where the 15 extra bleeding from the Heavy arms primary specialization was sometimes applied to attacks with other weapons
- Campaign: fixed Resource Points to Deothonit conversion ratio inflation, preventing some exploits. Now there is a hard cap of max. 200 on selling and a min. 250 on buying.
- Campaign: fixed a regression introduced in the last hotfix that prevented managing a sector before you visited the Squad Assembly screen at least once (sorry!)
- Various minor UI/localization fixes
- Update v1.00.3b:
- This is a hotfix addressing some critical issues. (The build number in the main menu won't change, don't fret.)
- FIXES
- Fixed a regression that prevented the Tutorial mission from starting (sorry!)
- Campaign: fixed the second phase of spaceship missions not having an insertion/extraction zone (retroactive)
- Campaign: fixed the third phase of spaceship missions where you could extract at insertion (not retroactive)
- Campaign: fixed "weapon properties preview" being stuck when starting a mission if a weapon from the "shop" remained selected
- Update v1.00.3a:
- NEW
- Added a "Free aim mode" option on starting a new game in any game mode
- It converts *most* STAR and SWEEP pattern ranged weapon attacks to FREE pattern attacks
- The 2.5X close-burst bonus is still AVAILABLE
- PASSTHROUGH attacks (Sniper rifle: Pinpoint strike, Laser Scorcher: Line scorch, Flamethrower: Line ignite) will still aim in STAR pattern
- The setting will persist through that playthrough (i.e. stored in the save) and you can't change it, like you can't change Difficulty
- The setting doesn't incur any "penalties" for using it outside the fact that the original game difficulty is not balanced around it
- Added a button to sort units by assigned squad (if applicable) on the Campaign roster panel
- OPTIMIZATION
- Further optimizations to the audio engine
- FIXES
- Fixed a critical bug in the Campaign where some spaceship special missions were not generated and booted back to the main menu, blocking progression with that mission
- Fixed a critical bug in the Campaign where the first phase of spaceship special missions wrongly required a "datadisk" to be extracted; the fix is retroactive, you can continue such a mission
- Fixed a bug where you could assign unspent Skill Points indefinitely in Campaign mode if you had an item selected in the inventory while doing so
- Fixed a bug where you weren't able to put turrets in ammo slots contrary to the tooltip
- Fixed some environmental objects (a few pipes in particular) being indestructible and/or fully blocking the path
- Fixed inconsistent buying/crafting of the Painkillers item in Campaign
- Various minor UI fixes
- Various minor fixes to Hungarian localization
- Update v1.00.2a:
- FIXES -- CAMPAIGN
- - Fixed a few rare issues tied to Sector management after defending a base.
- - Fixed an issue with the skill reset feature.
- - Fixed missing localization for the "Add to Squad" button.
- Update v1.00.1a:
- This update fixes a few minor issues reported by players and our ongoing internal testing since the v1.0 launch.
- We're continuously monitoring the state of the game and updates will be released in a timely manner, prioritizing the more severe issues (if any).
- A balance update may be released after a bit longer period of observation, if we deem it required.
- Thank you for playing the game, and happy hunting!
- FIXES -- CAMPAIGN
- - Fixed loaded ammo disappearing when you stocked a weapon. Now the ammo will be also automatically stocked. "Stock all" will now also stock loaded weapons.
- - Fixed the "Custom" avatar kit only having 30 Skill Points instead of 32.
- - Fixed an autosave being made after the player avatar is killed in non-Hardcore session types.
- FIXES -- MISC.
- - Fixed an extremely rare bug where the End turn dialog would appear when the AI ended their turn [unreproduced issue, preventive fix]
- Update v1.00.0a:
- There was a little mishap with the publishing of the patch note, here it is!
- NEW
- CAMPAIGN MODE
- Full version now available!
- Saves from the Beta are not compatible; they will be automatically removed when going to the Campaign Menu
- Full story with narrative elements, special missions, cutscenes, multiple final outcomes
- Fixes & changes, and balance tweaks based on our internal testing AND on community feedback! ;-)
- New languages:
- Hungarian
- German
- Spanish
- OPTIMIZATION
- New data compression for reduced game size and a shorter initial loading time
- Audio engine optimizations
- FIXES
- Various UI and gameplay fixes