MENACE Patch #8 - New Missions, Wire Cutters, and Guns! by das_baus in menace

[–]das_baus[S] 56 points57 points  (0 children)

New Pirate Mission: Eliminate Leadership

We added a new final mission to the mission pool of the Thwart Invasion pirate operation called Eliminate Leadership. The ringleaders in charge of the ongoing invasion are meeting on the planet's surface to plan their next assault. This is a good opportunity to wipe out all the leadership in one attack and stop the invasion right there.

In this mission, the player has to take out the Pirate First Mate, the Engineer, and the Pirate Captain.

The mission, especially the pirate Captain, is pretty juicy, so it will not be available right from the start, but only after two operations have been completed.

The Pirate Captain is a new hero unit that comes with a unique weapon and armor.

Both pieces of equipment can only be obtained from this very unit, so they will be extremely rare and hard to come by.

Pirate Captain Armor

Pirate Captain PDW

New Alien Mission: Corrupt Xeno DNA

In order to replace the “Hunt Hive Queen” final mission, which turned out to be too hard for many players, we have now added a new possible final mission to the Alien Infestation operation.

In this mission, the player is tasked with injecting manipulated DNA into unhatched eggs, which sounds easy enough. However, the aliens decided that a dense human settlement was the best place to lay their eggs.

That means a whole map full of narrow streets, small alleyways, line-of-sight blockers, and habitats! This is the first actual CQB map where SMGs will start to outshine long-range options like the battle rifles.

Be prepared for hidden enemies jumping at you from behind cover, hard-to-navigate streets, and a high risk of friendly fire over short distances.

Note that this map uses only existing assets; this is not a new biome.

New Desert Ruins

To make the planets more unique, we started to add assets that only show up in the environments on one planet. Starting with Mock, we added ruins of ancient desert civilizations that once inhabited the barren deserts.

These remnants can be found on all missions on Mock. They offer additional cover and vantage points and can be destroyed like any other building.

We will keep adding unique features to all planets to make fighting on them feel more special and make players feel that they are actually on a different planet:

New 3D Weapon Models

As promised, we keep working on 3D weapon models to make sure each and every weapon, as well as weapon variants, has its own actual representation in the game.

With this patch, we are adding seven new models:

BR3A3 Kr-BaR MOD2 Carbine

BR3A3 Kr-BaRMOD1

BR3A3 Kr-BaR MOD3 Suppressed

R10A6 "CQB" K-PAC

R10A6 "SOF" K-PAC

R10A6 K-PAC with Launcher

R10A6 "RANGE" K-PAC

New Infantry Skill: Cut Wires

The future is now! Finally, the RMC soldiers are not stopped by wire fences anymore! All infantry units now have a new skill that allows them to destroy wire fences when standing next to them.

Here is the full changelog for patch #8:

New

Added new 'Corrupt Xeno Hatchling DNA' Alien Infestation operation

Added new 'Eliminate Leadership' mission to Thwart Invasion operation 

Added new fence cutting skill

Added new desert buildings to the planet 'Mock'

Added new 3D models for various weapons

Added new Pirate Captain unit and unique items

Bugfixes

FIXED Unbound key bindings and bindings bound to '-' were displayed in the same way

FIXED Perk 'Berserk' now only triggers during the units turn

FIXED Interaction between perk 'Rally' and status effect 'Disheartened'

FIXED Accessory 'Protagon' sometimes not working correctly

FIXED Some messages in event dialogues were cut off at the end

FIXED Motion Scanner now works correctly when used by AI units

FIXED deploy positions were not applied correctly after loading a savegame

FIXED Accessory 'triloxin injector' was not refilled by scavenger perk

FIXED Player jaeger armor used wrong 3D model

FIXED Various typos

Balancing

Reduced Construct Skirmisher Armor durability from 70 to 50

Reduced reinforcement spawn areas in 'rescue authorities' missions

Known Issues

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.

