This page was last updated on 21 June 2016, 9:33PM
Changelogs
Version Red
Red Release Notes
Tactical Changes
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High Cover grants 60 Defense
Low Cover grants 35 Defense
All aliens get range bonuses for being closer, except in melee
All ranged weapons receive no range bonus when the target is in melee range.
Strategy Changes
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Added Techs for Laser and Plasma Weapons
Soldier Changes
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Rank names are now replaced with a Badass scale. Rookie -> Legend
All classes gain the same stats when levelling up.
All classes have access to all primary weapons
8 New classes:
Guardian, Codebreaker, Paladin, Hunter, Support, Assault, Warrior, Commando
New Abilities:
EW Suite, Conditioning, Indomitable, Sprinter, Keen Senses, Predator, Eagle Eye, Covert Tactics, Comm Hack, Adrenaline Rush, Snapshot,
Weapon Changes
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All weapons except for shotguns provide at least some armour penetration.
All primary weapons can be accessed by all classes.
All weapons including aliens double the base damage on a crit.
Assault Rifles only receive extra pierce.
LMGs have Assault Rifle values and have a limited rapid fire and can suppress.
Sniper Rifles provide Squadsight have greater pierce and ALL shots cost 2 actions.
Shotguns have no pierce but greatest damage for a mobile weapon.
Swords share the same values as Assault Rifles
Pistols have less spread
Magnetic Weapons increase Damage, Crit and pierce for most weapons.
Beam Weapons further increase Damage, Crit and pierce for most weapons.
Laser Weapons sacrifice damage for greater accuracy and pierce.
Laser Weapons Available: Assault Rifle + Sniper Rifle
Plasma Weapons sacrifice accuracy and piercing for greater damage and shredding armor.
Plasma Weapons Available: Pistol, Assault Rifle and LMG
Grenades have significant spread, they are no longer guaranteed consistent damage.
Armor Changes
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Kevlar start with extra HP and a mobility penalty
Resistance Armor can be selected to remove these bonuses and penalties.
Mobility Armours sacrifice HP and Armor for 2nd utility slot and mobility.
Non-Mobility plated variants grant 1 piece of armour
Non-Mobility powered variants grant 2 pieces of armour
All Utility Armor vests provide greater protection at the cost of mobility
Enemy Changes
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All Aliens and ADVENT that wear clothes/armor have progressively stronger armor.
‘Naked’ units have extra health.
Robotic Units sacrifice health for more armor.
New Mission format: Each mission has a theme and all enemy will fit that theme, plan ahead accordingly.
New Enemies:
Advent Commander: Red Shieldbearer, High Health, Can Mark Targets, Spawns with 6 Troopers on ADVENT themed missions.
Light MEC: Smaller Blue MEC, Low Damage, Low Health spawns on Robot themed missions.
Known Issues
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Schematics for previous Cannon and Sniperrifle Mag and Beam still exist can be built but are useless.
Version ORANGE
Tactical Changes
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New Utility Items:
Hacking Vest: Bonus to hacking with mobility penalty can’t be combined with other vests.
Shieldbearer Gauntlet: Provides an AoE Energy Shield once per mission. Lowers mobility.
Strategy Changes
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Added Tech for crafting Elerium Cores
Repeatable Proving Ground Projects for Elerium Cores
All Experimental Items can be replicated once discovered with just Supplies and time.
Soldier Changes
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Hunter: Replaced Death from Above with Deadeye, Deadeye with Steady Hands
Weapon Changes
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None
Armor Changes
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New Heavy Kevlar Armor:+4 HP -3 Mobility
New Light Kevlar Armor:+1 Mobility +10 Dodge
Resistance DLC Armor:+1 Mobility +10 Dodge
New Rhino Suit: Best Defensive suit for Plated Armors, Can deploy Instant Smoke
New BASTION Suit: Best Defensive Powered Suit, Can deploy Shields + Shieldwall
Enemy Changes
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New Enemy Divisions:
Psionics, Toxic, Pyro, MEC
Each Guerrilla Op has a strong chance of each of these divisions controlling the region.
Toxic Troops: (Gas Grenades and Venom Rounds)
Toxic Trooper, Toxic Heavy (Chryssalid Grenade), Toxic Officer, Viper, Chryssalids, Andromedons
Pyro Troops:(Incendiary Grenades and Dragon Rounds)
Pyro Trooper, Pyro Heavy (Flamethrower), Pyro Officer, Muton, Berserker, Archon
Council Missions: Will predominantly field standard ADVENT soldiers to keep up their benevolent appearances.
New ADVENT:
Shredder: Shotgun, Heavy Armour, Shreds Armour, Shredder Gun
Sniper: Sniper Rifle, AP Rounds, High Accuracy
Spotter: Assault Rifle, Marks Targets
Heavy: Gauss Cannon, Heavy Armour, Saturation Fire
Commander: Gauss Cannon, Heavy Armour, Mark Target, Energy Shields, Resilient.
Officers: Can Summon Reinforcements, Not Mark Target