If you notice any bug or issue, please report it from the game or reply to this post.
New content/features
Added the possibility to exchange 2 weapons/grenades/shields for another item of the same type
Improvements
Added more details in the chapter restart reports
Improved the character markers
Added custom hips to the modding template
Updated community translations
Fixes
Fixed props blocking path in some generated maps
Fixed the progress not always correctly reset when restarting a chapter
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.
Patch 1.1.4 is live!
Improvements
Improved character visual modding (added custom hand prefabs)
Updated community translations
Fixes
Fixed the middle mission of the 2nd chapter having no reward (new recruit)
Fixed the upper floor character paths being visible during replays
Fixed the aiming target of the selected character badly placed during replays
Fixed props blocking path in some generated maps
Fixed escort characters using visual mods
Test Branch Update (1.1.3)
Changelog
If you notice any bug or issue, please report it from the game or reply to this post.
Improvements
Improved character visual modding (added custom hand prefabs)
Updated community translations
Fixes
Fixed the middle mission of the 2nd chapter having no reward (new recruit)
Fixed the upper floor character paths being visible during replays
Fixed the aiming target of the selected character badly placed during replays
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.
No Plan B 1.1 "Path of Serenity" Update
Retryable Campaign Missions
I heard your frustration regarding the campaign's requirement to restart the whole chapter upon failing a critical mission.
Failed campaign missions are now retryable by default BUT the map and enemies will be regenerated. Damage taken by your squad during failed missions will not be saved anymore to give you a fair second chance under the same conditions.
Note that if you prefer how it worked in 1.0, you can disable it using the "No Try B" squad option.
New Unlock Path
I also realize that even if it's the core of the game, the campaign can be a bit too challenging for new players. Besides, skirmish missions are a smooth transition between the tutorial and the rest of the game.
In this regard, I've changed the way game modes are unlocked so that new players can test their tactics on a few easy standalone missions before tackling the real deal. The other game modes will be gradually unlocked following the skirmishes.
Here's the new unlock path in details:
Skirmish missions are split into 4 groups, completing each group will unlock the next one
Completing the tutorial unlocks the first group of skirmish missions for all the factions
The 1st group unlocks the campaign
The 2nd group unlocks the custom missions, including modded ones
The 3rd group unlocks the challenges
The 4th group unlocks the mission generator
Each chapter of the campaign unlocks the next one, the 5th one unlocks the survival mode
You shouldn't lose access to any of the modes you've already unlocked in 1.0 though. Please let me know if it's not the case.
UI/UX Improvements
Based on your precious input, I've incorporated the following improvements:
The number of each character now appears above them, corresponding to their keyboard shortcut
The selected character displays an animated selection marker to help you identify who you are using
The color of the selected character's field of vision now accurately indicates the weapon's accuracy over the distance
It's easy to miss a recently unlocked attachment slot when it is on the left side of the weapon, so I added a flashing arrow pointing to it
Squad options can now be changed mid-run
You can now exit the squad selection screen with the cancel button or the escape shortcut
Balancing
Some balancing changes based on your feedback:
I reduced the maximum range of the weapons to make them more specialized and reduce the effectiveness of close-range weapons in large rooms (this does not change the optimal range or maximum accuracy)
The range of the stun effect on enemies when kicking a door has been increased when you don't have the "Door Smasher" skill as it was too rare to see it happen
Enemy threat level in skirmish missions now increases gradually
Reduced the size of the map for recruitment mission in chapter 2
The Details
Finally, I've removed the default iron sights from the Peace4 and Raven weapons when equipping other aiming attachments and moved back the aiming attachment slot of the GG36 weapon.
Full changelog
This update also comes with a lot of improvements and fixes detailed in the following posts:
Let me know what you think of this update in the comments.
Test Branch Update (1.1.2)
Changelog
If you notice any bug or issue, please report it from the game or reply to this post.
New content/features
Added a cancel button on the squad selection screen
Improvements
Failed campaign missions are now retryable by default (you can disable it using the "No Try B" squad option)
Completing a previously failed campaign mission now unlocks the associated rewards
Optimized plan saving memory usage (should hopefully prevent crashes on big maps)
Tweaked the layout of the recruitment/equipment unlock panels
Updated community translations
Fixes
Fixed the shield unlock panel giving no choice
Fixed the path of the escorted characters showing aiming targets in replays
Fixed empty campaign mission reports on defeat
Fixed campaign mission replays
Fixed the name of the middle mission in the 2nd chapters of the campaign
Fixed some map generator templates
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.
Test Branch Update (1.1.1)
Changelog
If you notice any bug or issue, please report it from the game or reply to this post.
Improvements
Added a blinking arrow for newly unlocked left side attachement slots
Removed the default iron sights from the Peace4 and Raven weapons when equipping other aiming attachments Moved back the aiming attachment slot of the GG36 weapon
The field of view color now accurately indicated the weapon accuracy over distance
Updated community translations
Fixes
Fixed the unlock system backward compatibility with 1.0
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.
