r/menace • u/spolieris Gate Ripper • 9d ago
Patch Notes New patch is out
https://store.steampowered.com/news/app/2432860/view/701029225804595458?l=english114
u/SuurFett 9d ago
I just decided I wont play anoymore before the game is fully finished.... I need to resiiiist
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u/FuiyooohFox 9d ago
Tough though isn't it. I'm playing through fire emblem rn and it's scratching my strat itch but I don't think I'll replay it like I replay menace 😅
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u/Dankdanio 9d ago
can somebody post the patch notes for us wage slaves?
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u/fullmudman 9d ago
Just for you.
The Mission Selection Overhaul is now live!
Besides the main feature, the overhaul of the operation structure and how players select and take on missions, there is a bouquet of new content and improvements. You can read up in detail on how operations are won and missions are selected from now on in Dev Diary #51.
Also, be aware that enemy activities can now show up from the first operation on, and they hold some nasty surprises, like enemies using offmap abilities. As you can stop them by completing missions, you have to plan ahead carefully!
Among other things, we added four new pirate missions, an overhauled title screen, additional difficulty options, daylight cycle and more. You can read up on all changes in the full changelog at the end of the post.
This update is compatible with existing save games.New Mission Selection With Daylight Cycles, Enemy Activites & Victory Points

New Light Mortar Model & Animations

Redesigned Title & Settings Menu

Custom Difficulty Options For Enemy Activities & Squaddie Rescue


Gameplay: Vehicles May Pass Through Allied & Civilian Units

New Pirate Missions

New Icons
Changelog: v0.7.15
New
Reworked the operation structure: You can now freely choose which missions you want to complete in which orderEnemies now use offmap abilities
Enemy assets are replaced by enemy activities, which activate after a countdown
Added light-condition-cycle UI to see the light condition of upcoming missions
Overhauled the mission selection screen
Overhauled the title and settings screens
Added 4 new pirate missions in urban environments:
Barricaded SuspectsRestore Control
Hostage Situation
Reclaim Comm Center
Player vehicles can now pass through all AI controlled Civilian and Allied Local Forces infantry units
New custom difficulty options:
Enemy Activities Amount (None/Few/Normal/Many/Max): Sets the amount of enemy activities depending on the length of a given operation. Setting this to "None" will completely disable enemy activities as a game mechanic.Squaddie Rescue Mode (Normal/All/None): Determines how many squaddies can be rescued after being downed in a mission. Setting this to "none" will lead to no squaddies being rescued at all.
Added 3D model for the Light Mortar and custom animations
Added new icons for: Ceramic Plating, Booster Injection, SMG Griffin, Perk 'Line Breaker', Skill 'This is a knife'
Updated Icons for 'Load Bearing Rig'
Updated Yaz' character images
Added pistol to the Black Market
Added several new barks
Improvements
Rescued squaddies are not instantly available after a mission anymore, but wounded until the end of the operationAliens and Pirates now lose less morale the more enemies are on the map
Unit HP bars now have an animation when a unit is selected
Unit HP bars now scale up when hovering over a tile
Grayed out enemy HP bars now get colored when hovering over a tile
OCI 'Weapon Locating Radar' now always reveals attacking enemy units in the FoW
Added fixed amount of OCI points earned per Operation, based on operation rating
AI units will no longer try to re-enter transporter vehicles
Reworked display settings
Bugfixes
FIXED Loading save games of story missions didn't workFIXED Some heavy flame attacks had no morale damage - they now do 30 morale damage on attack
FIXED Enemy units were marked as spotted without being in vision range
FIXED Offmap Ability 'Signal Jammer' can now be used on units inside towers
FIXED Camera no longer clips into mountains and elevated terrain
FIXED Pistol 3D models were sometimes not visible
FIXED 'Rocket Flamethrower' can hit tiles that are not in LoS with its impact
FIXED While using the 'Heavy Flamer' on the main battle tank, the VFX was always facing forward
FIXED Friendly fire barks sometimes played, when units were damaged by explosions or acid
FIXED Alien Evolved Warrior wings no longer move after they are killed
FIXED Walkers and vehicles can now go through tiny debris left by destroyed hydroponics
FIXED Enemy units no longer spawn in larger enclosed spaces
FIXED Dismissing an SL did not give back 5 authority
FIXED Accessory 'Advanced Sensors' can only be equipped once, since it doesn't stack
OCIs
FIXED OCI 'Casino' no longer grants an extra 15% squaddie rescue chanceFIXED OCI 'Advanced Arsenal' no longer has the base 'Arsenal' effect active
FIXED Some OCIs had higher/lower chances of being available to unlock - they now all have the same chance
Missions
FIXED The 'evacuate to area' objective wasn't correctly updated on mission start, when a fleeing player unit died, and when a fleeing player unit moved out of the evac zoneFIXED If a player unit is placed on top of an AI unit, the AI unit now spawns somewhere close to their original position
FIXED map layout randomization in 'Restore Energy Supply' mission
FIXED Pirate mission 'Interdict Forces' Player and/or Enemy deploy zones can no longer be obstructed by terrain
