Broken Lines

Broken Lines Broken Lines - The Dead and the Drunk Game Changes [Patchnotes]

Version
Broken Lines - The Dead and the Drunk Game Changes [Patchnotes]
Version Date
Dec. 7, 2020
Links

Patch Notes

Broken Lines - The Dead and the Drunk Game Changes [Patchnotes]

  • The game will now auto save every time a planning phase starts. In cases where this is blocked a message will show how long ago the game was last saved.
  • Mortar strike and LMG has been added to Izkor's shop.
  • Rifle rounds can now penetrate targets, allowing them to take down several enemies if they line up.
  • Shotguns now deal AOE damage, allowing them to take down several enemies if they clump up.
  • Submachineguns have had their firing rate and volley delays rebalanced, meaning that they should now have fewer 'awkward pauses' in firefights.
  • Panicking characters should now be more stationary and will not run into the open or towards enemy positions as often as before.
  • Soldiers can now be ordered to move while panicking, however, shooting and abilities are still locked.
  • Soldiers can now be ordered to go where another soldier is currently standing.
  • Enemies now have an 'active' vision range and a slightly shorter 'passive' vision range; allowing you to prepare after spotting an enemy before the enemy engages you.
  • There's now a small delay between ending an event and being able to start the execution turn. Now you can spam away that starting event all you want.
  • Target lines will now show their accuracy at the target instead of halfway between the shooter and the target. This should result in less cluttering of the accuracy percentages when fighting several enemies.
  • Projectile path predictions should no longer report false positives, ie. rockets and rifle grenades should no longer detonate on the cover right in front of a soldier, provided that a clear firing line was shown.
  • Weapon DPS stats will now include the reload time in their calculations, giving a more precise measurement of the actual DPS.
  • A flare now shows the area that it will reveal when selecting a target location.
  • Toggling the UI will now also remove all of the in-level UI elements for nicer screenshots.
  • Difficulty settings are now stored per save slot instead of being stored globally.