Patch 0.9.10f1 - Tweaks, Balancing, Fixes & more
Commanders, thanks to your reports we were able to fix various issues and adjust the game's balancing and unlocks!
Here's the list of improvements and fixes that into the game with this patch:
We are currently investigating other Known Issues and aim to fix them as quickly as possible:
We are currently running a poll on our Discord server. We want to hear your opinions on "how grindy is the game":

Please join us and drop your vote and feedback to help us refine the game experience!
Lock, load, and loot, Commanders!
As we're shipping this patch, we already prepare another one with some more drastic balancing adjustments. We identified a problem that made various bonuses scale too much. With the fix, we will also adjust the balancing to make the Mercs' combat effectiveness align more as originally intended.
Here's the list of improvements and fixes that into the game with this patch:
- Mercs target GriftLift correctly when you are standing very close to it.
- Re-rolls should be available correctly after unlocking them after building the Procurement room.
- Re-rolls work correctly with the different level-up choice types (squad vs. generic upgrades).
- Priest's skill trees reflect correctly what they do, but Paladin skill is currently not working as expected (see below).
- Various Mercs had their damage and skill trees adjusted to fall more in line with each other.
- Some instances of missing or wrongly displayed stats have been fixed with Merc skill trees.
- Merc skill tree choices are correctly handled with the Survivor Bonus.
- The XP curve was adjusted to make it easier to get initial level-ups.
- Fixed low Piercing values having too much impact on Armor.
- The Dig Detour award and achievement can be unlocked correctly.
- GriftLifts laser spinner has more interesting variation.
- Laserstar's lasers turn off immediately after it is defeated.
- Peashooter miniboss has a secondary SMG attack.
- Fixed an issue where Deathball enemies were still able to shoot after dying.
- Peashooter enemies have some more HP.
- Speedy enemies signal their dash to make them more noticeable in the crowd.
- Toasty enemies fire slightly faster projectiles.
- Level-up popups open quicker.
- Your HUD shows the Commander's armor and the exact number of HP lost when being hit.
- Shredder's Dragon Breath elite skill correctly applies Fire DoT instead of Bleed DoT.
- Hogshead's skill tree can be fully leveled-up again.
- Environmental obstacles reduce projectiles' piercing and may block them correctly again.
- Various improvements for animations, layouts, and font sizes on HUD & UI.
- A custom cursor for the game has been added.
- Mixed the button select sound to be less annoying.
- Fixed various instances of error log spam.
- Fixed an issue with the extraction animation conflicting with the boss spawn when both play at exactly the same time.
We are currently investigating other Known Issues and aim to fix them as quickly as possible:
- Priest's "holy shield" meant for the Paladin elite skill is currently not working as intended.
- Multiple DoT and armor decay skills scale too strongly on their own - these will be adjusted with the coming balancing update in favor of better synergies with Traits and Gear.
- Automatic input recognition is still causing some nuisance with the mouse cursor sometimes interfering with controller input and vice-versa.
- The end-of-run inventory screen does not show any items when extracting empty-handed and without any items in storage.
We are currently running a poll on our Discord server. We want to hear your opinions on "how grindy is the game":

Please join us and drop your vote and feedback to help us refine the game experience!
Lock, load, and loot, Commanders!