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USC: Counterforce - sequel to top-down sci-fi tactics Ultimate Space Commando

Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,203
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Shieeeeeeeet negroes, just finished the first operation and here is a quick update:

Damage and medical system
  • this stuff is again more autistic/deep than one would probably expect, there are several types of negative status effect your soldiers (as well as enemies) can suffer from, so far I have seen: burning (what you would expect, stops burning after a few turns on its own), acid (similar to burning, does special damage to armor), toxin (this is very brutal as the aliens and enviromental hazards cause it a lot, doesnt go away on its own unless treated), paralysis (removes APs, can be caused by some attacks, but more importantly is caused as a side effect of some medications), panic (caused when your team gets fucked up too much, soldiers lose their AP and flee)
  • Each of the special negative status effects have medications that cure them, however some of the medications have negative effects of their own (for example some cause paralisis), which means that your medic needs to pack tons of shit and sometimes you need to employ coctails of drugs (this is p. realistic in fact, kinda like the adenosin/epinephrine coctail used in contemporary militaries) to cure what you need to cure while also neutralising the negative effects of the original cure
  • Anti-Toxin is especially important, because lots of aliens do toxic damage along with many enviromental hazards (see below) and if you let the toxin levels build up you can find yourself in p. bad situation when you have to keep wasting other medical supplies to restore HP, without addressing the poisoning itself (ie you keep getting DoT every turn)
Enviromental hazards and interaction

  • you can pull and push objects such as barels and crates to create barricades, most strong aliens can break through anything (including the walls!), so combat in the interriors can develop in surprising ways, with you barricading yourself somewhere only for the aliens to make their own entry, still pushing things around is p. vital and if you use it smart, it will give you considerable advantage
  • there are also explosive barels and some munitions for grenade launcher can start fires or spread acid over an area
  • there are many types of envirmental hazards, some are there by default, some can be created by use of your weapons and gear, some are created by aliens (usually when they explode on death), you have to be very careful when moving through interriors especially - your soldiers can jump over tiles with hazards, but you have to order them to jump manualy, or they just walk through shit and get hurt
Hacking and electronics

  • your electronics dude (and there should be one on your team) has access to multiple hacking tools you can buy, these allow interactions with locked doors, but also reactors (turn on/off the lights), terminals (can open multiple doors) and computers (give you intel for bonus rewards)
  • the better tools mean better chance of success

From what I have seen but havent tried out yet, there are also welding torches (probably for Alien-style welding of doors), sentry guns, kits that allow you to repair armor during missions and plenty of other stuff. You can apparently craft and upgrade gear in the squad management screen (successful ops reward you with various raw resources among other things), though I am not sure whether this is functional in the current build. Your soldiers also get medals that give them some bonuses.

Shit is so cash thb fam.
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,203
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Early road map:

Revealing our Early Access roadmap!

Hey Marines!

USC: Counterforce has been out for a week, and we appreciate all of the positive feedback from both players and the press! We would also like to thank everyone for the detailed feedback we've received while we work on expanding the game.

Roadmap
With the missions following one another and the bodies of aliens and marines piling up since launch, it's time to share the objectives for the next few months! We keep developing new features for you to try out.
Find out all we have planned for the first phase of Early Access
in this much anticipated
roadmap
!


91f5953af0467a56682b1c0bef4c9f3572ebce61.png


The roadmap promises a number of major features, including a
new game mode
and
new environments
. With each update, you will also notice overall improvements, including the introduction of smaller features, Quality of Life changes and bug fixes.

We encourage and value community feedback
, feel free to share your honest thoughts on the game. Because we are currently in Early Access and unforeseen events may affect the game's development, the features on the roadmap may be subject to change.


8f7da760315712cc2edce76d17349f74cb42362d.png


The
new game mode
and
spaceship environment
are now at the top of the list, as they are
scheduled for this Summer
. Following that, numerous major additions, including
new environments
,
enemies
, and
weapons
, as well as a
new Operations mission
, are
planned for
the
Fall
. We want to work with our community to develop and improve the game, so we welcome community suggestions!