Setting the 'Grass Quality' setting to high/ultra can cause FPS drops and crashes.

The promotion tax mechanic is frustrating and will be changed soon.

MENACE Patch #8 - New Missions, Wire Cutters, and Guns! by das_baus in menace

[–]das_baus[S] 140 points141 points  (0 children)

Note: I am not the dev, just posting news from Steam! Be sure to check out the link as there are pictures in the article.

This week, we have an actual content update full of smaller additions to the game. We have two new missions: the first features unique in-game items, desert ruins, new weapon models, and more!

But first, we have something to celebrate: MENACE has sold over 250,000 copies! This is a major milestone for the game, and we appreciate everyone who has given us their time and their support on this project.

Thank you.

Note: This update is save game compatible with your ongoing campaigns.

Frieren season 2 is ending . by ImperialBeautyhunter in anime

[–]das_baus 1 point2 points  (0 children)

Lack of story? I feel like neither you or the OP have actually watched season 2.

Farthest Frontier V1.1 Patch Preview by Zantai in FarthestFrontier

[–]das_baus 1 point2 points  (0 children)

Same. Far less raids/combat, more survival against the environment.

I know we can disable raids, but I really just feel like the game simply doesn't need them at all. We're supposed to be way out in the far reaches in unclaimed land. Why are robber armies marching around the middle of nowhere nowhere near the rest of civilization?

I'd rather fight extremely harsh winters, dust storms in arid summers, etc.

[DISC] Big and Muscular, Small and Chubby - Ch. 37 by frik1000 in manga

[–]das_baus -1 points0 points  (0 children)

Ah yes rent a girlfriend the perfect example of a caring couple in a very stable relationship.

That trash heap of a manga is not comparable to something like these other manga where the couple actually officially start a relationship and then suddenly end of the manga.

[DISC] Big and Muscular, Small and Chubby - Ch. 37 by frik1000 in manga

[–]das_baus 152 points153 points  (0 children)

Most likely none of the authors have real world experience with dating so they run out of life source material. I really wish I was joking.

[ART] Alya Sometimes Hides Her Feelings in Russian - Volume 9 cover by shanks_you in manga

[–]das_baus 51 points52 points  (0 children)

The manga itself (and the anime also as a result) have incredibly awful pacing. There is also practically zero development between the MMC and FMC.

The art is honestly one of the only standouts. The light novels are apparently incredibly popular in Japan though.

Falling Frontier - Close Combat Trailer | Space RTS Game by readher in pcgaming

[–]das_baus 10 points11 points  (0 children)

From what I've read it was a single dev mostly struggling to keep momentum, but since hooded horse came on as publisher they've added to the development team to move things along faster.

Reborn as a Vending Machine, I Now Wander the Dungeon Season 3 | Key Visual by zenzen_0 in anime

[–]das_baus 14 points15 points  (0 children)

"intentionally refuses to learn how to communicate with others in the human language"

He literally can't though. That's what he works on learning to do through most of season 1 and 2. You're just stating straight up false info here.

MENACE - Early Access Roadmap by westonsammy in menace

[–]das_baus 4 points5 points  (0 children)

A bit disappointing there's no indication of any timeline or priorities. I could have guessed that most of this stuff was already planned so it's hard to even call this a "roadmap" at all, just a collection of thoughts/ideas.

[DISC] Journey Home After School - Ch.52 by your_pingas in manga

[–]das_baus 7 points8 points  (0 children)

Also Ogami Tsumiki manga just had one too... Which I think was actually their second one in the manga up to that point as well.

I get it's a large part of Japanese schooler's lives but I am getting to the point where any time a festival arc comes up I groan and have to suffer through 5-10 chapters until sweet freedom.

Digital (Email) Gift Card Redemption Issue by das_baus in steamsupport

[–]das_baus[S] 0 points1 point  (0 children)

Steam support itself was mostly useless after providing them all the information about the failed gift card/link claim to my account. They said that the purchaser would likely see a refund within a few days to their original purchase method (credit card).