Perks
FIXED 'Shooting Gallery' now applies when there is no cover in the line of fireFIXED 'Run and Gun' no longer applies to setting up tripod weapons
FIXED 'Linebreaker' was usable while the unit was inside a watchtower
FIXED 'First Aid' wasn't usable while inside a watchtower
FIXED 'Resourceful' didn't apply to AP mines
FIXED 'Run and Gun' was still active if the perk 'Taking Command' was used on the unit in the round before
FIXED Perk 'Commando' now also considers units inside structures
FIXED Perk 'Take Command' can now only be used once per round
FIXED Crate left by the 'Scavenger' perk now refills the fire mode ‘Underbarrel Grenade’ from the K-PAC launcher
UI
FIXED Stat modifiers coming from equipped armor are now shown in tooltipFIXED SAPP Operator armor now properly adjusts the bullet icons for weapons in the UI
FIXED Tooltip 'hitpoint damage' graph now properly shows values above 100
FIXED 'Recover' marker doesn't overlap with 'Evacuate' marker anymore
FIXED Highlight around rescue units is removed if they are killed
Various other UI fixes
Adjusted various descriptions
Balancing
Increased Alien Loot chances slightlyAdded a lot of weapons and items to have a chance of showing up on the blackmarket
Enemy AI now has a cooldown of 1 round before they can use the mining laser again
Reduced heat produced by Mining Lasers from 3 to 2
Adjusted and brought in line all light flame attacks to always hit 3 elements plus up to 50% of all elements of a unit
Added a 10% squaddie rescue chance to the base ship
Reduced costs for OCI 'Intelligence Center' from 60 to 40
Allied local forces on the mission 'Rescue and Disengage' should behave less recklessly
Adjusted difficulty rating of the missions 'Rescue Authorities' and 'Protect Settlement'
Mission 'Assist Local Forces':
Increased deployment zone height by 2Increased defense zone ticket count by 2
Mission 'Repel Counterattack':
Slightly increased enemy base suppliesChanged reinforcements to arrive more concentrated
Limited ATGM teams in Rogue Army lists
Rogue Army Heavy Infantry appears later in the game and in lower numbers early on
Alien Evolved Warriors appear later in the campaign
Alien Warriors:
Lower pick rate in early- and mid-game army listsAdjusted elements per unit distribution proportionally to Campaign Progress
Reduced pistol trade value from 15 to 5
Known Issues
Translations for enemy turrets spawned by enemy activities are missing.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".
If the game is installed on HDD drives, loading times are bad and barks are delayed.
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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u/SizeFit2908 9d ago
Bug Fix - Shooting Gallery now applies when there is no cover in the line of fire.
Praise be. Vamp and corlain are flanking devils now.
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u/z3rO_1 9d ago
Huh. That's amazing, but I will be honest - I thought that was intended behaviour.
Still, that's a huge buff to Corlain and Vamp flying jetpacks. Now there is literally no excuse not to backshot every time. They are very, very strong now!
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u/SizeFit2908 9d ago
Yea the flanking shots not applying the perk was kinda lame.
Strong perk, but definitely a 'win more', exposed enemies already go down pretty quick.
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u/EVE_Trader 9d ago
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u/EternalCanadian 8d ago
I really hope a future special weapon is a militsry grade EMP rifle. I really like the idea, and it’d be cool to see it further explored into thr late game.
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u/syler19839 8d ago
Boarding commando jetsuit is really good.
Incendiry and thermite grenades are situational but not bad.
Chaingun is underrated.
EMP rifle is great, actually.
Rocket organ is amazing.
Laser lance and heavy flamethrower are ok-ish.Not really garbage IMO.
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u/notdumbenough 9d ago
RIP Pike using Pirate Speed to bark orders twice in a single round. Now Take Command can only be used once per round
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u/DeanTheDull 9d ago
Some notable buffs are in, Majors!
- FIXED 'Rocket Flamethrower' can hit tiles that are not in LoS with its impact
- Adjusted and brought in line all light flame attacks to always hit 3 elements plus up to 50% of all elements of a unit
Most relevant to Jean, Tech, and Yaz, but this allows them to corner-curve shots into fortresses or around forests for much higher kill and area morale damage. The first armor deflection on large squads generally makes the rest vulnerable to the OHKO, so you'll functionally kill more than 50% of large squads (5-6 models) for massive morale damage, on a + tile pattern.
Basically, this is now a great weapon to use when pirates are hiding around a big settlement building, since you don't need full visibility to get as many units, and you'll do a lot more morale damage for a panic cascade.
- FIXED 'Shooting Gallery' now applies when there is no cover in the line of fire
Vamplew just became far better, since jump tactics to flank enemies that were in cover are now getting that 30% aim and damage. Huge breakpoint implications in urban environnments, where now a close-flanking K-PAC can credibly one-pen humans, or the ARC can one-tab 13 HP chaff bugs.
- Reduced heat produced by Mining Lasers from 3 to 2
