Patch 0.9.8.2: Fresh Meat
Hello, friends! New Year is just around the corner, and we’re not going into the holidays without a small gift for you! Meet the Fresh Meat patch – packed with Christmas spirit and festive vibes.
A proper celebration needs plenty of guests, so this patch brings 5 new mercenaries and a full rework of all the old ones.
On top of that, we’ve delivered a major update to all procedural missions. We’ve been following your feedback after the previous patch and worked on victory/defeat conditions. And of course: a few new items, Combat Log improvements, and a bunch of QoL changes.
Let’s dive in:
New Mercenaries
Five new mercenaries have been added. Joining the squad:
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Hannah Reich — Gains a dodge bonus after moving and can interact with the environment and inventory while sprinting.
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Edward Lowrance — Has lower quasimorphosis gain per turn, and enemies need to get closer to spot him.
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Bob Denarre — Has increased HP regeneration and faster perk cooldowns.
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Jan Shrammert — Has increased enemy detection range, and his attacks ignore the armor of unsuspecting enemies.
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Laksha Saminath — Restores more health from medicine and has a high chance to successfully extract implants from enemies.
Mercenaries Rework
All mercenaries have been reworked; their talents now have two properties instead of one. Your alive clones must be recloned to receive the new talents.
Procedural Missions Update
All procedural missions have been updated.
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Defensive missions now have station dwellers.
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Failure and evacuation are now possible in all missions where appropriate.
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Security (the reverse of Robbery missions) has been completely reworked; now you have to hunt robbers.
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NPCs performing the ritual have been added for Ritual and Counterattack missions.
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Panicked and surrendered enemies are counted as eliminated.
New Interactive Objects
Cartridge Press, Medical Printer, Primitive Workbench, Primitive Kitchen, Maintenance Station, Recharge Station.
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Some old recipes have been updated.
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The interfaces for using all interactive objects have been standardized.
New Items
6 new implants
Cyber Implants
**Stealth Skin **Makes the player invisible to enemies’ sight.
**Bioaccumulator **Grants a dodge bonus based on the clone’s satiety.
**Data Lock **Greatly increases the clone’s field of view.
Quasimorphic Implants
**Steps of Bodb **Gives a chance to stun enemies in melee combat.
**Whisper of Euphos **Accuracy and dodge bonus.
**Plague of Balar **Spreads poison and infections around the player.
Also 1 new ammo, 1 collar, 1 alcohol item, 5 raw foods, 3 dishes, 3 spare parts, 5 resources.
New properties for Adrenaline.
New Stuff
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New: Items — 6 implants, 1 ammo, 1 alcohol, 5 raw food, 3 dishes, 3 spare parts, 5 resources. New properties for Adrenaline.
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New: The "Cobra Throw" (Co.B.R.A.), "Tactical Camouflage" (Unit 317), and "Ghost Killer" (Angels of Spades) perks have been reworked. Now they interact with the new NPC AI.
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New: Deployable turrets and robots now require a turn to activate.
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New: NPCs will now use medicine in combat as well. They can also heal and revive allies. Yes—VIPs will heal themselves if given a First Aid Kit.
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New: The use of implants by NPCs is now noted in the Combat Log.
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New: Difficulty setting — using the elevator and stairs costs a turn. Disabled by default on Easy and Normal difficulties, enabled on Unfair difficulty.
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New: The Large Text setting now affects the displayed hit chance and floating text.
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New: The name of the installed implant is now shown in the body part tooltip.
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New: The deepest level of Bramfaturian Descent reached has been added to the statistics.
Balance Changes
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Balance: The "Combat Physicist" perk now applies to melee weapons that use batteries.
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Balance: Mercenary stats have been rebalanced based on two talent properties. They now have a sight range of 10 by default.
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Balance: The Civil Resistance storyline step between the missions "From Spark to Flame" and "Iron Broom" has been adjusted; it no longer matters where the stations are captured.
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Balance: The stats of many augments and implants have been adjusted. Shield implants lose some of their health per turn.
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Balance: Slightly reduced passive dodge. Trigger perk cooldowns reduced. Average time to fully level perks up is +25%.
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Balance: Minor changes to armor stats, with the biggest impact on Hazmat and RealWare armor.
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Balance: Medical component production moved closer to the Inner System. Requires a new save to work.
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Balance: Quasimorphic consumables are now tied to specific bramfaturas. Shards now repair everything.
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Balance: The rewards for the Secret Data PCPU have been revised; the Tech Level of awarded items has been reduced.
Fixes
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Fixed: Surrendered NPCs were blocking passages.
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Fixed: The Seismic Generator implant ignored knockback immunity.
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Fixed: Pathfinding issues — NPCs couldn’t find a path to the player; NPCs could get stuck.
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Fixed: A situation where it was impossible to return from the Pleroma to the Solar System.
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Fixed: Knockback properties for melee weapons in the hands of NPCs were not working.
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Fixed: The "Sandman" perk description now mentions a silencer.
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Fixed: The "Integrated Jammer" property wasn’t working.
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Fixed: Railings didn’t block knockbacked clones and NPCs.
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Fixed: The implant extraction chance bonus from augments and implants didn’t work on living enemies.
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Fixed: Descents into the Ron might not generate a level.
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Fixed: Bugs when entering the Pleroma from some satellites.
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Fixed: The "Enemy Anatomy" perk wasn’t getting experience.
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Fixed: When using the "Leap of al-Abarsa" implant on the last AP, the player's turn would end and the implant would trigger during the enemy's turn.
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Fixed: Locations in the Pleroma would change owners after completing storylines.
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Fixed: Locations from the Pleroma were displayed in the Stock Market.
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Fixed: Level names were displayed incorrectly during Descents in bramfaturas.
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Fixed: A capsule could block passage when appearing near a ladder.
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Fixed: The "Feel No Pain" talent didn’t stop the gain of pain from meds and wounds.
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Fixed: If you entered a Descent before the tutorial message from Professor Eipschwitz appeared, the travel button wasn’t available afterwards.
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Fixed: The Laser Sight trait displayed the hit chance with the target’s dodge included.
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Fixed: Incorrect processing of clones’ wound chance modifiers.
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Fixed: Enemies surrendered when they shouldn’t.
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Fixed: State icons were displayed over dead NPCs.
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Fixed: Corporation employees weren’t receiving PlanetBridge and Coreward MG faction armor.
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Fixed: NPCs without arms (Faris, spiders, drones, etc.) could throw grenades.
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Fixed: NPCs could enter some objects if they had no other way.
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Fixed: Class projects would reset if a perk in the same slot was changed multiple times. Clone projects would reset if a clone’s talent was changed multiple times.
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Fixed: The VIP’s death in the shelter didn’t fail the mission. Now you’ll have to return and resurrect them.
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Fixed: Active implants couldn’t be used if the clone had a minor wound.
The Magnum team is glad to wish you a Happy New Year and Merry Christmas! Happy hunting, mercenaries!
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