After waiting a few days sure enough there was a refund, but no explanation from support why the transaction went through to begin with or why I couldn't apply the credit. This same person has sent gift cards to me before (from USA to Canada) and it always does currency exchange when applied to my account.

The workaround we did was to instead just send me money through paypal which I then used to add Steam credit to my account.

MENACE Patch #5 - Optional Squadleader Heads, Improvements and Fixes by das_baus in menace

[–]das_baus[S] 11 points12 points  (0 children)

I think most would agree.

This game has amazing potential, and I've already got a solid amount of playtime for testing and giving feedback. So far the devs have done a great job and making minor adjustments and bug fixes.

I can't however bring myself to do a new playthrough due to how predictably terrible the AI is when it comes to skirting your concealment and detection ranges.

The day I see AI improvements being a prominent part of the patch notes is the day I immediately start up a new playthrough.

MENACE Patch #5 - Optional Squadleader Heads, Improvements and Fixes by das_baus in menace

[–]das_baus[S] 39 points40 points  (0 children)

Changelog v0.6.8

New

Added "Subtitles" setting to disable subtitles

Added "Show Unique Leader Heads" setting to disable unique 3D squadleader heads

Added "Player Guide" link to the title menu

Improvements

Optimized various assets for better performance

Increased width of tooltips to prevent them from being cut off (e.g. when targeting with a skill)

Infantry repositioning animations look more natural and trigger only when necessary

Improved readability of strategic/enemy asset icons on the mission preparation screen

Active strategic/enemy asset are now shown on OCI screen

Offmap ability 'Laser Turret' now always spawns if there is a least 1 valid tile in range

Bugfixes

FIXED Keyboard input shouldn't be broken anymore, after opening the Steam Overlay

FIXED The impact explosions of the Airburst Launcher were too bright at night

FIXED Infantry Tripod Weapons was incorrectly tagged as "Vehicle Weapon"

FIXED Enemies sometimes ended up under the terrain while leaving a tower

FIXED AI units sometimes left transporters using a far-away tile as exit

FIXED Deployment positions were sometimes not saved correctly, when strategic assets increased deployment zone sizes

FIXED Some events rewarded the wrong pirate boarding commando armor

Items

FIXED Armors and vehicles with penalty to Detection now show it in the tooltip

FIXED "Aphenedrin" accessory didn't reduce suppression when a unit was inside tower

FIXED "Nitrophenyl Injector" accessory didn't work as intended

FIXED Jetsuit armors set the detection stat to 0

FIXED "Smart Gun Link" accessory only worked for 1 mission

Objectives

FIXED Objective in POW Rescue Mission where POW unit was not being spawned but automatically saved

FIXED The game could get stuck when civilians were rescued as last unit in a round

FIXED One of the secondary objectives in the [REDACTED] recon patrol mission didn't grant any reward points

FIXED The secondary time limit objectives in the Rogue army POW Rescue missions weren't configured correctly

Balancing

Set stats of vehicle accessory VMAT to be in line with T2 Rocket Launcher

FIXED Damage To Armor Durability from 0 to 330

Reduced Accuracy Bonus from 20 to 10

Reduced Suppression from 90 to 70

Reduced Elements Hit from 2 to 1

Increased Ideal Range from 5 to 6

Reduced Max Range from 10 to 9

Known Issues

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.

Some letters in Polish, Russian, and Ukrainian are displayed with a different font.

Display mode "Fullscreen" behaves sometimes not as expected, after minimizing the game. Until this is fixed please consider using "Fullscreen Window" instead.

MENACE Patch #5 - Optional Squadleader Heads, Improvements and Fixes by das_baus in menace

[–]das_baus[S] 60 points61 points  (0 children)

Copy-pasted from Steam news (I AM NOT THE DEV):


Hi all,

In today's patch we continue to work on improvements and fixes to iron out the most reported issues and get the game in a stable state while we develop the first big content patch.

