1. Update v1.01.0a:
  2. BALANCE CHANGES
  3. Campaign: revised victory conditions for different ending tiers (it is bit easier now to get the chance for a more favorable ending)
  4.  
  5. CHANGES
  6. Changed logo intro animation to a shorter version
  7. Added a button for our official Wiki page to the main menu
  8.  
  9. FIXES
  10. Fixed a bug where nest glands, shadow flame trails and Envoys' shadow AoE attacks would completely remove force field emitters
  11. Fixed a very rare bug where any new Single Mission started would have the "poison per turn" special condition
  12. Minor UI fixes
  13.  
  14. Update v1.00.7a:
  15. CHANGES
  16. The game will now also auto-save every Turn during missions when playing with the "Drill" session type
  17.  
  18. FIXES
  19. 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)
  20. Fixed a critical bug where you couldn't start a Reach extraction point or Acquire data Single Mission with Fog of War turned OFF
  21. 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
  22.  
  23. Update v1.00.6a:
  24. BALANCE/GAMEPLAY CHANGES
  25. Multiple changes to general Campaign difficulty/progression:
  26. Alien aggression (resulting in more Envoys and Greater Envoys) will now taper off more rapidly, especially in the first half of the Campaign
  27. Alien aggression will no longer gain an *extreme* spike after nuking a big horde
  28. The overall grand total number of active aliens in hordes is now "capped" at a lower limit than before, especially on harder difficulties
  29. 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)
  30. Organ Shepherds, Envoys, and Greater Envoys are now introduced a bit later and more gradually (in their numbers) than before
  31. 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)
  32.  
  33. Campaign: a unit of collected Asura-49 item (dropped by dead Wunderwurms) will now yield 25 Asura-49 crafting material (up from 15)
  34. Campaign: a unit of collected Deothonit item (from destroyed crystals in mines & caves) will now yield 10 Deothonit crafting material (up from 5)
  35.  
  36. FIXES
  37. Campaign: fixed a bug where some missions could be very similar in map structure due to a small error in RMG configuration
  38. 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
  39. 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
  40. Fixed a bug where some melee weapon upgrades (base and roll damage bonus) were giving flat additive bonuses instead of percentages
  41. Additional minor UI fixes
  42.  
  43. Update v1.00.5c:
  44. FIXES / GAMEPLAY CHANGES
  45. 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
  46.  
  47. Update v1.00.5b:
  48. FIXES
  49. 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"
  50. The fix is retroactive (i.e. if you have a save where ending the turn caused the issue, it should now work properly)
  51. Thanks to all players who helped to resolve the issue by reporting it and providing additional data!
  52.  
  53. Update v1.00.5a:
  54. BALANCE/GAMEPLAY CHANGES
  55. Campaign: further adjustments to alien reinforcements spawn rate in horde eradication missions
  56. Campaign: the "middle phase" of the Campaign will now trigger sooner on "Story" and "Normal" complexity settings
  57. 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)
  58.  
  59. Adjustments to alien reinforcements spawn rate in planet surface missions (Operations, Single Mission)
  60. 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!
  61. 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+)
  62.  
  63. FIXES
  64. Campaign: fixed a critical bug where nests could "grow infinitely" and cause issues on starting a mission
  65. 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!
  66. 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)
  67.  
  68. 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.
  69. 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
  70. 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)
  71. Campaign: fixed the crafting material display on the Communications screen sometimes not being refreshed correctly after leaving Squad Assembly
  72. Campaign: fixed sector info panel displaying only half the actual Deothonit yield for mining sites since the last update (did not affect gameplay)
  73. Campaign: fixed a bug where you couldn't save the game on the Squad Assembly or Communications screens (in non-Hardcore)
  74. Campaign: map screen music will now properly stop before playing the dropship cutscene
  75. 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]
  76.  
  77. Update v1.00.4a:
  78. NEW
  79. Added tactical map legend feature
  80. Toggleable with a new information "(i)" button next to the minimap
  81.  
  82. Added a special shortcut to the Campaign map (F7+F) that toggles the recently added free aim mode ON
  83. Players who have already started a Campaign prior to the last update can use this to play with free aim mode on
  84. 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.
  85. Note: if you (re)load a save that still doesn't have free aim mode enabled, you need to activate it again!
  86. The shortcut only works on the Campaign map, not during a mission.
  87.  
  88. CHANGES
  89. Campaign: alien reinforcements in Horde eradication missions will arrive more consistently and in greater numbers, especially if the Horde is really large (150+)
  90. Additional aliens will now start to arrive when 50% of the alien already in combat have been killed
  91. Reinforcements per wave: (remaining reinforcements / 3) + small default value (1-6, difficulty dependent); min. 11, max. 36
  92.  
  93. Campaign: the number of alien reinforcements still incoming in Horde eradication missions is now displayed in the objective info
  94. Changed the icon for Armored Beta aliens to a different looking shield icon
  95.  
  96. BALANCE/GAMEPLAY CHANGES
  97. "Seek & Destroy" missions (in Campaign: Horde eradication and some sub-missions in sites or spec. ops) no longer require that you kill ALL enemies:
  98. The last alien, or the last few aliens if they are below "Reaper threat" overall, combined, won't count as mandatory targets
  99. 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
  100. Nests won't count as mandatory targets at all
  101. Their number will still be shown in the objective info ("Nests: #") so you know, but this won't affect mission completion
  102.  
  103. 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:
  104. This works in tandem with the general update to S&D objective changes
  105. 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
  106. 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
  107.  
