Balancing Update
The big balancing update is now live!
So far we only did minor balancing adjustments and approached the most urgent issues or obvious outliers. Over the past months we started looking a bit deeper into which items, perks, OCIs or characters are favoured and which are not and why.
Some things are currently hardly used by any player, while others are used a bit too much. Our goal here is explicitly NOT to make all things equal. We are aware that some items, perks, or OCIs are just very situational and are picked by only a few players, and that is exactly what we want. However, we want to level pick rates a bit to make sure there are no dominant builds or ways to play the game. In the end, we want to enable build variety, and this includes working on extreme outliers.
Of course balancing will always be one of our main concerns even after the full release of the game. With a game as complex as MENACE, balancing is very difficult and requires a lot of time, testing and trial and error but we are confident that today's update is a big step in the right direction.
The update also includes an updated Ironman mode that makes it a lot harder to save scum.
NOTE: This update is compatible with existing savegames, but as several perks have been changed and some have been swapped for different or entirely new ones, all promotion points have been refunded and all promotions have to be assigned again.
New 3D Model for Load Bearing Rig
New Critical Hit UI + SFX
New Accessory: Individual First Aid Kit
New Accessory: Heat Sink
New Sprint Perk
New Silenced Pistol: MK18MOD1 "NSF" HPS
New icons for Tripod Laser Lance
Gameplay: Accuracy Malus for Blind Fire
Gameplay: Hive Queen now Immune to Stuns
Changelog: v0.7.16
New
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Added new ‘Sprint’ perk: For 40 AP sprint up to 5 tiles, unit gains the ‘winded’ effect afterwards
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Added new 3D model for load bearing rig armor
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Added new ‘Heatsink’ vehicle accessory: Increased maximum heat capacity by 50%
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Added new silenced pistol MK18MOD1 "NSF" HPS
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Added new IFAK - ‘First Aid’ infantry accessory: Increases squaddie rescue chance for the unit by 25%, 1 squaddie will always get rescued
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Critical hits gain increased armor penetration by 50%
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Added a ‘Critical Hit’ text and sound, when landing a critical hit
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Properly implemented Ironman mode:
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Quitting / closing the game during a mission will abort the mission
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If SLs that are downed / KIA during the mission it is not possible to save scum “revive” them anymore
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Vehicle laser lance is now available at the black market
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Added icon for:
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'Thats a Knife' status effect
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Tripod laser lance
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‘Weapon parts’ commodity
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Updated pistol and AP pistol icons
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Added new barks
Improvements
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Damage reduction is now capped at 90%
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Added a minimum movement cost per tile of 4 AP
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Firing blindly onto a tile now has a -60% accuracy malus
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Player controlled allied local forces and civilians can now use the ‘Cut Fence’ and ‘Remove Wreckage’ skills
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Some big enemies like the Hive Queen are now immune to stun effects
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Missions can no longer be left during the enemy’s turn
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Missions:
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Adjusted some mission briefings and objective texts to be more fitting to the actual objectives
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‘Barricaded Suspects’:
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Replaced civilian VIPs with new ‘Dealmaker’ unit
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Adjusted secondary objective
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Improved enemy positioning and movement in mission 'Hostage Situation'
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Retitled mission ‘Minimize Civilian Casualties’ to ‘Locate And Exfil’ and adjusted objective texts
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If possible duplicate operations are avoided
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Increased chance to spawn operations against factions for which there isn't an operation yet
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Improved UI for missions where assassination targets are not marked at mission start
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Each Objective now has an individual progress bar instead of using a merged one
Bugfixes
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FIXED Sometimes operations didn't finish even though the required victory points were reached
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FIXED Sometimes ‘Plow Through’ didn’t deal damage to units when fast forwarding
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FIXED Sometimes offmap ability countdowns could get stuck
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FIXED Player offmap abilities were able to be placed with no delay when using it after the enemy's offmap ability
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FIXED Bonus operation reward choices from OCI ‘Wayback Advocate’ were not capped to 1
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FIXED Some heavy armors had movement penalties on top of the ‘encumbered’ effect
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FIXED Perk 'Critical Hits' did not increase critical hit damage by 50%
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FIXED Perk 'Call Out' was usable on invisible targets
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FIXED Perk ‘Taking Command’ can no longer be used on enemies inside towers
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FIXED Perk ‘Buyout’ now works with rogue army conscripts equipped with IMX SA-RPG 2
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FIXED Airburst launchers can now target blocked tiles
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FIXED Tooltips of perk 'Dash' were stating different movement cost reduction values
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FIXED Some missions had primary objectives wrongly set up as optional
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FIXED Alien Warriors had a faulty pick chance calculation that could result in very high numbers on bad rolls
