over 3 years ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/929490/announcements/detail/3068621069009672917]here[/url].
over 3 years ago - Nesquik - Direct link
  1. Item tooltip changed. It has become larger, more convenient and more informative. In the next updates we plan major changes to the equipment interface for operatives, changing the tooltip of items is a preparatory stage for these changes
  2. Reduced the increase in the grenade throw range depending on the growth of the operative’s Strength, the base throw range has not been affected
  3. Sniper rifles now have a significantly increased accuracy penalty at close range. The length of the distance remains the same: from 8 to 14 cells, depending on the rifle
  4. The accuracy of machine guns, assault rifles, submachine guns and shotguns now has an additional bonus at close range, starting from a distance of 8 cells to the target, and at a distance of 1 cell the bonus is maximum
  5. Each special offer now guarantee at least one high-level weapon or body armor
  6. Changed the parameters of the automatic bans system for intentionally interrupting the loading of PvP battles. If more than 2 intentionally interrupted loads are recorded within 3 hours, then access to PvP is banned for 3 hours
  7. Added new weapons and body armor. Some of the weapons and body armor now have improved versions with higher parameters, while the other part of the weapons has a greatly increased damage

    New assault rifles and submachine guns:
    [expand type=details]
    AK-712
    G63-V
    L82D5
    SAR-15A
    A3-GT
    CZ-1912
    MP-53
    UNP-11
    AK-77S
    G63N3
    L82C9
    SAR-1L
    A3-N2
    CZ-103
    QBZ-24
    SCAR-T
    AK-21
    HK-612
    MP-55E
    UNP-R4[/expand]
    New Sniper rifles:
    [expand type=details]
    L112H4
    VS-7
    JS-14
    Crytec-M500
    L112EP
    VS-6
    JS-15
    Crytec-M400
    DSR-7
    AZ-35
    M99
    VSS POKOY-M[/expand]
    New machine guns:
    [expand type=details]
    VARYAG-N
    H36-R2
    M-224
    TYPE-70
    VARYAG-GR
    H36C7
    M-231S
    TYPE-56
    M-78
    XZ-18[/expand]
    New shotguns:
    [expand type=details]
    VTB-H
    M-880
    UTS-16
    PM-145
    VTB-SC
    M-960
    UTS-10
    PM-175
    SGA-15
    Sledgehammer-RV
    KA-11[/expand]
    New grenade launchers:
    [expand type=details]
    ML-5
    ME-6A
    ML-3
    ME-9A
    GR-2
    XN-70[/expand]
    New body armor:
    [expand type=details]
    PPS-06
    ATPC-V
    PPS-07
    ATPC-V SUPER
    FORT-S4
    ATPC-67 ASSAULT
    CITADEL-P2
    ATPC-67 ASSAULT-2
    PPS-08
    ATPC-V2
    PPS-09
    ATPC-V2 SUPER
    TITAN-D2
    GUARD-RS
    TITAN-D2 MX
    PALADIN-X
    FORT-S8
    ATPC-91 ASSAULT
    CITADEL-P6
    ATPC-91 ASSAULT-2
    PPS-43
    DEFENDER-G
    PPS-43 COBALT
    DEFENDER M85
    HX-05 EXTRA
    BE-66 OM[/expand]
  8. High-tier weapons and body armor now have an equipment limit based on the rank of the operative. Ordinary operatives will no longer be able to use the most powerful weapons and armor. Fighters will be able to use relatively powerful equipment starting from the rank of "Ensign", and the best equipment - only from the rank of "Major" and higher
  9. Module levels of the base now have an effect on operatives, increasing their stats in the battle