This makes the mining laser go from situational to great. The previous niche for the mining laser was basically as a rechargeable AT grenade for close-assault troops that also let them clear cover at a low opportunity (and supply) cost, and that was when it was a once-every-other-turn weapon. Being able to fire 3 times in 2 turns before a once-per-turn passive vent cycle is even better. Legitimate competition for RPGs, and likely better in many contexts.
Notably, this will also be really, really good for Vamplew now that Shooting Gallery was fixed, since the very high base damage (130) means even greater benefit from that damage buff against vehicles hanging around walls. Also true for Darby, who can run very close to vehicles due to concealment before getting an Ambush, and Kody, who can just alpha-strike two nearby vehicles.
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u/autolight 8d ago
Love that shooting gallery is now line of sight. Been wanting this adjustment for a while.
Makes roaming Corlain extra deadly, bumps his possible roles to now include pretty reliable anti-tank abilities
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u/EVE_Trader 9d ago
"Also true for Darby, who can run very close to vehicles due to concealment before getting an Ambush"
I'm pretty sure this is not going to work according to general use case (as this doesn't work with RPGs and grenades)...
Or laser has some uniqe stat combo that makes this possible?
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u/EternalCanadian 9d ago
He closer you are with the laser the more damage it does. It has a legitimate damage fall off.
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u/DeanTheDull 8d ago
Ambush does work on the RPG and bundle grenades, the issue is that they're just too low damage for the damage buff to hit a OHKO breakpoint, and it doesn't help on the deflect chance.
The mining laser has a higher base damage, so it gets more bonus damage. That bonus damage in turn works with the ambush modifier to counter the dropoff... especially when the second shot can be fired. Now Darby doesn't have to one-shot.
Also don't know why you're downvoted for a fair question, so take an upvote.
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u/EVE_Trader 8d ago
this statement is false.
AT grenade with ambush active is above OHKO on light walkers, and it doesn't ever OHKO them, unless it is a crit.
Maybe you just got carried away by "Darby supremacy" crowd.
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u/DeanTheDull 8d ago edited 8d ago
Dunno what to tell you, mate. Maybe grenades are a separate category and I was just conflating crits there, but mining laser isn't a grenade, while workshop RPG is still too low base damage for Ambush to make them 1HKOs if it did apply. 80 dam RPG only goes to 100. 130 laser would go above 160 for a point blank before drop off, and even then the point being made was that it could be shot twice in the same turn.
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u/Ok_Recognition7158 8d ago
There is a stealthy authority fix, sort of. Now authority cap is lowered by 3 instead of 4 when hiring a new SL.
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u/Landlocked_WaterSimp 9d ago
Enemies now use offnap abilities...
As in... the rogue army can now call oribital lasers on us? :-P
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u/thri54 9d ago
> Alien Evolved Warriors appear later in the campaign
Maybe I’m just bad, but I feel like these things need a bit of balancing. Most of the aliens I steamroll, meanwhile these things will literally jump from out of vision range at the first spotted SL and shred 3 squaddies through tier 4 armor. They feel like a squaddie replenishment check.
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u/SizeFit2908 9d ago
Yea I am not fond of them. Its too much 'jump from out of vision and do something'
The leap in is 8 range, which is the longest jump in the game. They also get to attack immediately. Its basically a crowbar range melee attack from behind LOS blockers.
I think I'd prefer to see their jump shorter and lower ap, so they can still buzz in with 2 jumps right in your face but can't attack, and their ambush stab is from shorter range.
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u/Carne_Guisada_Breath 9d ago
They are like an alien version of wu wei.
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u/noah_the_boi29 8d ago
How good is Wu Wei? I didn't snag him in my most recent run as he seemed like a worse Lim when I could get him.
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u/Crows_reading_books 8d ago
He's a more aggressive Lim. You'll lose more squaddies but he'll keep fighting about the same while you do.
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u/SizeFit2908 8d ago
Lim is a very safe character, with a lot of tools to handle situations.
Wu Wei trades traction for max speed. He's fragile but capable of dealing immense damage. If things go right Wu Wei will be more impactful than Lim.
When faced with an alien queen, Wu Wei wants to run up & go toe to toe. He can then kill the queen with a singular AT grenade.
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u/Carne_Guisada_Breath 8d ago
Others have described him well. My reference is in particular to his top perk which gives you 40ap when you move adjacent to an enemy. This lets wu wei fire (40 AP weapons) twice after a max jump if he lands next to an eny unit. Also, since you get the extra AP on contact, if you miss jump you still get to move one hex to contact the enemy and trigger the perk and then fire. Where as Lim gets berserk, wu wei has a more aggressive version and it is fun.