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FIXED Sometimes Pirate Boarding Commando pick chance was too high
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FIXED Supply point costs for enemy vehicles that transport infantry. (This will result in lower enemy numbers in armies with a lot of these units)
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FIXED Mission ‘Hostage Situation’ had a double fence that had to be cut twice
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FIXED Sometimes boulders were not aligned with the terrain
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FIXED Rocket Organ had a very bright flash while shooting at night
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FIXED Squaddie names were not updated immediately after changing them
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FIXED Pirate scavengers equipped with R14A2 ARC now also drop the weapon as loot
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FIXED 'Corridor Sweeper' was in the reward tables
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FIXED Accessory ‘Advanced Armor Plates’ stacked
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FIXED E4A2 ELSA Plasma Rifle now shows the correct amount of uses while unequipped
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FIXED Weapon uses are now updated in the armory/mission preparation when perk 'Share the Load' is active
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FIXED Construct Shamblers healthbar updates after self-destruction
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FIXED In certain angles the tile tooltip would flicker repeatedly
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FIXED Leader faction backgrounds weren’t displayed correctly properly on the mission result screen
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FIXED New Pirate missions now use correct background music
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FIXED Autocannon Strafing didn't have a dropship shadow
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FIXED MK 2 Fragmentation Grenade was available in the blackmarket
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Various UI fixes
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Adjusted various descriptions
Balancing
Squad Leaders
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Wetteroth: Increased ‘Agility’ from 57 to 63 which increases his AP from 85 to 90
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Darby: Swapped ‘Standby’ for new ‘Sprint’ perk
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Sachin: Swapped ‘Standby’ for new ‘Sprint’ perk
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Lim: Swapped ‘Zig Zag’ for new ‘Sprint’ perk
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Bog: Swapped ‘Standby’ for reworked ‘Take Aim’ perk
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Pike: Swapped ‘Standby’ for reworked ‘Take Aim’ perk
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Ivey:
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Swapped ‘Standby’ for reworked ‘Take Aim’ perk
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Swapped ‘Demolitions Expert’ for ‘Disruptive Fire’ perk
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Tech: Swapped ‘Demolitions Expert’ for ‘Grenadier’ perk
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Rewa: Swapped ‘Commando’ for ‘Shooting gallery’ perk
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Murdock: Swapped ‘Fortify’ for ‘Minimize Silhouette’ perk
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Exconde: Swapped ‘Steady Gun’ for ‘Vanguard’ perk
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Greifinger: Swapped ‘Demolitions Expert’ for ‘Sprint’ perk
Perks
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Solid Grouping: Now grants additional +5 accuracy flat on top of the existing effect
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Minimize Silhouette
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Now grants additional 5% damage reduction per tile
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Increased defense per tile from 3% to 5%
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First Aid: Now grants additional squaddie rescue chance of 20% for all units with a minimum of 1
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Hit the Deck: Now grants additional +3 concealment when suppressed or pinned down
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Sharpshooter: Now reduces enemy cover level by 2, but only works for special weapons and vehicle weapons
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Determined: Increased suppression reduction from 35% to 50%
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Hotwire: Now lets unit ignore the first time it would be destroyed and lets it survive with 10% hitpoints on top of the existing effect
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Standby and Take Aim
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Perks got merged into a new ‘Take Aim’ perk
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Take Aim now skips the active unit’s turn to act later and grants a +10% accuracy bonus and +30% critical hit chance bonus
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Grenadier: Now grants additional +1 use to all grenade accessories
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Disruptive Fire: Increased accuracy malus from -15% to -25%
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Die Hard
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Now reduces incoming damage for the whole unit
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Reduced damage reduction from 90% to 30%
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Fortify: Additionally allows to set up a sandbag cover once per mission
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That’s a knife
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Now grants 25% maximum hitpoint damage
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Increased elements hit from 1+50% to 2+60%
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Killing a unit with this ability will give the next attack +100% critical hit chance
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Stalwart: Increased the effect to a 2 tile aura
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Commando
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Now grants additional +1 concealment
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Additionally reduces movement cost per tile by -2 when isolated
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Steady Gun: Now grants +1 maximum weapon range when stationary for 1 round on top of the existing effect
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To Shreds: Now always triggers a critical hit explosion when killing a vehicle
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Disdain: Now grants a full stack of ‘Partir De Rien’ upon losing a squaddie
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Linebreaker: Now ACTIVE: Spend 60 AP to instantly charge at an enemy within 5 tiles and stun them. Half cover along the way gets destroyed
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Short Squeeze