Big Changes Coming! - Test Branch Update (1.1.0)
Changelog
If you notice any bug or issue, please report it from the game or reply to this post.
New content/features
Added a new "Retryable Campaign Missions" option:
Failed campaign missions can be retried BUT the map and enemies will be regenerated
The associated reward is lost unless you restart the chapter
You can also take an alternative route if the mission tree of the current chapter allows it
Your character injuries/death won't be saved when you fail a campaign mission, so that you can try again under the same conditions
The option will be enable by default on the new squads (or if you play the game for the first time)
The option will be disable for the 1.0 existing squads but you can change it in your squad options
Added the character numbers (matching keyboard shortcut)
Improvements
Changed the way game modes are unlocked:
Skirmish missions are now split into 4 groups (3 groups of 3 missions and 1 group of 2)
Completing the tutorial unlocks the first group of skirmish missions for each factions
The 1st group of skirmishes unlocks the campaign and the next group of skirmishes
The 2nd group unlocks the custom missions and the next group of skirmishes
The 3rd group unlocks the challenges and the next group of skirmishes
The 4th group unlocks the mission generator
The campaign chapters now just unlock the next chapter or the survival mode
You shouldn't lose access to any of the modes you've already unlocked (please let me know if it's not the case)
Made the enemy threat level of the skirmish missions more progressive
Reduced the max range of all weapons (doesn't change the optimal range or max accuracy)
Improved the feedback on the selected characters
Increased the default stun effect on enemies when kicking a door
Reduced the size of the map for recruitment mission in chapter 2
Reverted the auto save cooldown to its previous value (5 minutes)
Updated community translations
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.
Patch 1.0.2 is live!
New patch with some important changes in bold below:
Improvements
Squad options can now be changed (the lowest configuration will be saved for future leaderboard rankings and achievements)
Made the campaign-incapacited characters available in other game modes and visible in the squad management screen
Changed the Handgun Specialist skill modifiers (changes accuracy instead of range)
Tweaked the modifiers of the weapon mags
Reduced the auto save cooldown (5 minutes -> 1 minute)
Reduced the amount of "moving" and "in position" voice lines
Reduced the amount of "affirmative" voice lines during the planning phase
Added images to the text only help sections
Updated community translations
Fixes
Fixed the game creating undesired paths when dragging a character over props while using a non-top-down view
Fixed waypoints sometimes being unclickable after changing storey view
Fixed the sniper rifle magazines not being clickable in the weapon customization screen
Fixed S rank achievements unlocked from tutorial missions
Patch 1.0.1 is live!
Here's the first patch with a good bunch of fixes and improvements, all made possible by your invaluable feedback (please continue sharing!).
Improvements
Removed damage from the stun grenades
Added small damage to the shock grenades
Added the damage to the tooltips of the shock and stinger grenades
Prevented new recruits from having both the tank skill and skills related to opening doors or tossing grenades
Added a tooltip to the survival mode button explaining how to unlock it
Tweaked the colors of the ranks
Increased the opacity of some main menu panels
Forced the display of the help message related to the mission objective the first time the player plays a mission of that type
Memory usage optimization
Updated community translations
Fixes
Fixed map generation placing props blocking the path to objectives
Fixed the snipers changing orientation when the mission starts
Fixed some completed campaign missions displaying the wrong rank after restarting the chapter
Fixed the mod browser not working for players from China
Fixed the move speed icon not becoming transparent when unselecting a character
Fixed the sound effect of the skill level up, equipment unlock and recruit buttons
Fixed the game sometimes freezing when exiting the character setup screen during the shooting range mission
Fixed the icons of the camera buttons in the replay screen
Fixed the main menu layout for wide screens
Fixed some translations
Fixed some tooltips triggered when the credits are displayed
Test Branch Update! (1.0.1)
Changelog
If you notice any bug or issue, please report it from the game or reply to this post.
Improvements
Removed damage from the stun grenades
Added small damage to the shock grenades
Added the damage to the tooltips of the shock and stinger grenades
Prevented new recruits from having both the tank skill and skills related to opening doors or tossing grenades
Added a tooltip to the survival mode button explaining how to unlock it
Tweaked the colors of the ranks
Increased the opacity of some main menu panels
Forced the display of the help message related to the mission objective the first time the player plays a mission of that type
Memory usage optimization
Updated community translations
Fixes
Fixed map generation placing props blocking the path to objectives
Fixed the snipers changing orientation when the mission starts
Fixed some completed campaign missions displaying the wrong rank after restarting the chapter
Fixed the mod browser not working for players from China
Fixed the move speed icon not becoming transparent when unselecting a character
Fixed the sound effect of the skill level up, equipment unlock and recruit buttons
Fixed the game sometimes freezing when exiting the character setup screen during the shooting range mission
Fixed the icons of the camera buttons in the replay screen
Fixed the main menu layout for wide screens
Fixed some translations
Fixed some tooltips triggered when the credits are displayed
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.