Attention all Heirs!
The patch today is mostly a polish pass again, this time looking at some community reports about the Plethora failing to spawn. Some changes were made especially in the Tutorials to avoid some cases of accidental softlocks, and other changes were made to how the Plethora pool management system that should make sure there are always more ready to be spawned for the next wave.
On top of various other cleanups and fixes, the game HUD UI sees a bit of improvement by adopting a design very similar to that used by the Situation Room. As technologies are unlocked or upgraded from evacuated VIPs, the UI should provide better feedback of the current unlocks and tiers. Additionally, this was an opportunity to replace the progress meters for the evacuation, which also uses something very similar found in the Situation Room. The Situation Room evacuation meter will continue to represent the overall campaign progress, whereas in game, the evacuation meter represents just the current city.
\[ GAMEPLAY ]
- Fix some cases where Plethora projectiles were not hitting anything
- Fix one of Decon's three point defense drones not correctly destroying projectiles
- Piercing Rounds correctly only pass through one target
\[ HUD AND MENUS ]
- Replaced Echion and Evacuation UI on HUD
- Faster initialization of Drop In Reward
- Slight linger of text on successful Drop In Reward text
- Slight linger of text on Operation pick text
- Fix some cases where Operation Echion Drop option stayed stuck open
- Fix remaining VIP counter incorrectly showing 0 after a city is evacuated
\[ MAPS ]
- Replaced particle based fog with volumetric fog in evacuation cities
\[ TUTORIALS ]
- Adjust Tutorial 2 conditions that could softlock the Tutorial
- Fix potential VIP softlock in Tutorial 3
\[ MISC ]
- Speculative fix for Plethora Waves not spawning correctly
- Fix some cases where game music could stop completely
Changed files in this update