Thank you for joining us on this journey once more. We can't wait to show you all the other things we have planned for you.

Bug reports & feedback
As a reminder, please share any bug reports and your feedback, ideas and suggestions in the Steam Discussions or via our Discord.

Interesting stuff, especially boarding actions. Its a pitty we will have to wait for the campaign until the next year though.

 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,203
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Not at all, though it might come later when the campaign/story elements are in.

The only relevant thing I noticed in the game so far is that you can edit the gender characteristic (just like all other aspects of the characters) however you like (ie there is no slider or preset options) and so you can have a character identify as an attack helicopter if you are so inclined.



attack helicopter.jpg




It has no bearing on the game though, since all the characters are space muhreens in armor and look the same on the map. You can also edit voice pitch of the characters, so I guess people could fuck around with that if they wanted to.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1574870/view/3690190108158048965
First major update on August 28 and Steam Strategy Fest!
Our first new major update is on the way, plus we'll be participating in this year's Steam Strategy Fest!
Hey marines!

We are excited to announce that USC: Counterforce will be participating in the Steam Strategy Fest, a Steam event celebrating strategy games.


6c22f5fe00c3f4640ed785008a022bf9f77e3ac6.png


The
first major update
will be
available
on
August 28
! Discover new content and features like “Defend the Base” mode!
Here’s a reminder of what’s coming for this update!

91f5953af0467a56682b1c0bef4c9f3572ebce61.png


Play USC: Counterforce in Early Access and discover the new content!

The USC: Counterforce Team
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1574870/view/3732978744255590792
Spaceship environment and new content!
Time to jump into the spaceship environment along with new additions with this update!
Hey Marines!

The second round of the Defend the Base! update is live! Explore the
new environment
: the
spaceship with its unique game mechanics
!

This new environment brings
two unique map types in Single Mission mode
: "
Recon vessel
" and "
Ring space station
". The environment and map types not only provide fresh looks, but also a completely new level of gameplay dynamics and tactical complexity. Single Missions provide you with more materials in this spaceship environment.

Spaceship environment and mechanics
Adapt your strategy to these
new gameplay mechanics exclusive to the spaceship environment
:
hull breach
and
decompression
!
  • When the outer wall of a spaceship environment is destroyed, you'll experience hull breach and decompression. The hull breach causes progressive air loss. Decompression increases movement action point costs for all units, making navigation through the spaceship tougher and more dire. Warning lights and sounds, along with grid overlay information, will alert you to this critical situation.
  • With space void comes cold! After an area is completely depleted of air, fires are instantly extinguished, incendiary and acidic damage and effects are nullified, and all units in the room receive Cryo buildup.
  • These pesky aliens are smarter than they look, they won't attempt to destroy outer walls. You can limit the chaos by sealing the room, closing a door in a decompressed zone will instantly restore the atmosphere in the sealed room.
With this environment comes a
new Operations mission
on the spaceship environment:
Onboard invasion
!


1078b85ef3cf1b7f2592d6e0c773a31df0c86c6f.jpg


Defend the Base!
We listened to your ideas, the
Defend the Base!
mode
will
now have barricades
to protect your marines as you collect resources. We also
added a high-caliber turret
,
radar
&
medical station
to expand the possibilities regarding the construction and management of your base.


280c15d1a369550b84785871b2a9c0c556f6c775.png


New icons
As part of the
visual improvement of the game
, all the
item icons have been reworked
.


041fb8974e60ebd5d1a4f4b6ca83b9406bcbf4fd.png


Read the full patch notes here.

Prepare to board the spaceship and encounter new challenges. Stay tuned for details on
upcoming additions during Early Access
!
https://store.steampowered.com/news/app/1574870/view/3702580714446426645
Sneak peek at the new aliens!
There are more threats and enemies to come and content to discover lurking in the shadows!
Hey Marines!

We're thrilled to share
a glimpse of the new content to come for the next major update
, featuring
new enemies and threats
to celebrate Halloween!