  108. 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%)
  109. Note: the same values for non-Campaign "Defend the Base!" games remain unchanged
  110.  
  111. Campaign: mined raw Deothonit to crafting material conversion rate increased to 50:1 (from 100:1)
  112. Campaign: Asura-49 are now only worth 15 materials per piece (was 25)
  113. Deothonit fragments (loot from crystals in nests & mines) are now only worth 5 materials per piece (was 25)
  114.  
  115. OPTIMIZATION
  116. Improved the way the game detects screen resolution:
  117. If there are any issues during auto-detection and the display supports it, initial resolution will default to 1920x1080
  118. Resolutions with a "portrait" alignment (greater height than width) will not be falsely auto-detected, and will also not be an option in Settings
  119. Note: please check your screen resolution settings after the update!
  120.  
  121. Added a way to manually force a particular screen resolution:
  122. 0. Please start the game once just briefly after the update so it can create the new "display.ini" file
  123. 1. Open the "display.ini" file in any text editor from "c:\Users\[your OS username]\AppData\LocalLow\Angry Cat Studios\USC Counterforce\"
  124. 2. Change "forceResolution=0" under "[Resolution]" to "forceResolution=1"
  125. 3. Change "width=1920", "height=1080", and "refresh=60" to the values you want
  126. 4. Restart the game client
  127. 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
  128. 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
  129.  
  130. Added a way to manually force a particular UI scaling (independent from resolution):
  131. 1. Open the "display.ini" file (see above)
  132. 2. Change "forceCustomScaling=0" under "[UI]" to "forceCustomScaling=1"
  133. 3. Change the value of "scalingFactor" to a value between 0.7 and 1.
  134. Note: setting "scalingFactor" to 1 will FORCE DISABLE UI scaling.
  135.  
  136. FIXES
  137. Fixed a bug where the 15 extra bleeding from the Heavy arms primary specialization was sometimes applied to attacks with other weapons
  138. 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.
  139. 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!)
  140. Various minor UI/localization fixes
  141.  
  142. Update v1.00.3b:
  143. This is a hotfix addressing some critical issues. (The build number in the main menu won't change, don't fret.)
  144.  
  145. FIXES
  146. Fixed a regression that prevented the Tutorial mission from starting (sorry!)
  147. Campaign: fixed the second phase of spaceship missions not having an insertion/extraction zone (retroactive)
  148. Campaign: fixed the third phase of spaceship missions where you could extract at insertion (not retroactive)
  149. Campaign: fixed "weapon properties preview" being stuck when starting a mission if a weapon from the "shop" remained selected
  150.  
  151. Update v1.00.3a:
  152. NEW
  153. Added a "Free aim mode" option on starting a new game in any game mode
  154. It converts *most* STAR and SWEEP pattern ranged weapon attacks to FREE pattern attacks
  155. The 2.5X close-burst bonus is still AVAILABLE
  156. PASSTHROUGH attacks (Sniper rifle: Pinpoint strike, Laser Scorcher: Line scorch, Flamethrower: Line ignite) will still aim in STAR pattern
  157. 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
  158. The setting doesn't incur any "penalties" for using it outside the fact that the original game difficulty is not balanced around it
  159. Added a button to sort units by assigned squad (if applicable) on the Campaign roster panel
  160.  
  161. OPTIMIZATION
  162. Further optimizations to the audio engine
  163.  
  164. FIXES
  165. 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
  166. 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
  167. 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
  168. Fixed a bug where you weren't able to put turrets in ammo slots contrary to the tooltip
  169. Fixed some environmental objects (a few pipes in particular) being indestructible and/or fully blocking the path
  170. Fixed inconsistent buying/crafting of the Painkillers item in Campaign
  171. Various minor UI fixes
  172. Various minor fixes to Hungarian localization
  173.  
  174. Update v1.00.2a:
  175. FIXES -- CAMPAIGN
  176. - Fixed a few rare issues tied to Sector management after defending a base.
  177. - Fixed an issue with the skill reset feature.
  178. - Fixed missing localization for the "Add to Squad" button.
  179.  
  180. Update v1.00.1a:
  181. This update fixes a few minor issues reported by players and our ongoing internal testing since the v1.0 launch.
  182. 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).
  183. A balance update may be released after a bit longer period of observation, if we deem it required.
  184. Thank you for playing the game, and happy hunting!
  185.  
  186. FIXES -- CAMPAIGN
  187. - 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.
  188. - Fixed the "Custom" avatar kit only having 30 Skill Points instead of 32.
  189. - Fixed an autosave being made after the player avatar is killed in non-Hardcore session types.
  190.  
  191. FIXES -- MISC.
  192. - Fixed an extremely rare bug where the End turn dialog would appear when the AI ended their turn [unreproduced issue, preventive fix]
  193.  
  194. Update v1.00.0a:
  195. There was a little mishap with the publishing of the patch note, here it is!
  196.  
  197. NEW
  198. CAMPAIGN MODE
  199. Full version now available!
  200. Saves from the Beta are not compatible; they will be automatically removed when going to the Campaign Menu
  201. Full story with narrative elements, special missions, cutscenes, multiple final outcomes
  202. Fixes & changes, and balance tweaks based on our internal testing AND on community feedback! ;-)
  203.  
  204. New languages:
  205. Hungarian
  206. German
  207. Spanish
  208.  
  209. OPTIMIZATION
  210. New data compression for reduced game size and a shorter initial loading time
  211. Audio engine optimizations
  212.  
  213. FIXES
  214. Various UI and gameplay fixes