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Increased range from 10 to 12
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Now checks for a 3 tiles wide area
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Wire Slings
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Increased range from 2 to 4
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Increased uses from 6 to 8
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Trapped units receive +30% damage
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Taunt
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Increased duration from 1 to 2 rounds
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Now also grants +20% armor damage reduction
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Rescourceful: Increased accessory uses from 1 to 2
OCIs
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Automated Supply Compartments: Increased cost from 100 to 130
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Advanced Supply Compartments: Increased cost from 100 to 130
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Wayback Advocate: Increased cost from 50 to 70
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Nano Bots: Increased cost from 80 to 100
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V2.0 Nano Bots: Increased cost from 80 to 100
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AI Controlled Logistics: Increased cost from 100 to 120
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Improved AI Controlled Logistics: Increased cost from 120 to 140
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Recon Dropship: Reduced cost from 70 to 50
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Counter Battery Radar: Increased radius to reveal enemies from 2 to 3 tiles
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Wayback Guide: Increased cost from 40 to 60
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Improved Dropship Engines: Reduced cost from 60 to 40
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Next Gen Dropship Engines: Reduced cost from 50 to 40
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Scanner Sentry Turret: Reduced cost from 70 to 60
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Advanced Scanner Turret: Reduced cost from 50 to 40
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Cluster Warhead
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Increased repetitions from 30 to 40
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Reduced scatter chance from 25% to 10%
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Cluster Warhead Barrage:
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Increased repetitions from 30 to 40
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Reduced scatter chance from 25% to 10%
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Deployable Cover
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Increased uses from 6 to 8
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Reduced cost from 60 to 40
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Deployable Bunker
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Increased uses from 3 to 5
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Reduced cost from 80 to 50
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Rigged Casino: Reduced cost from 60 to 45
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Casino: Reduced cost from 80 to 50
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Arsenal: Reduced cost from 150 to 120
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Advanced Arsenal: Reduced cost from 150 to 120
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Show of Force
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Increased suppression from 45 to 60
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Increased morale damage from 30 to 55
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Rocket Sentry Turret
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Reduced cost from 80 to 50
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Increased accuracy for rocket sentry turret from 50 to 80
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ATGM Sentry Turret
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Reduced cost from 100 to 60
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Increased accuracy for ATGM sentry turret from 50 to 80
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I.E.D. Workshop
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Increased uses from 3 to 5
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Reduced cost from 60 to 50
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Explosives Workshop
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Increased uses from 3 to 5
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Reduced cost from 90 to 70
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Airdropped Minefield
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Increased uses from 3 to 6
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Reduced cost from 90 to 60
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Airdropped AT Minefield: Increased uses from 3 to 6
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Smoke Curtain
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Increased uses from 3 to 4
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Increased selectable tiles from 2 to 3
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Reduced delay from 2 to 1
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Emergency Smoke Screen
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Increased uses from 5 to 6
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Increased selectable tiles from 2 to 3
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Reduced delay from 1 to 0
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Signal Jammer: Increased uses from 6 to 10
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Signal Blocker
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Increased uses from 6 to 10
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Reduced cost from 80 to 40
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Armors
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Jaeger Fatigues: Can now be obtained in the Black Market
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Marine Infantry Body Armor: Can now be obtained in the Black Market
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Enhanced Small Arms Protective Plating: Can now be obtained in the Black Market
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Extreme Small Arms Protective Plating: Can now be obtained in the Black Market
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SAPP High Intensity Setup: Reduced trade value from 70 to 60
Infantry Accessories
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Bundle Grenade: Increased accuracy bonus from 0 to 10
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AT Grenade: Increased accuracy bonus from 0 to 10
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Flashbang
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Increased accuracy bonus from 20 to 30
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Reduced supply cost from 10 to 5