The fallen marines served as gruesome inspirations for a
new breed of aliens
.
The horde is not only expanding its ranks but also growing stronger
. These new foes come with
unique gameplay mechanics
and require you to
review your tactics
. Ready your weapons and prepare for battle, as your missions are about to become even more perilous with the discovery of these
fearsome alien entities joining the fight
.


9294176056ef0cc9485a5b7cfac1715103cfe9ce.png


Among them lies the "
Organ Shepherd
," a creature that seems to
mimic human physiology
with remarkable
agility
and
deadly AoE attacks
. These new enemies come with
distinctive behaviors
and
attack patterns
. Marines, stand strong, study their actions and gather intelligence on these emerging threats.

Equip yourselves to exterminate these menacing bugs, and be prepared for the upcoming encounters and trials that await. These aliens will be nightmare fuel for your marines.
Stay tuned for further updates on the upcoming content!

The USC: Counterforce team
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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Dev Diary #1—Campaign Feature Preview
Here's a small gift for you! Learn more about the Campaign in this sneak peek at some of its features!
Hey Marines!

The
Campaign
in USC:CF will feature a
grand strategic layer
on a planet map,
persistent global inventory management
,
unit progression with XP gains
and
permadeath
, narrative elements with lore & choices, and even more, compared to the non-Campaign game modes. But how will the Campaign start, what choices will the player have in creating a Campaign session, and how will those affect the course of the game? Today, we’re going to tell you a bit more about this.

Starting a Campaign

79de06e8f04d836f68aac17e0dc1a269a23a99c2.png

From the Main Menu you’ll find yourself on the Campaign setup screen. The Campaign will feature a
slot-based save system
, but that doesn’t mean you can’t save manually or
have multiple saves if you’re not playing on Hardcore
(“Iron Man")—the main purpose of this system is to let you easily differentiate between save files belonging to different playthroughs!

In addition to the
Difficulty setting
known from the other game modes, which will not only control enemy number and strength but also the amount of loot and some other elements (don’t forget, in the Campaign, what items and ammo you spend will remain spent—you'll have to find means to replenish the stock!), there’s the Campaign length/complexity setting that controls how big a war you’re getting yourself into. With the
Story option
, the background simulation that runs the alien hordes and controls the flow of the whole Campaign will be more simplistic, letting you follow a clear path and finish the story in 15-20 hours if everything goes well. On
Normal
, you’ll see much more alien activity and more battles, will have to make more strategic choices, and will have to be wiser with your spending and overall management to be able to complete the story in about 50 hours. Full-scale is for the real strategy enthusiast who is not afraid to micro-manage everything—many, many battles await against an enemy on multiple fronts, against the scarcity of resources, and the weight of all choices that cannot be unmade.

Affiliation

70fbefb5faac60b4342b1142a12aae5c1b9533d9.png

As a Fleet Commander of the USCF, you’re not above the intricacies of global politics and corporate espionage. The greatest mega-concerns that run Earth in 2308 have a huge stake in all United Space Command activity, and not everyone is always playing by the book—of course not! At the beginning of the game, you’ll have to
choose an affiliation

or you can choose not to have one outside of USC
. This choice will
affect your Relations and Renown
, two new systems that will be important during the Campaign. By navigating the world of politics, agreeing to or rejecting (or failing!) secret missions, selling information to, or withholding intelligence from the different firms, your Relations with them will change. A good relationship will grant you perks, like access to exclusive weapons and items. Renown, on the other hand, measures your dignity as an officer, and if you don’t engage in fishy agreements with non-military agencies, that will boost it dearly.
Renown may be used in a far subtler way than Relations
, like facilitating a resolution between warring factions, requesting additional reinforcements, or holding the morale of your crew high even when things go awry.
The Relations and Renown system will be a secondary layer to the Campaign
, one you can mostly ignore if you’re only interested in the war strategy, but it will give your choices even more weight in certain situations. And of course, every mega-concern may have a hidden agenda that can influence the course of the war, so you’d better be prepared!

