Bullet Time system! / Unit buffs and tweaks! / UI Tweaks
Bullet Time
The pause button has now been replaced with what we hope is an even more robust system to enjoy the game... at a more forgiving pace, or just to enjoy the slowmo ballet :) [For aesthetic reasons, unit voices are not slowed. If it helps, think of it as neural sync or something c: ]
[Spacebar] still works to toggle between 0% speed(Tactical Pause) and the previously selected value. If the previous selected value is 0%, then we will bring you to your 2nd previous value on [spacebar].
Unit tweaks
-Technician hp increased
-Patrol hp increased
-Blue Beret hp increased
-Medical Team hp increased
-Decon Team hp increased
-Rad Force hp increased
-'Alfa' Air Crew now comes with detection range buff for friendlies standing nearby
-Mining Drone comes with auto-detection capability and serves as a decent close-midrange point-defender. Melee capability reduced. Damage resistance reduced, accuracy increased.
-Mining Drone charger pack now boosts its detection range as well.
-Combat Droid melee capability reduced.
-Cyber SWAT when Rogue, now wanders and closes in for kills. Rogue status lasts for 120 seconds instead of 60.
-Cyber SWAT Neurolimitr/Neuromaxr packs both give less passive morale.
-UNIPOL now comes with more base damage resist
-All prices and bodybags tweaked accordingly
UI
-Cryopod tweaks
-Active info pane tweaks to resistances (vs. melee, etc)
-Heliweapon reload buttons/info
General changes
-Molar intestine no longer gives passive hp, but still gives hp on consumption (ugh)
-All units get a boost to Detection Speed during overwatch, normally they go at 3 updates/sec, during overwatch it becomes ~6 updates/sec.
-Fire now has a 10% slow effect (each flame), and the cumulative slowdown can be felt and seen once your units or hostiles have got enough fire stuck to them. Now flamers are at least more glorious in corridors or laying down firetraps.
Cumulative Update #1
A big thank you to all our supporters!
The game would not have evolved if not for your wonderful feedback!
To new players, the game has undergone updates and upgrades to its various systems and mechanics, briefly outlined here:
AI
-Friendly Fire detection and sensitivity enhanced
-AI routines optimised
Cryopod
-System to store and retrieve 1x fireteam of clones added
Enemy balance
-Shifted difficulty back towards beta days, more challenging and with greater diversity.
Helibase
-Item Retrieval System added
-Landing marker tolerance increased
-Can now capture and sell live Strain
Mission Site
-Red Site (challenge map) system introduced
-Hydroponics, Rush Hour, Borderline have had colliders and geometry shifted about / optimised
Weapons
-New free pistol added
UIUX
-Overwatch System added
-"Classic RTS" one-click command format added
Drone Trials update / Cyber SWAT hotfix
Drone Trials update
Drone Trials mission site is now unlocked at the same time as SPECWAR, with changes to drone pricing.
Kind reminder: Drones explode violently on death and are not recoverable once destroyed!
Cyber SWAT hotfix
Rogue Cyber SWAT now move into equipped weapons range to attack 'threats', they previously were in a semi-passive state for player-controlled CSWAT.
Lootcopter update! / UIUX tweaks
Item Retrieval Zone under the helibase
Due to popular demand, UN2 has expanded helibase functionality to include an item retrieval zone when the helibase is docked. This zone basically transports any grounded item within it straight into the helibase Locker, instantly.
Gentle reminder- The system works like the entry and exit markers - requiring a clear landing zone to function.
All entry, exit and item retrieval markers are now less 'fussy' and can tolerate roughly 25% more innaccuracy when aligning with obstacles.
-Items can now be picked up within the 'harvesting' radius of a character by simply holding down on them. (Nearby items should no longer be finicky to obtain. Standard commands like drag and hold are still in effect, this is a bonus input format.) In fact, holding down in the middle of items in range, will auto-collect all permissable items for the duration of the hold input :)
Of course, force-fire will NOT proc for such detected instances. Force-fire will continue working as normal otherwise, nice and snappy.
Reverse Pan Hotfix
Fixed Reverse Pan not initialising (sorry!)
Mining Drone Enhancement
-All mining drones receive a detection range boost, in-line with those on a Combat Droid. (Super-clone levels, basically.)
-Do remember, they will only engage threats if the threats are "Diamonded", and not automatically.
Hydroponics Mission Site update
-The drones on Hydroponics now spawn with Free Pistols
-NPC Drones on Hydroponics now correctly spawn their 'corpses' when killed
Overwatch Fix
-Overwatch should correctly perform at maximum weapon range now for all units. If your units have the detection range that exceeds their max weapon range, they will engage at the farthest possible distance. Be mindful of the weapon when employing overwatch! An overwatched standard shotgun on an unlevelled unit, firing at maximum shotgun range out in an open field will NOT one-hit-kill an incoming Stabber, and become an ineffective pairing, compared to using the same shotgun in overwatch, at a blind corner for example, where the Stabber kill is almost guaranteed as the pellets grouping will all land on target.