    Hangar:
    [expand type=details]
    LVL1: Increases the range of visibility and detection of Assaults +1
    LVL2: Increases the range of visibility and detection of Snipers +1
    LVL3: Increases the range of visibility and detection of Heavy +1
    LVL4: Increases stealth radius of Assaults +1
    LVL5: Increases stealth radius of Snipers +1
    LVL6: Increases stealth radius of Heavy +1
    LVL7: Increases the range of visibility and detection of Assaults +1 (2 in total)
    LVL8: Increases the range of visibility and detection of Snipers +1 (2 in total)
    LVL9: Increases the range of visibility and detection of Heavy +1 (2 in total)
    LVL10: Increases stealth radius of Assaults +1 (2 in total)
    LVL11: Increases stealth radius of Snipers +1 (2 in total)
    LVL12: Increases stealth radius of Heavy +1 (2 in total) [/expand]
    Barracks:
    [expand type=details]
    LVL1: HP of Assaults +1
    LVL2: HP of Snipers +1
    LVL3: HP of Heavy +1
    LVL4: HP of Assaults +1 (2 in total)
    LVL5: HP of Snipers +1 (2 in total)
    LVL6: HP of Heavy +1 (2 in total)
    LVL7: HP of Assaults +1 (3 in total)
    LVL8: HP of Snipers +1 (3 in total)
    LVL9: HP of Heavy +1 (3 in total)
    LVL10: HP of Assaults +1 (4 in total)
    LVL11: HP of Snipers +1 (4 in total)
    LVL12: HP of Heavy +1 (4 in total)[/expand]
    Skill changes:
  10. The Pistol Shot skill now deals 6 to 8 damage for all base classes Sniper, Assault, and Heavy
  11. The Pistol Shot skill now has a 100% hit chance by default (previously was 85%)
  12. The distance of the Offhand shot skill of the Gunslinger subclass has been increased to 15 cells (previously was 12)
  13. The accuracy of the Gunslinger subclass Offhand shot has been increased to 75% (previously was 65%)
  14. The Can Opener skill now destroys 8 units of enemy armor (previously was 4)
  15. The Sprinter skill of the Scout subclass is now in the 4th row of skills (previously it was in the 2nd)
  16. The Sprinter skill of the Scout subclass now increases the mobility of the mercenary by 2 (previously was 3)
  17. The Good Position skill of the Assault subclass now increases accuracy and crit. chance by 10% (previously it was 5%)
  18. Added a new skill for the base class Assault - Physical training 3, the skill increases health by 3
  19. Added a new skill for the base class Heavy - Good tone 2. When using a heavy or power armored suit, health is increased by 3
  20. Added a new skill for the base class Sniper - Strong Body. When using light body armor, HP is increased by 3
  21. Fixed a bug in calculating the accuracy of the Offhand shot skill, subclass Gunslinger. It took into account the target's cover bonus and could be well below the displayed values. Now the skill always has a 75% chance of hitting at a distance of 15 cells, regardless of the position and parameters of the target
  22. Fixed a bug in the calculation of the damage of the Volley skill. Previously, the skill caused excessive damage to the enemy's armor, now the damage has been adjusted to 5 (previously was 3). Despite the increase in damage numbers, in fact, Volley now deals significantly less damage to the enemy's armor, takes into account the "amortization" of the target and doesn’t have a penetrating effect
  23. Fixed a bug with the cost of the Volley skill. Previously, it could be used after moving, now it always requires 2 AP
  24. Volley skill cooldown has been reduced to 5 (previously was 6)
  25. The range of the Volley skill has been reduced to 20 cells (previously was 25)

    Changes in the contracts:
  26. In contracts on the global map now you can choose the difficulty of the game (if the choice of difficulty is provided). This can be done in the squad formation window, using the arrows to switch the difficulty
  27. In contracts on the global map now you can see the full reward for completing a mission before it starts
  28. In the "Clear the Area" mode now you can select a new experimental difficulty level "Expert"
  29. At the difficulty level "Medium", "High" and "Expert" there are new bots as opponents - people with increased armor, health and damage
  30. Bots on "High" and "Expert" difficulty levels now receive reinforcements
  31. In the Cooperative mode there is now one less enemy wave, and the amount of currency for completing the cooperative has been reduced to 600 (previously it was 750). The Cooperative Expert mode with increased rewards is under development