Personal avatar

d00c0e5e319ebaf83155c0bcb0183b6ef0e06e96.png

You didn’t think you could wage war remotely on a planet many lightyears away from Earth, did you? You, as Commander, will be among your marines aboard the deck of your flagship and will have the option to go into battle with them when you want, or when the necessity arises. At the start of the Campaign, you will be asked to
customize your avatar
.
This avatar will be one of the many units on the roster
, representing you, personally. You can choose not to go into battle yourself, and if everything goes well, you’ll never have to; but fighting alongside your marines can boost their morale and your Renown. Some secret missions from affiliations will also require that you oversee the operation in person. And, of course, if the flagship—horribile dictu!—ever gets attacked, you’ll have to fight for your life alongside your fellow crewmates.
If your avatar dies, the game is immediately over
—but, of course, you
can always reload a previously saved game
… granted you’re not playing on Hardcore!

Stay tuned for more updates on the Campaign
. We're not done sharing sneak peeks at what we're working on and what's waiting for you!
 

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,760
Make the Codex Great Again!
I'm very interested in this, but will wait for the full release before buying just in case they pull one of those "lul we're adding pronouns" dickhead moves.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1574870/view/3953665275846593226
Hydroponic Hell major update!
Happy New (hellish) year! Your marines are far from being out of their nightmare with the new challenges ahead!
Hey Marines!

Happy New Year, marines! A
new major update
is
live now
—forget your new year resolutions and just appreciate that your marines get to live to see another day!

Our new major update brings an
end
to the
limited-time Xmas event
. Time to discover your rewards! Explore the murky waters of the
new environment
: Hydroponics, and face a
new insect-like flying alien
!


3cd4e3d1afd0c5906b7ae681adf016cb41129cce.png


New alien
Acidya
: An insect-like flyer and quite a nasty bug.
  • Its
    flying abilities
    allow it to avoid ground hazards.
  • This one will prefer to target you from afar with
    highly acidic ranged AOE attacks
    .
  • Interestingly, you won’t see it in previous Operations, but it’ll show up in Single Missions and
    Defend the Base!
    mode.

77ac10c55942f168682646c23ff477dfd0c28ba9.png


New environment
Hydroponics
: This new environment adds its share of changes in terms of gameplay with an
environmental modifier
! Single Mission mode now has
two new map types
: Hydroponic Labs and Hydro-engineering level. A
new Operation
is now available in the Hydroponics environment too.
  • Flooding
    (in Hydro-engineering level map type and in specific missions in the new Operation for now): Water reaches you at waist-height. Your movements and aliens’ are hindered, costing more APs. Because the area is flooded, fire doesn’t affect you in this watery environment.
  • Good news is, you won’t find Scorpions, Skitters, Swarmers, or Leeches there! Bad news is, your Flamethrower and Bio-rifle are not a good fit in such a place, since dispersion won’t work there.

3684892a0fd66c32aea38ad1ff0a4b1d062a5b9c.png


End of the limited-time Xmas event
We hope you enjoyed your presents and that they lifted your marines’ spirits! Here’s the
list of the rewards
depending on the number of presents you’ve collected during the event:
  • 100+ presents: "Rambo Ducky" squad logo
  • 125+ presents: "Golden Ducky" yellow squad livery
  • 150+ presents: A Commanducky-inspired, modified Assault rifle, the "Quacker" (simultaneously better and worse than the default AR, we’ll let you discover this piece of weaponry and see if it suits your needs! Quack quack!)

0694289fc1f5e36d0fa37ac58403f36ec2cc3b46.png


Community suggestions
Your
feedback
allowed us to add a
new way of unlocking gear
without completing missions in higher difficulties by gathering
Gear Tokens
and spending them on the Squad Assembly screen. Gear Tokens can be obtained by completing a game in any non-Campaign mode, and the amount received depends on the difficulty level. You can still acquire items by completing the corresponding challenges (and while also obtaining Gear Tokens).

Read the full patch notes
here
.