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Fragmentation Grenade: Increased accuracy bonus from 20 to 30
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MK 2 Fragmentation Grenade: Increased accuracy bonus from 20 to 30
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Incendiary Grenade
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Increased accuracy bonus from 20 to 30
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Reduced supply cost from 10 to 5
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Reduced trade value from 20 to 15
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Thermite Grenade
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Increased accuracy bonus from 0 to 10
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Increased damage from 35% to 45% maximum hitpoints
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Increased armor penetration from 140 to 180
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Increased armor damage from 200 to 250
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Scrap Bomb
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Increased accuracy bonus from 20 to 30
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Reduced armor damage from 20 to 15
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XGR-P - Plasma Grenade
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Increased accuracy bonus from 20 to 30
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Removed damage percentage based on current hitpoints
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Increased damage from 25 to 130
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Increased elements hit from 1 to 2
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Increased armor penetration from 60 to 65
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Travodin Stimulant
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Increased duration from 2 to 3 rounds
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Increased uses from 2 to 3
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Reduced trade value from 45 to 30
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Neuropentin SR-Tablets
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Increased uses from 2 to 3
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Reduced supply cost from 25 to 15
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Reduced trade value from 45 to 40
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Haemocetan
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Increased damage reduction from 25% to 50%
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Increased uses from 2 to 3
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ZBs-22 Neurodrin Injector
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Increased duration from 2 to 3 rounds
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Increased uses from 2 to 3
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Reduced supply cost from 25 to 15
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Anti-Tank Mines: Increased uses from 5 to 8
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EMP Grenade
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Reduced supply cost from 20 to 15
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Reduced trade value from 60 to 45
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Reduced item rarity from 45 to 40
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S12 Aphenedrin ‘Combat Drugs’
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Increased uses from 2 to 3
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Reduced supply cost from 20 to 10
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Reduced trade value from 45 to 30
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Reduced item rarity from 35 to 25
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Nitrophenyl Injector
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Increased uses from 2 to 3
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Reduced defense malus from 10% to 5%
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Reduced supply cost from 15 to 10
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Reduced trade value from 45 to 35
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WARD - Wearable Advanced Resolve Device
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Now additionally grants +2 detection
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Increased discipline bonus from 15 to 20
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Reduced supply cost from 20 to 15
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Protagon "Pirate Speed" - IR Tablets
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Increased uses from 2 to 3
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Reduced supply cost from 20 to 15
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Morphidrin Patch
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Automatically removes the ‘injured’ and ‘bruised’ emotional state while equipped
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Increases squaddie hitpoints by 2 while equipped
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Triloxin Injector: Increased uses from 2 to 3
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Benzofinil Tablets
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Automatically removes the ‘exhausted’ emotional state while equipped
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Increases growth potential by 2 while equipped
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Smoke Grenade: Increased supply cost from 10 to 15
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Motion Scanner: Reduced trade value from 40 to 30
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Grenade Pistol
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Increased accuracy bonus from 15 to 20
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Increased uses from 2 to 3
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Squad Weapons
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BR3A3 Kr-BaR "Crowbar"
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Reduced ammunition from 12 to 10
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Increased supply cost from 9 to 11
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BR3A3 Kr-BaR MOD1: Reduced ammunition from 12 to 10
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BR3A3 Kr-BaR MOD3 Suppressed: Reduced ammunition from 12 to 10
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BR6A1 HaMER: Reduced ammunition from 12 to 10
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R14A2 ARC "Range": Increased armor penetration from 25 to 30
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R14A2 ARC "CSP": Increased armor penetration from 20 to 25
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R14A2 ARC "SOCC": Increased armor penetration from 20 to 25
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R14A2 ARC: Increased armor penetration from 20 to 25
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Stoneclad CS185
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Reduced accuracy bonus from 20 to 10
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Increased damage from 10 to 20