    Changes in the rating battles rules:
  32. Operatives no longer have a chance to die in a rating battle, as it was before. Even with a conditional "death" on the map after the battle, the operative doesn’t disappear from the squad and can be healed after the battle, as in other types of battles
  33. The Syndicate Shop has received a collection of new weapons and body armor
  34. The Syndicate Shop no longer offers Advanced quality items, Elite only
  35. The Syndicate Shop is now available immediately after completing the 6th Chapter of the story, when the opportunity to participate in rating battles opens
  36. Most of the weapons and body armor (except for the weakest) received unique features that affect the characteristics or skills of mercenaries, carefully study the description of weapons and body armor
  37. The rewards for the highest PvP rating in the season have been completely updated. There are the following rewards now:
    [expand type=details]
    Iron Division - A4,000 + $5,000
    Modules Crate (Rare Container)
    Weapon Crate (Rare Container)

    Bronze Division - A6,000 + $10,000
    Modules Crate (Elite only)
    Armor Crate (Rare Container)
    Weapon Crate (Rare Container)

    Silver Division - A8,000 + $15,000
    Body Armor Modules (Elite Only)
    Weapon Modules (Elite Only)
    Weapon Crate (Rare Container)

    Gold Division - A10,000 + $20,000
    Body Armor Modules (Elite Only)
    Weapon Modules (Elite Only)
    Weapon Crate (Elite Container)
    Body Armor Crate (Elite container)

    Platinum Division - A15,000 + $30,000
    Body Armor Modules (Elite Only)
    Weapon Modules (Elite Only)
    Weapon Crate (Ensign-grade Equipment)
    Body Armor Crate (Elite container)

    Elite Division - A20,000 + $45,000
    Body Armor Modules (Elite Only)
    Weapon Modules (Elite Only)
    Weapon Crate (Ensign-grade Equipment)
    Body Armor Crate (Ensign-grade Equipment)

    Master Division - A25,000 + $60,000
    Body Armor Modules (Elite Only)
    Weapon Modules (Elite Only)
    Weapon Crate (Major-grade Equipment)
    Body Armor Crate (Ensign-grade Equipment)

    Champion Division - A30,000 + $75,000
    Body Armor Modules (Elite Only)
    Weapon Modules (Elite Only)
    Weapon Crate (Major-grade Equipment)
    Body Armor Crate (Major-grade Equipment)[/expand]
  38. The duration of the rating season is now 28 days

    Other changes:
  39. Updated the dialog box of losing connection to the server. Now, when an enemy or ally loses connection on their turn, you’ll see a window with the required time to reconnect
  40. Now, when the enemy receives critical damage, the received damage will be displayed correctly
  41. Fixed a bug with timers being out of sync for two players in PvP, which sometimes led to skipping a turn
  42. Fixed a bug due to which the sound of a bullet hitting the enemy and the walking of opponents were not regulated by the game settings
  43. Fixed a bug, when choosing a target for throwing a grenade, the outlines of enemy fighters were highlighted, who should have been invisible to your operatives
  44. Fixed a bug due to which after activating the Headshot skill the critical chance didn’t change
  45. Fixed a bug, when after activating the Can opener skill, it wasn’t displayed how much armor a hit on an enemy would remove
  46. Reduced animation delay after pressing the "Fire" button and shooting at the enemy
  47. Reduced animation delay when using the Offhand shot skill
  48. Minor GUI fixes
  49. Minor bug fixes on maps
over 3 years ago - /u/RAM_Pressure - Direct link

Hey, Redditors!

  1. Item tooltip changed. It has become larger, more convenient and more informative. In the next updates we plan major changes to the equipment interface for operatives, changing the tooltip of items is a preparatory stage for these changes

  2. Reduced the increase in the grenade throw range depending on the growth of the operative’s Strength, the base throw range has not been affected

  3. Sniper rifles now have a significantly increased accuracy penalty at close range. The length of the distance remains the same: from 8 to 14 cells, depending on the rifle

  4. The accuracy of machine guns, assault rifles, submachine guns and shotguns now has an additional bonus at close range, starting from a distance of 8 cells to the target, and at a distance of 1 cell the bonus is maximum

  5. Each special offer now guarantee at least one high-level weapon or body armor

  6. Changed the parameters of the automatic bans system for intentionally interrupting the loading of PvP battles. If more than 2 intentionally interrupted loads are recorded within 3 hours, then access to PvP is banned for 3 hours