Over and out! Stay on the lookout for more updates on USC: Counterforce and challenges to face!
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,702
Location
Small but great planet of Potatohole
Attack helicopter aside this looks decent*.
Interested. Waiting for full release, as usual.

*I want a special voice pack! Maybe even more than one, after all AH-64 Apache sounds different than say Mi-24. To not add those will be something-phobic
 

Taka-Haradin puolipeikko

Filthy Kalinite
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The Weapon Prototype system
Learn more about the Weapon prototype system!
Hey Marines!

Time to do some math! We’re going to break down the
weapon prototype system
. You can improve your gear with prototypes. When you successfully complete a Single Mission within the given bonus deadline, you receive 1 or 2 randomized Prototype Weapons. These are enhanced versions of a weapon already available to you in Squad Assembly, with some additional and/or modified properties.

The number of Prototypes you get depends on the mission
Difficulty
AND your
Performance Score
. To know your exact chance of getting a second Prototype (one is guaranteed under the conditions stated above), multiply the Difficulty level (0–6; 0 for Beginner, 6 for Ultimate) with your Performance Score (0–100). If this value is less than 250, you will only get 1 Prototype. If the value is between 250 and 449, you have a chance for a second one, proportional to how close you are to 449. If the value is 450 or above, you are guaranteed to get 2 Prototypes.


cd8a60b68e8fdea176dbd9cba38d571143499bf0.png


Each Prototype you get is first assigned a
Mark (I–IX)
and an
overall Quality Level (1–100
). The Mark of a Prototype determines what kind of properties it can potentially have. The Quality Level determines the quality range of each of its properties and also factors into how many properties the weapon will ultimately have.

Mark is a random value between Difficulty + 1 and Difficulty + 3. On Beginner, you can only get a Prototype up to Mark III. On Ultimate, you will get a Mark VI in the worst case.

Quality (Q) is calculated by the following formula:
  • Q = 15 + Difficulty × (Performance Score / 10) + [a random integer between -25 and (Performance Score / 2)], clamped between 1 and 100

The number of enhancements (properties) is a random value between (Mark / 3) × (Q / 100f) and (Mark / 2) × (Q / 100f), plus 1. The maximum number of properties is 5. (The “f” after 100 here denotes that we’re keeping the fragments in the result for that operation; otherwise, we’re always flooring the results.)

Then, for each enhancement the weapon will have, its exact type and individual quality are determined. This individual quality (q) is a random value between Q / 2 and Q (the weapon’s Quality Level).


94a02462b8da5445e41b2bde1777cc9daca32489.png


Below you find a table of all the possible enhancements (properties). In this table, Mark refers to the minimum Mark a weapon must have for the chance to get the corresponding enhancement. Min. and Max. show the minimum and maximum values between which the enhancement’s effect will get its actual strength, based on its quality (q = 1: minimum; q = 100: maximum; 1 < q < 100: linearly proportional value). Values are generally added to the weapon’s respective property value.


Enhancement
Mark
Min.
Max.
Info
Ammo capacity
1 (I)
1.10
2.00
multiplier*
Melee Combat Value
1 (I)
5
15

Spread
1 (I)
-3
-10
not on Flamethrower
Bleeding per hit
2 (II)
5
25

Reload APs
2 (II)
-1
-3

Accuracy
3 (III)
2
10
not on Flamethrower
Effective range
3 (III)
1
5

Minimum range
4 (VI)
-1
-2

Tranquilization
4 (VI)
5
25

Acid damage
5 (V)
25
50
not on Flamethrower/CryoBlaster
Impact force
5 (V)
10
20
not on Flamethrower
Armor Penetration
6 (VI)
1
10
not on Flamethrower
Fire damage
6 (VI)
25
100
not on CryoBlaster
Roll damage
6 (VI)
1.05
1.50
multiplier*, not on Flamethrower
CDF
7 (VII)
0.25
1.00

Poison damage
7 (VII)
5
15

Base damage
8 (VIII)
1.05
1.50
multiplier*, not on Flamethrower
CHC
8 (VIII)
1
10

Cryo damage
8 (VIII)
3
10
not on Flamethrower/NHC
Attack AP cost
9 (IX)
-1
-2

* Applied to the weapon’s default respective property.