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Increased damage dropoff from -1.5 to -2.5
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Reduced armor durability damage from 30 to 20
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Increased suppression from 4 to 6
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Reduced element hit percentage from 40% to 30%
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Reduced maximum hitpoint damage from 15% to 10%
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Kruger CTMP 45
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Increased armor durability damage from 18 to 22
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Increased damage from 18 to 25
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Reduced trade value from 130 to 90
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Reduced supply cost from 20 to 18
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MP3A9 PPP "Hi-Cap"
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Increased armor durability damage from 9 to 11
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Reduced trade value from 70 to 60
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Reduced supply cost from 13 to 11
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MP3A9 "SOF" PPP
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Increased armor durability damage from 9 to 11
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Reduced trade value from 70 to 60
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Reduced supply cost from 13 to 11
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MP3A9 PPP
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Increased armor durability damage from 9 to 11
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Reduced trade value from 15 to 10
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Reduced supply cost from 9 to 8
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Griffin MK1MOD1
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Increased ideal range from 2 to 3
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Increased amount of repetitions from 5 to 6
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Increased fire mode ‘Tap Fire’ ideal range from 4 to 5
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Reduced trade value from 120 to 90
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Reduced supply cost from 20 to 18
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MK46MOD2 SPC
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Increased damage from 8 to 9
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Increased armor penetration from 30 to 35
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Increased armor durability damage from 9 to 10
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Reduced trade value from 25 to 20
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Reduced supply cost from 11 to 9
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R10A6 "CQB" K-PAC
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Increased ideal range from 2 to 3
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Increased accuracy bonus from 5 to 10
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Reduced trade value from 70 to 60
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BR3A3 Kr-BaR MOD2 Carbine
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Reduced trade value from 70 to 60
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Increased ideal range from 3 to 4
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Fire mode ‘Spray’
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Reduced accuracy malus from -30 to -14
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Increased ideal range from 1 to 2
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Reduced accuracy dropoff from -12 to -10
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R10A6 K-PAC with Launcher
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Reduced accuracy malus from -10 to -5
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Fire mode ‘Underbarrel Grenade’:
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Adjusted damage to match other grenade launchers
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Reduced accuracy bonus from 25 to 15
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Reduced trade value from 65 to 40
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Reduced supply cost from 18 to 11
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MK22MOD1: Can now be obtained in the Black Market
Special Infantry Weapons
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Anti-Materiel Rifle "Crocodile": Increased accuracy malus from -5 to -10
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K-SAS DMR
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Added +10% critical hit chance to primary fire mode
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Increased damage from 25 to 30
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HM MK7MOD1 - SDMR
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Added +10% critical hit chance to primary fire mode
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Increased damage from 30 to 35
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SR41 KASS
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Added +20% critical hit chance to fire mode ‘Aimed Shot’
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Increased damage from 40 to 55
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SR31 - HM SPR
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Added +20% critical hit chance to fire mode ‘Aimed Shot’
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Increased damage from 30 to 45
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Reduced supply cost from 30 to 25
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Tripod Griffin Minigun
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Increased ideal range from 3 to 4
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Fire mode ‘Salvo’
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Reduced AP cost from 40 to 30
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Increased repetitions from 15 to 20
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Fire mode ‘Strafing’
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Reduced AP cost from 60 to 50
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Increased repetitions from 40 to 60
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Increased trade value from 60 to 70
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Increased supply cost from 50 to 65
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XGr-20 CDTE
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Increased damage from 12 to 20
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Reduced chance to jam from 10% to 5%
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Reduced supply cost from 50 to 45
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Mining Laser: Increased damage from 130 to 160
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Tripod Laser Lance
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Reduced item rarity from 40 to 30
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Reduced trade value from 80 to 55