  7. Added new weapons and body armor. Some of the weapons and body armor now have improved versions with higher parameters, while the other part of the weapons has a greatly increased damage

  8. High-tier weapons and body armor now have an equipment limit based on the rank of the operative. Ordinary operatives will no longer be able to use the most powerful weapons and armor. Fighters will be able to use relatively powerful equipment starting from the rank of "Ensign", and the best equipment - only from the rank of "Major" and higher

  9. Module levels of the base now have an effect on operatives, increasing their stats in the battle

Hangar:

  • LVL1: Increases the range of visibility and detection of Assaults +1
  • LVL2: Increases the range of visibility and detection of Snipers +1
  • LVL3: Increases the range of visibility and detection of Heavy +1
  • LVL4: Increases stealth radius of Assaults +1
  • LVL5: Increases stealth radius of Snipers +1
  • LVL6: Increases stealth radius of Heavy +1
  • LVL7: Increases the range of visibility and detection of Assaults +1 (2 in total)
  • LVL8: Increases the range of visibility and detection of Snipers +1 (2 in total)
  • LVL9: Increases the range of visibility and detection of Heavy +1 (2 in total)
  • LVL10: Increases stealth radius of Assaults +1 (2 in total)
  • LVL11: Increases stealth radius of Snipers +1 (2 in total)
  • LVL12: Increases stealth radius of Heavy +1 (2 in total)

Barracks:

  • LVL1: HP of Assaults +1
  • LVL2: HP of Snipers +1
  • LVL3: HP of Heavy +1
  • LVL4: HP of Assaults +1 (2 in total)
  • LVL5: HP of Snipers +1 (2 in total)
  • LVL6: HP of Heavy +1 (2 in total)
  • LVL7: HP of Assaults +1 (3 in total)
  • LVL8: HP of Snipers +1 (3 in total)
  • LVL9: HP of Heavy +1 (3 in total)
  • LVL10: HP of Assaults +1 (4 in total)
  • LVL11: HP of Snipers +1 (4 in total)
  • LVL12: HP of Heavy +1 (4 in total)

Skill changes:

  1. The Pistol Shot skill now deals 6 to 8 damage for all base classes Sniper, Assault, and Heavy.

  2. The Pistol Shot skill now has a 100% hit chance by default (previously was 85%)

  3. The distance of the Offhand shot skill of the Gunslinger subclass has been increased to 15 cells (previously was 12)

  4. The accuracy of the Gunslinger subclass Offhand shot has been increased to 75% (previously was 65%)

  5. The Can Opener skill now destroys 8 units of enemy armor (previously was 4)

  6. The Sprinter skill of the Scout subclass is now in the 4th row of skills (previously it was in the 2nd)

  7. The Sprinter skill of the Scout subclass now increases the mobility of the mercenary by 2 (previously was 3)

  8. The Good Position skill of the Assault subclass now increases accuracy and crit. chance by 10% (previously it was 5%)

  9. Added a new skill for the base class Assault - Physical training 3, the skill increases health by 3

  10. Added a new skill for the base class Heavy - Good tone 2. When using a heavy or power armored suit, health is increased by 3.

  11. Added a new skill for the base class Sniper - Strong Body. When using light body armor, HP is increased by 3.

  12. Fixed a bug in calculating the accuracy of the Offhand shot skill, subclass Gunslinger. It took into account the target's cover bonus and could be well below the displayed values. Now the skill always has a 75% chance of hitting at a distance of 15 cells, regardless of the position and parameters of the target

  13. Fixed a bug in the calculation of the damage of the Volley skill. Previously, the skill caused excessive damage to the enemy's armor, now the damage has been adjusted to 5 (previously was 3). Despite the increase in damage numbers, in fact, Volley now deals significantly less damage to the enemy's armor, takes into account the "amortization" of the target and doesn’t have a penetrating effect

  14. Fixed a bug with the cost of the Volley skill. Previously, it could be used after moving, now it always requires 2 AP

  15. Volley skill cooldown has been reduced to 5 (previously was 6)

  16. The range of the Volley skill has been reduced to 20 cells (previously was 25)

Changes in the contracts:

  1. In contracts on the global map now you can choose the difficulty of the game (if the choice of difficulty is provided). This can be done in the squad formation window, using the arrows to switch the difficulty

