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X9 is not "done." At least not as done as I planned for it to be on release, but released it is, as of now.

I was reminded the holidays are here and some people would like to enjoy the gift that keeps on killing you, so with at least having finished a majority of X9, this did seem like a good opportunity to put out what I've completed so far. Consider it an chance to explore the already large number of changes and see what you think about them, maybe providing some feedback as I finish up the rest.

Just a couple days ago I gave a progress update  (not realizing at the time a release would come soon after), and yet more has happened since then, but the broad strokes I would normally mention here have already been discussed as far as I'd like to, mainly for spoiler reasons, and also to allow you to discover things on your own.

Again that's the Exiles item rework, a rework of some alien artifacts, and after that I started plowing through my list of other topical issues to address, ending with the removal of a bunch of unused utilities, and the introduction of <half_stack>.

Seven different types of utilities that were previously blocked from stacking will now give half the bonus of the second-best one you have attached, which should open up new build opportunities (but hopefully not cheese? :P):

Target Analyzer

Core Analyzer

Particle Charger

Actuator Array

Cloaking Devices

Matter and Energy Filters

Overloadable weapons might be more desirable for certain play styles since I also removed the meltdown side effect, meaning you won't permanently lose anything from overloading (though you might want to bring a calibrator!). (The exception to "no permanent loss" would be those things which aren't repairable, but that's a smaller set of parts.) Will be interesting to see how this change affects whether/when people are willing to overload their thermals.

Changelog

Here's the differences coming from X8:

NEW: 2 more alien artifacts

NEW: 1 new unauthorized hack

NEW: 1 new lore entry

NEW: <half_stack> item tag allows second best part of matching effect to contribute half of its value (applied across seven different utility effects)

NEW: Contextual tutorial message regarding <half_stack> mechanic, also added to effect tag description list in manual

NEW: Researchers carry random Schematic Archives

NEW: Exiles give second warning about accessing Research branches with FarCom on entering Research

NEW: FPS counter also shows at top of HUD when active

NEW: Option to require confirmation before moving while located outside map view (advanced.cfg: warnOnMoveOutsideMapView)

MOD: Combat AIs now prefer to avoid dangerous terrain in more cases

MOD: Reinforcements sent due to movement-based detection via Heavy sensors now dispatched immediately rather than delaying them

MOD: Fabricator loaded schematic cleared once the build completes

MOD: New Trojan no longer has an effect bots with non-combat AI

MOD: Storage no longer contains a Heavy

MOD: Exp. Target Analyzers removed from major NPCs

MOD: Sheargun crit chances increased

MOD: Energy/dissipation artifacts reworked

MOD: Multiple Exiles items rebalanced with new mechanics

MOD: 8R-AWN's armor increased in size

MOD: Integrity Redistributor exchange ratio reduced

MOD: Removed meltdown side effect of weapon overloading; strengthened heat surges, weakened energy bleeds

MOD: Removed all Overload Amplifiers and Overload Regulators

MOD: Increased Metafield Generator upkeep

MOD: Reworked stats of several rating 6~7 power sources

MOD: Fusion Compressors rebalanced

MOD: Reduced Armor Integrity Analyzer to three tiers

MOD: Removed all Heat Shieldings

MOD: Removed all Reclamation Units

MOD: Removed all Thermal Converters

MOD: Derelict Mutant loadout Thermal Converters replaced with Weapon Cyclers

MOD: Modified Complex 0b10 response to Reprogram hack

MOD: DSF Access no longer restricted from being near map entrance

MOD: Heavy class sensor reinforcements no longer called on known targets

MOD: Sever critical effect on core hit now weighs severed part choice by coverage rather than raw size

MOD: Raised comment marker render priority to appear over most other map objects, including intel

MOD: scoresheetJson advanced.cfg option renamed to jsonScoresheet

MOD: statDumpJson advanced.cfg option renamed to jsonStatDump

FIX: Scoresheet "High Alert Combat Kills" no longer awarded in maps where alert levels reported as 0 [R-26 Lightspeed]

FIX: Destroyed 0b10 cave outposts could contain broken but active Storage Shells [R-26 Lightspeed]

FIX: Some Derelict dialogues might inappropriately trigger after being assimilated by Programmers, especially in caves [R-26 Lightspeed]

FIX: Some room-based prefabs could very rarely be disconnected from main corridors [R-26 Lightspeed]

FIX: Black rectangle could appear at top left of map for a single frame while labeling an exit [R-26 Lightspeed]

FIX: Gallery item tile/ASCII color affected by knowledge loss in current run in progress [R-26 Lightspeed]

FIX: Scoresheet history message for a spoiler Data Miner-related mechanic was incorrect [R-26 Lightspeed]

FIX: A particular extended-game NPC might in rare circumstances speak when attacked after deactivation [MTF]

FIX: Repeated machine-locating non-RIF robot hacks could add intel for same machine multiple times [nmz]

FIX: Repeated loading and saving of game could cause save file to grow increasingly large and lag the game (new DSF-related issue)

FIX: Schematic archivist in Zion always had the same special schematic (Dissector)

FIX: Sentries stopped responding to corruption-induced IFF bursts in previous version

FIX: Fabricator instant trace and lockout occurred even on a failed Build hack

FIX: RIF influence reporting should not have been visible in A0

There are still more item changes to come before X9 is truly complete, specifically looking at some weapon stats, parsing the full list of utilities to look for other areas to adjust, and changing the names of some parts. I'll be working on these over the next week or two.

Note: There might be a little something I left out of the changelog. Happy holidays \o/

Get Beta 11 X9

On Steam, Beta 11 X9 is located on the new beta branch "beta_11_x9" accessible with the code "SaulerNation", or if you don't have Steam and bought through FastSpring and would like to try the DRM-free version, send me an email at gridsagegames@gmail.com to be added to the Beta 11 cycle notification list. (Anyone already on the list will receive an email with a new link.)

Saves are not compatible with previous releases.

There's always the chance of another one or two small updates in the near term (for example if something goes wrong), which will be otherwise unannounced except to append a notice to this announcement on Patreon, and via an announcement on the #patron Discord channel. It's not uncommon due to the experimental nature of these releases, and if saves are compatible then the same branch is simply updated, otherwise a new branch is created and announced here.

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