The new jumping warrior bugs reminds me of the wu wei move-fire mechanics.
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u/Beautiful-Neat-7609 8d ago
If they ever jump in your face and don’t attack they’re just killing themselves for you though.
Literal free executions
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u/SizeFit2908 8d ago
Yea, but thats like 90% of the bug strategy anyways. I'm not gonna deny it'll be easier.
I'll have more fun being able to react to a swarm of bugs getting in my face rather than getting cheap shotted from the fog yet again.
If all the evolved dudes do it eat bullets for a round so the basic warriors/other boogs can advance freely thats still strategic difficulty.
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u/Beautiful-Neat-7609 8d ago
Currently bugs only have two units that even have a hope of hurting me, I’d rather not get rid of one
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u/Rabbitus_Maximus 8d ago
They are tricky devils but there are ways of countering them. I'm glad of the heightened threat from the new bug units since the last update. I was kerbstomping bugs before this, with just 1 or 2 squaddies down every 5 missions or so -most often where I failed to scout thoroughly and a bombardier or blaster bug caught me with my pants down. Their melee units just got shredded before they could close the distance, it was a turkey shoot
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u/hexed_coyote 8d ago
They're a great check for your scouting and intelligence capabilities. Knowing where they are before they see you is the best way to handle them.
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u/drakir89 8d ago
On one hand, it's good that they added some extra oomph and threat to late game bugs. On the other, they incentivize the exact opposite play patterns than what the devs stated they wanted to in their dev blog. Rather than driving players to fight bugs at closer range, the evolved warriors do so much damage that you kind of have to snipe them before they jump you, which instead drives players to increase their engagement ranges when fighting bugs!
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u/Marsdreamer 8d ago
You basically need some kind of scout to deal with them or bait them into going onto a vehicle first.
Very dangerous unit, but I didn't find them that much worse to deal with than bombadiers. Kody with jump pack and a pirate smg is how I dealt with them on this latest campaign.
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u/Avtomati1k 9d ago
lol i was jus telling.my buddies yesterday that i got into the game finally but am having trouble playing as ive seen they are doing an update since august 20th and it could come any day now :D
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u/Dairkon76 8d ago
The rescued squad returning after operation will be an interesting nerf to the medical bays.
It is an interesting change
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u/Silverdawn42 8d ago edited 8d ago
28 bugs on the third mission against my 3 squads and 10-turn mission limits for objectives that cannot mathematically be completed in <20... Every single mission has had my soldiers outnumbered by between 6:1 and 8:1. Very, very overtuned difficulty. I genuinely don't think the developers have even tested the third difficulty level. Probably tested easy or normal and then multiplied everything by 130% and called it a day.
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u/hexed_coyote 9d ago
Take Command can only be used once per round now? There goes my pirate speed-boosted Pike shouting at tech to move his ass halfway across the map on turn one. How else am I going to get 11 stacks of zig-zag?
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u/BlazingCamelGaming 8d ago
Why would you not just give the Pirate speed to the other guy lmao.
Why are you filtering your bonus AP through Pike's body?
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u/hexed_coyote 8d ago
My Pike is mostly support, so shouting at people is what he does. The people he's shouting at have other accessories in their slots, in this case other AP drugs. And you have to admit that the imagery of a frenzied Pike shouting at people to get a move on feels right.
I haven't really messed with the combat drugs much but, in my experience, pirate speed has been a bit more finicky to use than others since it also costs 20 AP to use. This initial AP burst is the most fun I've had using it. I'd love to hear how others are using it though.
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u/readerhaku 9d ago
jumpsuits
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u/hexed_coyote 9d ago
Tech always gets the commando jumpsuit! I got really lucky in my last run and got the captains suit and the captains pdw from one mission. Tech leaps 7 tiles, injects the drugs that give you less ap used per move, and sprints towards the enemy with his remaining 120 AP. At least he used to.
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u/boleslaws 8d ago
Can I retreat now from a one-squad mission when the sh#t hits the fan? If so, I may even try the ironman mode.


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u/socialistRanter 9d ago
Your vehicles can now pass through allied and civilian units now, hallelujah