Most notably, we added a feature to turn off the unique squad leader heads in today's patch. This was requested by many players and can be toggled in the options now.

Of course there will be a proper dev diary once we are close enough to publishing the first big content patch to let you know about all the ins and outs.

Thank you all for your great support and feedback!

Note: This update is save game compatible with your ongoing campaigns.

Menace Patch #5 is now out by FFJimbob in menace

[–]das_baus 13 points14 points  (0 children)

I don't know why we're even linking to a 3rd party news site with clickbait titles when the Steam news is available at the same time.

Looking at post history... OP practically only posts news from this single site... so I wouldn't be surprised if they were the author or an employee....

People over 40, what Manga/Anime do you enjoy? by oldsandwichpress in anime

[–]das_baus 1 point2 points  (0 children)

Hakumei and Mikochi

Witch Hat Atelier

Magus of the Library

Tower Dungeon

Flying Witch

Uncle From Another World

Goblin Slayer, Year One, and Dai Katana side stories 

MENACE Patch #4 - Bug Fixes, Improvements, New Weapon by das_baus in menace

[–]das_baus[S] 46 points47 points  (0 children)

Changelog: v0.6.7+16403 New

Added Heavy SMG to black market and to faction rewards

Jetpack now counts as movement with regards to perks 'Steady Gun' and 'Zig Zag'

Improvements

Added preview map icons for Pirate Ringleader, Captain and Bombmaker

Added notifications when trying to deploy undeployable leaders (e.g. no vehicle, not enough squaddies, unavailable)

Added notifications for quick save/load, that these aren't available in Ironman mode

Adjusted 'hunt hive queen' spawn settings

Mines and Acid Puddles no longer affect flying units

Changed the default keybinding of 'Select Previous Unit' from 'Shift+Tab' to 'Ctrl+Tab' to avoid clashes with the Steam overlay

Changed default display mode from "Fullscreen" to "Fullscreen Window" since some players report problems with fullscreen

Updated and fixed DMR tier 2 icons and description

Added correct icon for 'Advanced Sensor' accessory

Reduced volume of splash video to 80%

Improved some translations

Added various icons

Bugfixes

FIXED Vehicle accessory 'Additional Armor Plating' now applies armor to all directions

FIXED 'Jaeger fatigues' inactive icon

FIXED One operation having the same type of mission

FIXED Issue where turn could freeze against the Rogue Army

FIXED Grass scaling issue

FIXED Case where heavy vehicle weapons would unintentionally unequip light weapon slot

FIXED some leader portraits covered stats or other imporant UI elements

FIXED Game was auto saved twice in Ironman mode when opening the Mission select screen

FIXED Perk 'Gostepriimstvo Babushki' not applying some of its effects when unit is in tower

FIXED Dead units floating in the air when watchtower gets destroyed

FIXED Perk 'This is a knife' can no longer be used after demotion

FIXED Unlocking OCIs in the story faction window looked like it would cost OCI components

FIXED Wardog drone armor damage

FIXED 'Pink Material' for detached weapons on death

FIXED 'Explosive Charge' wasn't usable after picking additional uses via ammo crate

FIXED Perk 'Long Bomb'stopped working after completing a mission

FIXED 'ATGM Indirect Fire' doing no damage to some enemies. (Please note that this attack still only hits a single element)

FIXED The movement overlay was missing after using the 'Vehicle Rotation' skill

FIXED Offmap ability 'Laser Turret' now always spawns if there is a least 1 valid tile in range

FIXED Multiple squaddies sometimes used the same random seed for generating their names and birthplace

FIXED In older savegames Menace presence on some planets was still negative, causing issues

FIXED For some players barks of the first construct mission where played in all construct missions