The crafting cost of a Prototype depends both on its Mark and its overall Quality Level. The common four materials are always required, but Portable batteries are only needed for Mark IV and above, Electrical components for Mark V and above, Asura-49 for Mark VI and above, and Deothonit for Mark VII and above only.

Note: Don't worry! The game will handle the math behind the prototype system. Your task is to acquire these prototype weapons and eliminate the enemy.

Example:

You complete a mission on Intense difficulty (3) and gets a Performance Score of 80. 3 × 80 = 240, which is less than 250, so they will only get a single Prototype. They have the chance for a Prototype between Mark IV and Mark VI – let’s say they get a Mark V. The Quality Level (Q) is 15 + 3 × (80 / 10) + [a random integer between -25 and (80 / 2)]. Let’s say this random roll is 11; so, Q is 15 + 24 + 11 = 50. Oh, and they get an Assault rifle—this was also determined randomly.

The next part, to get the number of enhancements is a bit trickier. We’re going to floor the results of the Mark divisions, but use fragments for the Quality divisions (that’s what the “f” after 100 denotes): random between (5 / 3) × (50 / 100f) and (5 / 2) × (50 / 100f), plus 1 thus becomes random between 1 × 0.5 and 2 × 0.5, plus 1. So, the random part is between (we’re flooring again for the final result) 0 and 1 – and we’re then also adding 1. Thus, if we’re lucky (50% chance in this instance), this Prototype can have 2 properties. Let’s say we are!

It’s a Mark V, so we can get any of the properties up to Impact force. Let’s say we get that, and Ammo capacity for the second one. For each property we get a random quality (q) between 25 and 50: say we got 33 and 40. The range for Impact force is between 10 and 20; q = 33 means it will have a final value of 13. Ammo capacity is between 1.1 and 2.0; with q = 40, it will be ((2.0 – 1.1) / 100f) × 40 + 1.1 = 0.009 × 40 + 1.1 = 0.36 + 1.1 = 1.46. (We calculated the value that is 40% “halfway” between 1.1 and 2.) The default ammo capacity of the Assault rifle is 40, so this will have a capacity of 40 * 1.46 = 58.4, floored to 58. And each attack with it will have +13 Armor Penetration compared to whatever it would otherwise be.

Summary
: The higher the completed mission's difficulty results in a higher Mark rank Prototype blueprint that can be crafted of the looted materials. Using these weapons means extra abilities are applied during combat! So, you can assemble a more effective Squad, and thus, you can complete higher difficulty levels.
Now you're all set! Stay tuned for more updates on the game development. We're not done sharing sneak peeks at what we're working on and what's waiting for you!

We read all your comments and feedback, so feel free to
share your thoughts
and help us in making USC: Counterforce the best game possible!

There's no more time to waste, Commander! A lot of bugs are waiting for you. Dismissed.

The USC: Counterforce team
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Wrath of Zeus major update!
Discover the new content of this major update with new features based on your feedback!
Hey Marines,

A new
major update
is live now! Spring approaches and the sun shines a little longer to fill your marines with hope as we bring a fair share of new gear and mechanics to fight back the alien threat! Enjoy the
Steam Spring Sale
, the game is discounted (
40% off
) from today to March 21!

Special delivery for your marines (signed with your feedback)! This major update brings two new weapons, a new mechanic, UI improvements, and more unlockable items with the Gear Tokens.


bb3e352432b5d74a3b71da023cd8f27ec2707adb.jpg


New weapon & new shield
We organized a vote on Discord and Twitter to let you choose the next weapon you’ll experiment with, and you chose the
Energy Rifle
! The arsenal of the USC commandos has received yet another significant upgrade with this weapon and a
new shield
!
  • Energy Rifle
    : A marvel of high-tech engineering designed to give your marines the upper hand on the battlefield. This expensive and "electrifying" small arm, available without unlocking, is a powerful weapon. It deals a lot of damage and can set aliens on fire. This weapon comes with two attack modes:
    • "
      Controlled impulse
      ", a single-target attack in a star pattern with a low AP cost and significant damage potential.
    • "
      Discharge
      ", a 3x3 area with a free pattern attack, capable of inflicting substantial damage.
  • This weapon doesn't deal electric damage (because this damage type doesn't exist in the game), but rather Tranquilization and Fire damage! So fear not, you can fire at will even in flooded areas of the Hydroponics environment!

