BALANCE PATCH - 0.8.48
MISC CHANGES
- Added a new visual effect for Leader's skill Advance spawning enemies from the threat. I noticed this was frequently mistaken with distant enemies pulled by noise even though the skill triggers at the start of your turn.
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Reduced the frequency of mercs idle-talking when changing gear tabs.
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Reworked the sound effect of hovering over cards in combat.
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Reworked the sound effect of discarding armory cards from hand.
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Improved music transition from combat track 1 to 2.
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Increased the Initiative tooltip font and window size for consistency.
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Added a note on deployed Lure objects to indicate that duplicates are auto-removed.
SKILL BALANCE
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The ranked damage of Commando skill Breach has been increased. OLD: 1%, 2%, 3%, 4%, 5% NEW: 1%, 3%, 5%, 7%, 9% This skill suits longer encounters with a slew of enemies, causing a flurry of blocks, parries, and dodges.
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The ranked damage of Enforcer skill Skull Crush has been increased. OLD: 130%, 160%, 190%, 220%, 250% NEW: 150%, 200%, 250%, 300%, 350% This skill requires some setup to be effective, so its damage reward has been increased.
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Viper has been reworked to spawns with hit points much closer to the primary merc (1st merc in squad).
WEAPON ACCURACY BALANCE
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After reviewing feedback, watching videos, and spending a lot of time playing myself, I've decided to adjust the base minimum and maximum accuracy values for several ranged weapons.
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Note: All minimum values correspond to the lowest (red) quality of the item and can be increased through upgrades and mercenary training. Additionally, the game provides numerous in-combat buffs to help you quickly reach the accuracy cap, and the recently added elite perks can potentially raise these caps even further.
- Pistol
- min 80% (no change)
- max 95% (increased from 90%)
- SMG
- min 70% (no change)
- max 90% (increased from 88%)
- Assault Rifle
- min 75% (increased from 65%)
- max 90% (increased from 88%)
- Machine Gun
- min 60% (no change)
- max 75% (no change)
- Sniper Rifle
- min 85% (no change)
- max 99% (increased from 98%)
- Shotgun
- min 80% (increased from 65%, the biggest complaint in feedback)
- max 95% (no change)
- Bow / Crossbow
- mix 85% (increased from 82%, to match sniper rifles)
- max 99% (increased from 98%, to match sniper rifles)
BUG FIXES
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Adjacent enemies killed by buckshot damage remain standing or walking (animation bug).
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Adjusted 3D model scaling of a few ARs and sniper rifles appearing too small in gear management.
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Adjusted 3D model scaling of all bows and crossbows to appear larger in gear management.
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Mission victory screen still indicates rep can be used to refresh trader's stock. No longer the case.
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Achievement "Every Drop Counts" is awarded upon completing the wrong mission.
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If a merc dies in combat, consumable icons get repopulated with duplicates (visual bug only).
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Leader skill Advance is pulling distant enemies with no remaining threat, should be only from threat.
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Leader skill Advance adds distant distant enemies to threat with a full board of enemies in play.
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Leader skill Advance can sometimes trigger on multiple Leaders in play.
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Leader skill Advance can sometimes spawn an extra enemy on area clear.
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Discounted items purchased from the camp vendor return with the same discount on a stock refresh.
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Leader can occasionally drop to 0% stamina (rare case).
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Boosted unarmed damage by consumables or Black Belt is lost after toggling to a ranged weapon and back.
Thanks for the reports and happy weekend zombie hunting!
--Paul
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