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Меню

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:

  • Hannah Reich — Gains a dodge bonus after moving and can interact with the environment and inventory while sprinting.

  • Edward Lowrance — Has lower quasimorphosis gain per turn, and enemies need to get closer to spot him.

  • Bob Denarre — Has increased HP regeneration and faster perk cooldowns.

  • Jan Shrammert — Has increased enemy detection range, and his attacks ignore the armor of unsuspecting enemies.

  • 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.

  • Defensive missions now have station dwellers.

  • Failure and evacuation are now possible in all missions where appropriate.

  • 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.

  • Panicked and surrendered enemies are counted as eliminated.

New Interactive Objects

Cartridge Press, Medical Printer, Primitive Workbench, Primitive Kitchen, Maintenance Station, Recharge Station.

  • Some old recipes have been updated.

  • The interfaces for using all interactive objects have been standardized.

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New Items

6 new implants

Cyber Implants

**Stealth Skin **Makes the player invisible to enemies’ sight.

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**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.

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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

  • New: Items — 6 implants, 1 ammo, 1 alcohol, 5 raw food, 3 dishes, 3 spare parts, 5 resources. New properties for Adrenaline.

  • 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.

  • New: Deployable turrets and robots now require a turn to activate.

  • 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.

  • New: Difficulty setting — using the elevator and stairs costs a turn. Disabled by default on Easy and Normal difficulties, enabled on Unfair difficulty.

  • New: The Large Text setting now affects the displayed hit chance and floating text.

  • New: The name of the installed implant is now shown in the body part tooltip.

  • New: The deepest level of Bramfaturian Descent reached has been added to the statistics.

Balance Changes

  • Balance: The "Combat Physicist" perk now applies to melee weapons that use batteries.

  • Balance: Mercenary stats have been rebalanced based on two talent properties. They now have a sight range of 10 by default.

  • 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.

  • Balance: The stats of many augments and implants have been adjusted. Shield implants lose some of their health per turn.

  • Balance: Slightly reduced passive dodge. Trigger perk cooldowns reduced. Average time to fully level perks up is +25%.

  • Balance: Minor changes to armor stats, with the biggest impact on Hazmat and RealWare armor.

  • Balance: Medical component production moved closer to the Inner System. Requires a new save to work.

  • Balance: Quasimorphic consumables are now tied to specific bramfaturas. Shards now repair everything.

  • Balance: The rewards for the Secret Data PCPU have been revised; the Tech Level of awarded items has been reduced.

Fixes

  • Fixed: Surrendered NPCs were blocking passages.

  • Fixed: The Seismic Generator implant ignored knockback immunity.

  • Fixed: Pathfinding issues — NPCs couldn’t find a path to the player; NPCs could get stuck.

  • Fixed: A situation where it was impossible to return from the Pleroma to the Solar System.

  • Fixed: Knockback properties for melee weapons in the hands of NPCs were not working.

  • Fixed: The "Sandman" perk description now mentions a silencer.

  • Fixed: The "Integrated Jammer" property wasn’t working.

  • Fixed: Railings didn’t block knockbacked clones and NPCs.

  • Fixed: The implant extraction chance bonus from augments and implants didn’t work on living enemies.

  • Fixed: Descents into the Ron might not generate a level.

  • Fixed: Bugs when entering the Pleroma from some satellites.

  • Fixed: The "Enemy Anatomy" perk wasn’t getting experience.

  • 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.

  • Fixed: Locations in the Pleroma would change owners after completing storylines.

  • Fixed: Locations from the Pleroma were displayed in the Stock Market.

  • Fixed: Level names were displayed incorrectly during Descents in bramfaturas.

  • Fixed: A capsule could block passage when appearing near a ladder.

  • Fixed: The "Feel No Pain" talent didn’t stop the gain of pain from meds and wounds.

  • Fixed: If you entered a Descent before the tutorial message from Professor Eipschwitz appeared, the travel button wasn’t available afterwards.

  • Fixed: The Laser Sight trait displayed the hit chance with the target’s dodge included.

  • Fixed: Incorrect processing of clones’ wound chance modifiers.

  • Fixed: Enemies surrendered when they shouldn’t.

  • Fixed: State icons were displayed over dead NPCs.

  • Fixed: Corporation employees weren’t receiving PlanetBridge and Coreward MG faction armor.

  • Fixed: NPCs without arms (Faris, spiders, drones, etc.) could throw grenades.

  • Fixed: NPCs could enter some objects if they had no other way.

  • 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.

  • Fixed: The VIP’s death in the shelter didn’t fail the mission. Now you’ll have to return and resurrect them.

  • 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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