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Reduced supply cost from 70 to 45
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U60A1 HWCM Commando Mortar
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Increased suppression from 25 to 50
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Reduced trade value from 55 to 45
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Reduced supply cost from 25 to 20
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M80 EGPM Medium Machinegun
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Reduced accuracy malus from -15 to -10
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Reduced trade value from 120 to 90
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M10E ESAW Light Machinegun
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Reduced accuracy malus from -25 to -15
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Increased suppression from 10 to 13
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Increased ammunition from 8 to 10
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M320 SSW SOC Light Machinegun
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Reduced accuracy malus from -10 to -5
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Increased suppression from 12 to 15
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Increased ammunition from 8 to 10
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Reduced item rarity from 60 to 55
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Reduced trade value from 180 to 140
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Reduced supply cost from 40 to 35
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M320 SSW Light Machinegun
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Reduced accuracy malus from -20 to -10
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Increased suppression from 12 to 15
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Increased ammunition from 8 to 10
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Reduced trade value from 120 to 90
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MK9MOD2 K-GMW Auto Grenade Launcher
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Increased ammunition from 8 to 10
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Reduced trade value 50 to 40
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Reduced supply cost from 40 to 35
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Kingpost M8 Mortar
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Increased damage from 15 to 40
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Increased armor penetration from 10 to 20
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Increased armor damage from 20 to 30
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Reduced scatter range from 2 to 1
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Reduced scatter chance from 50% to 33%
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Increased damage dropoff from -10 to -25
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Reduced AP cost from 50 to 40
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Adjusted elements hit from 0+70% to 1+60%
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Reduced trade value from 50 to 40
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Reduced supply cost from 40 to 30
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MOD-C MAAL HE-Rocket Launcher
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Increased armor durability damage from 60 to 160
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Increased elements hit from 0+30% to 2+50%
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Removed shrapnel AOE effect
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Reduced dropoffs from AOE center:
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Damage from -120 to -40
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Armor Penetration from -80 to -30
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Armor Damage from -60 to -30
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Suppression from -30 to -20
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NDL - Stun Bomb Launcher
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Increased ammunition from 8 to 10
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Swapped ‘Disrupted’ effect for new ‘Concussed’ effect
- Concussed: Reduces accuracy by 20% and AP by 50
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Reduced supply cost from 40 to 35
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IAR Infantry Automatic Rifle
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Increased ideal range from 6 to 7
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Increased maximum range from 9 to 10
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Increased accuracy bonus from -5 to 5
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Increased damage from 12 to 25
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Increased armor penetration from 35 to 40
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Reduced armor penetration dropoff from -1.2 to -1
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Increased armor damage from 13 to 25
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Increased armor durability damage dropoff from 0.4 to 0.5
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Increased suppression from 25 to 30
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Reduced trade value from 120 to 90
-
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Tripod M6 CMG - Heavy Machinegun
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Increased accuracy malus from -10 to -15
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Increased supply cost from 45 to 50
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Vehicle Weapons
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Light Weapons
- Anti-Materiel Rifle "Crocodile": Increased accuracy malus from -5 to -10
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Medium Weapons
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Laser Lance: Reduce supply cost from 50 to 45
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Ground Radar
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Reduced trade value from 60 to 40
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Reduced supply cost from 45 to 30
-
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M6 CMG Heavy Machinegun
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Increased accuracy malus from -10 to -15
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Increased supply cost from 45 to 50
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Rocket Launcher
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Reduced trade value from 65 to 50
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Reduced supply cost from 50 to 40
-
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AT-RGL: Reduced supply cost from 55 to 40
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Heavy Flamethrower
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Reduced trade value from 50 to 40
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Reduced supply cost from 45 to 30
-
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Swarm Airburst Launcher