Manual saving at homebase / Colony Breacher fix / General updates
Minor Update
-Molar Intestine and Trapper Feeler now gives a little something something more :)
Manual saving at homebase (peacetime!)
We've added the ability to manually save once an invasion is over / during true peacetime period between missions. This option will be disabled during combat operations.
Colony Breacher fixes
Breacher no longer procs hurt anims when in contact with fire.
General updates
- "R-Block"mission site edited to have a maximum of 1 spawner at a time, previously it was 2, and shifted a smoke column at the upper right corner to show a potential spawn site more easily.
- Overwatch button now updated for touchscreen users! Will dynamically show/hide itself depending on detected input(s).
- Invasions now start from 15 seconds after returning to base
OVERWATCH SYSTEM update, and more!
Overwatch System
Operating in the same format as Force-Fire, pressing Overwatch [V] projects a arc of fire template (currently at 90 degrees) in which the selected unit will engage threats at MAXIMUM RANGE, also conveniently reflected by the length of the green lines.
Units in Overwatch will forego self-preservation mechanisms (unless their negative traits are procced, or they are hurt, or pushed back physically thereby interrupting the activity) and otherwise ignore any threat outside of their 90 degree focus.
The point of overwatch is for defensive players to lock down a zone and engage threats at the Maximum weapon/detection range (dependent on unit stats!) rather than the usual Optimal engagement range.
Unit selection hotkey functionality update
-[Shift+key] to independently add/remove units to current selection, i.e Shift-1-2-3 makes units 1,2,3 selected. and Shift-1-1-3 results in only unit 3 selected.
-You may ALSO click to add/remove from selection :)
Skippable Credits
-Opening credits sequence leading up to tutorial start is now skippable.
I'd recommend scouring The Wall map for goodies, I left loads of good stuff everywhere for those who want a pre-campaign boost.
Cryovats / Weapon outlet iconography on map
On the Mission Selection Screen, mission sites that have facilities such as Cryovats/special bodybags and Weapons are now reflected with icons.
Additional Patch Notes
-Right-Click on an item when inventory is full now no longer denies movement to that area (so so sorry!)
-Fixed certain roofs displaying the night mission variant
- Toggle Heliweapons is now [Z], with [Shift] now used for unit selection
-It costs zero credits.
-Issued to all cryovat HQ units such as Patrol and Blue Berets.
-These pistols carry the exact same specs of the previous P2 sidearm, only that it now fires faster and has updated aesthetics in both visuals and sound.
-Purchaseable at 'C' and 'B' grade weapon printers.
"P2 Sidearm" Upgrade
More bang for the same buck! The P2 now sounds gnarlier, hits harder, bursting down more hp than before, yet costs the same. A pure upgrade to its former self! (This includes all its C and E variants.) Try it out on Stabbers and feel the difference. Hope this encourages more commanders to bring a sidearm along to whip out and compensate for lengthy reloads or scary CQC encounters.
Pro tip: Pistols weigh almost nothing, and have the fastest turnrates in the game. When in melee, it affords enhanced melee damage resistance as a bonus.
Enhanced Patrol Division
Now comes with +50% ranged damage base modifier!
Map 'roof trigger' optimisations
Wider, less fussy triggers for 'roof reveal' effect.
Peeking into structures is easier.
Other notes
-R-Block layout tweaked
-Technician Division comes with laptop (its better than fists in melee if you haven't noticed)
Red Sites update / Helibase bugfix
Red Sites update
Red Site status can now only occur once you complete mission sites. Previously, it could be procced through a simply 'flyby' or visit. We apologise if for whatever reason you didn't manage to clear R-Block on your first playthrough/run, only for it to turn into a Red Site. (PS: Its amazing fun as a red site even early early game. Its doable so long as the stabbers don't get range resistance or hp. Even easier if they are emotionless. Most ridiculous build was with a three-person pistol team, patrol division.)
For those of you encountering issues putting down Stabbers quickly: Use shotguns. The burst damage will blow through their regen, resulting in one-hit-kills at close range.
"Keep all hands, arms, feet and legs inside the cabin until after takeoff-"
Fixed a leave for base bug that did not shut off the exits so you could potentially have a unit drop out just as the helibase takes off for home.
NPC Health Bars! (optional), UIUX quality of life tweaks
NPC Health Bars
All npcs, allies and hostiles alike have thinner bars. Enemies' bars display for a second after being damaged. Toggleable in settings.
UIUX QoL tweaks
- "F" to forcefire
- "X" to undo/cancel move command/forcefire/selected item/deploy item phase
- "c" to confirm dock and undock process