  2. In contracts on the global map now you can see the full reward for completing a mission before it starts

  3. In the "Clear the Area" mode now you can select a new experimental difficulty level "Expert"

  4. At the difficulty level "Medium", "High" and "Expert" there are new bots as opponents - people with increased armor, health and damage

  5. Bots on "High" and "Expert" difficulty levels now receive reinforcements

  6. In the Cooperative mode there is now one less enemy wave, and the amount of currency for completing the cooperative has been reduced to 600 (previously it was 750). The Cooperative Expert mode with increased rewards is under development

Changes in the rating battles rules:

  1. Operatives no longer have a chance to die in a rating battle, as it was before. Even with a conditional "death" on the map after the battle, the operative doesn’t disappear from the squad and can be healed after the battle, as in other types of battles

  2. The Syndicate Shop has received a collection of new weapons and body armor

  3. The Syndicate Shop no longer offers Advanced quality items, Elite only

  4. The Syndicate Shop is now available immediately after completing the 6th Chapter of the story, when the opportunity to participate in rating battles opens

  5. Most of the weapons and body armor (except for the weakest) received unique features that affect the characteristics or skills of mercenaries, carefully study the description of weapons and body armor

  6. The rewards for the highest PvP rating in the season have been completely updated. There are the following rewards now:

Iron Division - A4,000 + $5,000

  1. Modules Crate (Rare Container)
  2. Weapon Crate (Rare Container)

Bronze Division - A6,000 + $10,000

  1. Modules Crate (Elite only)
  2. Armor Crate (Rare Container)
  3. Weapon Crate (Rare Container)

Silver Division - A8,000 + $15,000

  1. Body Armor Modules (Elite Only)
  2. Weapon Modules (Elite Only)
  3. Weapon Crate (Rare Container)

Gold Division - A10,000 + $20,000

  1. Body Armor Modules (Elite Only)
  2. Weapon Modules (Elite Only)
  3. Weapon Crate (Elite Container)
  4. Body Armor Crate (Elite container)

Platinum Division - A15,000 + $30,000

  1. Body Armor Modules (Elite Only)
  2. Weapon Modules (Elite Only)
  3. Weapon Crate (Ensign-grade Equipment)
  4. Body Armor Crate (Elite container)

Elite Division - A20,000 + $45,000

  1. Body Armor Modules (Elite Only)
  2. Weapon Modules (Elite Only)
  3. Weapon Crate (Ensign-grade Equipment)
  4. Body Armor Crate (Ensign-grade Equipment)

Master Division - A25,000 + $60,000

  1. Body Armor Modules (Elite Only)
  2. Weapon Modules (Elite Only)
  3. Weapon Crate (Major-grade Equipment)
  4. Body Armor Crate (Ensign-grade Equipment)

Champion Division - A30,000 + $75,000

  1. Body Armor Modules (Elite Only)
  2. Weapon Modules (Elite Only)
  3. Weapon Crate (Major-grade Equipment)
  4. Body Armor Crate (Major-grade Equipment)
  5. The duration of the rating season is now 28 days

Other changes:

  1. Updated the dialog box of losing connection to the server. Now, when an enemy or ally loses connection on their turn, you’ll see a window with the required time to reconnect

  2. Now, when the enemy receives critical damage, the received damage will be displayed correctly

  3. Fixed a bug with timers being out of sync for two players in PvP, which sometimes led to skipping a turn

  4. Fixed a bug due to which the sound of a bullet hitting the enemy and the walking of opponents were not regulated by the game settings

  5. Fixed a bug, when choosing a target for throwing a grenade, the outlines of enemy fighters were highlighted, who should have been invisible to your operatives

  6. Fixed a bug due to which after activating the Headshot skill the critical chance didn’t change

  7. Fixed a bug, when after activating the Can opener skill, it wasn’t displayed how much armor a hit on an enemy would remove

  8. Reduced animation delay after pressing the "Fire" button and shooting at the enemy

  9. Reduced animation delay when using the Offhand shot skill

  10. Minor GUI fixes

  11. Minor bug fixes on maps

External link →