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Increased damage from 12 to 20
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Increased armor damage from 30 to 35
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Reduced supply cost from 60 to 40
-
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Griffin Dynamics Rotary Barrel Machinegun
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Increased ideal range from 3 to 4
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Reduced armor penetration dropoff from -1.7 to -1.6
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Reduced AP costs for Salvo from 40 to 30
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Reduced AP costs for Strafing from 60 to 50
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Reduced item rarity from 45 to 35
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Reduced trade value from 80 to 70
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Reduced supply cost from 70 to 65
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-
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Heavy Weapons
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Twin Griffin Dynamics Rotary Barrel Machinegun
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Increased ideal range from 3 to 4
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Reduced armor penetration dropoff from -1.7 to -1.6
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Fire mode ‘Salvo’:
-
Reduced AP costs from 40 to 30
-
Increased repetitions from 30 to 40
-
-
Fire mode ‘Strafing’:
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Reduced AP costs from 60 to 50
-
Increased repetitions from 80 to 120
-
-
Reduced item rarity from 60 to 55
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Reduced trade value from 110 to 100
-
Reduced supply cost from 140 to 110
-
-
Long Barreled Tank Gun
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Increased trade value from 80 to 90
-
Increased supply cost from 60 to 70
-
-
Short Barreled Tank Gun
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Increased elements hit from 1+40% to 2+40%
-
Will now always hit with a 25% chance to scatter up to 1 tile
-
-
Twin Heavy MG: Reduced supply cost from 90 to 80
-
Removed additional accuracy malus for all twin-linked weapons
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120mm Mortar
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Increased minimum range from 8 to 10
-
Increased maximum range from 16 to 22
-
Adjusted stats for AoE center hit:
-
Increased damage from 25 to 100
-
Increased armor penetration from 35 to 100
-
Increased armor damage from 15 to 80
-
Increased elements hit from 1 to 2
-
-
Reduced AP cost from 60 to 40 for all fire modes
-
Increased ammunition from 8 to 14
-
Reduced scatter chance from 70% to 60%
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Reduced trade value from 90 to 65
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Reduced supply cost from 65 to 50
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Vehicle Accessories
Exploding Reactive Armor: Increased supply cost from 10 to 15
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Anti Personnel Mine Launchers
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Reduced AP cost from 15 to 10
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Increased uses from 2 to 3
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Reduced trade value from 45 to 35
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Canister Shot
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Reduced AP cost from 20 to 10
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Increased uses from 2 to 3
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Increased AoE size
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Reduced trade value from 35 to 25
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Electromagnetic Armor
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Increased damage reduction from 33% to 50%
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Reduced supply cost from 25 to 20
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Black Market
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Reduced ‘Recruitment Effort’ trade value from 60 to 50
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Increased value for ‘Weapon Parts’ commodity from 10 to 25
Missions
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Changed difficulty for mission ‘Establish Combat Outpost’ from normal to hard
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Changed difficulty for mission ‘Contain Migration’ from hard to normal
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Changed difficulty for mission ‘Defend Outskirts’ from hard to normal
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Slightly lowered enemy supplies in pirate missions ‘Hostage Situation’ and ‘Reclaim Comm Center’
Enemies
- Adult Alien Warriors now appear later in the campaign
Known Issues
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Some antivirus programs incorrectly classify the "GameAssembly.dll" file as malware and delete it, making the game unplayable. If that happens, please whitelist the "GameAssembly.dll" and "Menace.exe".
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If the game is installed on HDD drives, loading times are bad and barks are delayed.
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Display mode "Fullscreen" sometimes behaves not as expected, after minimizing the game. Until this is fixed please consider using "Fullscreen Window" instead.
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If you have a monitor with a high refresh rate, crashes can occur. If this is the case, please either enable ‘Vsync’ in the settings or lower the refresh rate to 60 FPS or lower.
Steam Reviews: Your Feedback Matters
Hi folks, we'd like to ask that you please consider taking a moment to leave a Steam review. Early Access is a collaborative process where your thoughts and feedback matter as patches and content are developed. Even if it's a few sentences about how you feel about MENACE, it'd be a great help to the team.
Community Guides and Resources
Be sure to check out the latest community resources and official guides.
- The Gate Rippers’ War Manual: This is a mega-compilation of guides that covers the basics of MENACE, how to use stealth, what accessories to pick, how to engage in close-quarters combat, and much more. A must-read for any prospective commander looking to excel in the Wayback.
- Squad Leaders, a Brief(ish) Overview: A fantastic overview of all the game's current Squad Leaders and what their strengths are.
- Enemy Almanac: Rogue Army: Knowing your enemy is half the battle. This guide covers the Rogue Army, what their strengths are, and how to fight them effectively.
- Official Beginner's Guide: If you're brand new to MENACE then check out our official beginner's guide that'll cover all the essentials to prepare you for the frontlines.
- Official MENACE Wiki: Do you have more questions about MENACE? We have a community-run wiki that has details and information to help you along.
Engage, Explore, and Stay Informed
You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website.
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