  • Energy Shield
    : A more expensive alternative to the Riot shield, with added benefits: better protection from Shadow damage and better defensive values.
This Energy Rifle relies on
Energy Charge ammunition
. With these two new additions to your gear, you'll be prepared to exterminate even the toughest of aliens!


daa50ebdb4eb04e01aff2335672616fb98223347.png

See? No problem zapping aliens around in the flooded areas!


Community-based features and balance
Thanks to your suggestions, we designed and added a
new mechanic
using a set of small arms with a shield. This mechanic is called "
Close Quarters Weapon
" (
CQW
).
  • It allows your marines to wield a
    small arm while holding a shield
    . They will now benefit from
    defensive bonuses
    even when not in melee attack mode.
  • The CQW weapons are the following: Self-Defense Pistol, Bulleteer, Shotgun, and QuadSeeker. All the weapons that are classified as CQW have a "pistol" icon (they are still considered "small arm" weapons).
Make the most of this new mechanic to adapt your strategy and operate differently on the battlefield!


4b5e238df8bcf5427b5751a8e816aae13b149b97.png


To continue expanding the possibility of unlocking gear with
Gear Tokens
, you can now also obtain
crafting recipes
but at a considerable cost, since these are end-game progression items for non-Campaign modes.
As a reminder, Gear Tokens can be obtained by completing a game in any non-Campaign mode, and the amount received depends on the difficulty level. You can still acquire items by completing the corresponding challenges while also obtaining Gear Tokens
.

The
Defend the Base!
mode has been reworked and balanced, with aliens now being
more aggressive
towards structures, creating shortcuts, and destroying crucial objects to hinder your objectives. The initial design of the first AI wave has been reintroduced with balance tweaks, with aliens
attacking
again during the
AI first turn
. AI can skip turns on arrival, reducing movement AP costs by 1 for one turn.
More aliens
will arrive during the first turn of each wave, and turrets are slightly more expensive. Structure and object value amortization rates per wave have been increased, making it more important to plan your initial base accordingly, as relocating is now more costly.


2753f360e403e28910e48314731a01996755308d.png


UI improvements
The UI has also undergone improvements, and we designed a new in-mission feature:
  • The
    Squad Overview Panel
    . It provides a comprehensive view of all active (alive) units across multiple squads, allowing for better coordination and resource management during missions.
  • The panel is also available during the Construction phase in Defend the Base! mode, providing the much needed information to make better decisions about what supplies to order, etc.
  • We have also added the possibility to change to
    hotkeys
    for the
    UI and information display
    of this new panel and other tactical view markers and outlines in the Settings > Interface and Settings > Misc. menus, respectively. Customize and adapt the interface to suit your playstyle!

9e7dda1dee930de7199a30282be22a07e7e9f834.png


Read the full patch notes
here
.


USC: Counterforce EventThu, March 14, 2024
Content update -- v0.70.0a (b240304)
USC:CF v0.70.0a build 240304 NEW New weapon: Energy rifle Small arm Uses Energy Charge as ammo Controlled impulse: single-target, star pattern, low AP-cost attack with a...



Get the game at a
40% discount
from today at 7 PM (CET +1) to March 21 at 7 PM (CET +1)! Upgrade your marines' gear with the Energy Rifle, use a shield with a Close Quarters Weapon, and customize the UI!

All clear for now! Keep your eyes peeled for further updates on USC: Counterforce and the challenges that lie ahead!

The USC: Counterforce team
 

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