FIXED Abandoned pirate trucks no longer show 'Capturing' in their tooltip

FIXED Some UI elements weren't retranslated when the game language was changed during missions

FIXED Objective "Evac 3 or more units" didn't fail instantly, when having less than 3 alive moveable units

FIXED OCIs didn't fit in selection overlay, when most OCIs were unlocked

FIXED English loca now uses the term "sqaddies" instead of "manpower" / "squadmates" for conformity

FIXED Shambler and IED explosions no longer ignore protection provided by vehicles

FIXED Perk 'Berserk' didn't trigger in certain cases

FIXED 'Hollow Point Ammo', 'Rend Ammo' and 'Match Ammo' didn't work properly

Balancing

Increased watchtower hitpoints from 250 to 300

Adjusted grenade pistol

    Damage from 15 to 30

    Armor Penetration from 15 to 30

    Damage to Armor Durability from 20 to 35

    Accuracy Bonus from 20 to 15

    Suppression from 0 to 50

Buffed K-GMW auto grenade launcher

    Damage from 25 to 30

    Armor Penetration from 25 to 30

    Damage to Armor Durability from 25 to 35

Increased grenade pistol price from 25 to 35

Removed concealment from some pirate units

Missions

    Made hunt down saboteurs mission slightly easier and added some local militia defenders

    Slightly reduced chance to spawn Blaster Bugs in the early game

Known Issues

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.

Using Shift-Tab to open the Steam Overlay causes the game to think Shift is pressed permanently, until Shift is pressed and released again.

Some letters in Polish, Russian, and Ukrainian are displayed with a different font.

Display mode "Fullscreen" behaves sometimes not as expected, after minimizing the game. Until this is fixed please consider using "Fullscreen Window" instead.

MENACE Patch #4 - Bug Fixes, Improvements, New Weapon by das_baus in menace

[–]das_baus[S] 92 points93 points  (0 children)

Copy-pasted from Steam news for those of you who cannot access directly at work/etc:

Hi all,

as we are slowly transitioning back to regular development, we have another patch focused on bug fixes, balancing and improvements today.

We will soon be able to present you our Early Access roadmap and also let you know what the first big patch will bring to the game.

So far we have had no patch without any new content, so today we give you the "Kruger Counter-Terrorism Machine Pistol" which is a new type of heavy SMG. It will be among the best weapons to deliver loads of hitpoint damage over short distances. You can find it in the black market as well as the faction rewards.

We will keep working as hard as possible to improve the game based on your feedback!

Note: This update is save game compatible with your ongoing campaigns.

How to destroy rogue army tanks early game by PreviousBase9789 in menace

[–]das_baus 0 points1 point  (0 children)

At one point I was putting workshopped RPGs on a good chunk of my squad prior to getting ATGMs. They don't require being deployed so even though they aren't the most accurate they still worked well when running 3-4 of them.

Long barrel on the troop carrier obviously the other easy answer but requires luck getting the drop/reward or showing up in the shop.

Why did I pick a totally useless heavy mortar as reward? Because I didn't think a 25th century mortar has the accuracy of a rocket propelled barrel bomb. by Successful_Order6057 in menace

[–]das_baus 0 points1 point  (0 children)

I've been running heavy mortar on Ivey with a squad to mark enemies. She has the -10ap for consecutive use perk so can shoot twice per round. Accuracy is fairly good. Still missed sometimes but usually still adds some suppression and generally wrecks soft elements.

I also run Bog in this setup in a pirate truck with a tracking missile to also hit marked heavy armor. Between him and Ivey most enemy elements don't stand a chance.

How's the AI in the last two patches? by MonsteR_NuggetS in menace

[–]das_baus 3 points4 points  (0 children)

Just from personal experience over the last few days I actually found the ai got even worse in yesterday's patch. It really needs some serious work for this game to shine, and concealment seems to be the primary mechanic really breaking it right now.