Update 0.9.9 “Signed in Blood” is now live!
Update 0.9.9 “Signed in Blood” is now live!
This is a major update that wraps up Xiomara’s storyline, expands the Pact system, reworks active implants, and brings a fresh batch of new content — from weapons and implants to long-term storage for perishable items. On top of that, it includes expanded difficulty settings, quality-of-life improvements, balance changes, and a long list of fixes.
Patch Highlights:
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4 new story missions concluding the story of Xiomara and the Feathered Masks
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65 Pacts in total, plus a new Bane system tied to Pact use
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Active implants now have limited uses per mission
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Cryochamber for long-term storage of perishable items
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New items: 6 weapons, 2 Quasimorph mines, 1 Quasimorph turret, 8 augments, and 4 implants
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Expanded difficulty settings and a broad set of QoL improvements
Story and Major Content
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Added 4 new story missions that conclude the storyline of Xiomara and the Feathered Masks. Help her overthrow the Emerald Tyrant - and who knows, perhaps the shared experience will melt her heart.
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If you have already completed “Ruins of Ancient Bramfaturas,” you will need to start a new game to access the new missions.
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The Pact system has been updated:
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there are now 65 Pacts in total
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some Pacts can only be obtained in bramfaturas
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a new Bane system has been added for using Pacts
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The Terror Pack’s “Possession” perk has been updated to work with the new Pact system.
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Added new Quasimorph units.
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Added a new batch of items:
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6 weapons
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2 Quasimorph mines
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1 Quasimorph turret
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8 augments
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4 implants
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Gameplay and Systems
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All HIS Magnum upgrades have been revised and changed:
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layouts of the upgrade trees
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upgrade costs
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provided bonuses
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Active implants now have a limited number of uses per mission.
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Their charges can be restored:
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at recharging stations
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after missions
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Added a Cryochamber for long-term storage of perishable items.
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The Quasimorph selection logic for eccollapse has been reworked:
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it now depends not only on the stage
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but also on the victim’s Tech Level
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Expanded difficulty settings now include:
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random event frequency
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calorie consumption based on weight
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procedural mission lifespan
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updated “Restart floor on death” logic
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Difficulty settings can now be edited in-game
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The selected preset is now visible in the loading menu
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You can now save your own custom difficulty preset
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Lighting now changes depending on your position on the map
QoL, UI, Audio, and Presentation
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If there are no items left in a container after clicking “Take All,” it now closes automatically
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The Magnum’s engine sound now fades in and out smoothly during flights
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Added a new track in the Pleroma
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The camera can now be moved by clicking a location on the minimap
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NPC status icons have been updated to make them easier to distinguish
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The Shelters perk has been updated for better readability
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Completed floors during Descent missions are now deleted immediately, rather than after the mission ends
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The display of installed mods has been updated:
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it is now shown in a separate window
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instead of a tooltip on hover
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Balance
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Elevator walls are now indestructible
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Quasimorph squads and faction squads have been updated
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Starting at Tech Level 7, factions may begin using clone mercenaries
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The Tunnel Rat is a real loot piñata! And the Terror Pack will surprise you unpleasantly...\ -
Quasimorph armor has been updated:
- they now have full immunity to one damage type
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Breaking the Pact has been added:
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to the Quasimorphic Data disassembly recipe
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to barter at some stations
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The chance of an eccollapse from a living enemy has been reduced
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The chance of an eccollapse on death has been increased
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The chance of enemies becoming possessed has been increased
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The damage increase from the Quasimorphosis stage has been slightly reduced
Fixes
This update also includes a large batch of fixes across combat, AI, missions, UI, localization, and performance.
Combat and Core Mechanics
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Fixed an issue where spread could be displayed as negative if the total modifier was lower than -100%
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Fixed the Adrenaline Syringe not displaying its ability to restore spent AP
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Fixed grenades firing from the wrong position instead of the grenade launcher barrel
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Fixed continuous beam weapons not leaving marks on walls
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Fixed Autodocs consuming AP when opened, before actual use
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Fixed incorrect critical hit calculations that could result in a 0x multiplier
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Fixed cases where a weapon’s base crit chance could be counted twice
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Fixed wound chance modifiers displaying incorrectly in the health window
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Fixed attack chains being interrupted if knockback triggered but there was nowhere to push the target
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Fixed immobilization preventing melee attacks
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Fixed accumulated Shock and Hypothermia effects not resetting after AP loss caused by them
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Fixed Gannix’s Belcher “Mictlaxotla” consuming 1 ammo per shot instead of 5
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Fixed missing tooltips for Adrenaline Injection, Energy Shield, and Shroud of Ash-Shakin
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Fixed Self-Ignition not being blocked by burn immunity
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Fixed weapons getting stuck if forcibly removed from a character’s hands during reload
AI and NPCs
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Fixed NPCs in a Rage state skipping turns if they could not see an enemy
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Fixed pathfinding issues for quest mobs in Security missions
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Fixed NPCs attacking the remains of impassable objects
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Fixed vision checks being processed incorrectly around doors
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Fixed incorrect AP calculations for some NPC attacks
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Fixed NPCs occasionally ignoring bribe items
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Fixed AI sometimes failing to find a diagonal path
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Fixed Tactical Camouflage and Caution being triggered by allies
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Fixed the Magnetic Generator implant affecting allies
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Fixed the Gavvakh Vesicle implant not increasing vision range
Missions, Progression, and Class Systems
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Fixed pressing the Back hotkey while unloading a clone’s inventory after a mission returning the game to a blank mission completion screen
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Fixed a clone with Second Chance becoming invulnerable after “From Spark to Flame”
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Fixed there being no enemies on the Bridge in “Flower War”
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Fixed the Faction Growth difficulty setting rounding faction points incorrectly
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Fixed experience-giving items breaking when used during peaceful station visits
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Fixed the tutorial kill counter counting allied kills as enemy kills
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Fixed several softlocks
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Fixed the health increase from Quasimorphosis granted by the Insanity perk resetting after full heals
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Fixed class upgrades resetting if a native perk was placed in a non-native slot
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Fixed a rare case where the elevator on the first floor of “Community and Anarchy” could be broken
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Fixed an exploit during “Beacon” where
it was possible to summon a capsule inside Virtual Reality and use it to open your inventory\
UI, Localization, and Technical Fixes
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Fixed Franche-Comte TR unit pricing causing them to field more units than intended during missions
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Fixed some missing text in the Korean, Japanese, and Chinese localizations
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Fixed perk descriptions at max level missing information about which weapons they apply to
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Fixed the shuttle icon being misaligned on the minimap on some levels
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Fixed flying enemies above pits being untargetable with melee weapons
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Fixed summoned astral and holographic copies being disarmed to duplicate weapons
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Fixed augment and implant indicators not disappearing from some enemy corpses after amputation
This is a big update, and we’ll be watching feedback closely — especially around the new Pact system, implant charges, and difficulty settings.
Good hunting, mercenaries!
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