[p][/p][p]Welcome to midsummer content party of updates! Help us keep the New Boston zone busy by heisting away, and enjoying new content of all types raining down on this domed city. With Update #94, we've rebuilt the private corporate army for Jupiter Group to include their own branded specialists, some new abilities and unique challenges. With 10 new types of enemies, they are packing a wide variety of challenges you won't find else where. During this process, we also rewrote some of the decision tree on how enemies decided if they should use a Talent or not, which makes them use more Talents (yay! … yay?). We also added a new enemy to the UltraTek corporate army with one of the new abilities as well, and improved the prioritization of Limit Breaks and simulation actions for enemies, especially around Power Plays, so they might be more dangerous to your team.[/p][p align="start"]If you are enjoying the steady stream of updates and improvements, please take a moment to leave a review![/p]
Our Save Game Policy and Updates
[p align="start"]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p]
Introducing Jupiter's Private Army!
[p][/p][p]Jupiter finally has their own customized private army with a total of 10 new soldiers, captains and drones. The Jupiter corporate army is immediately going to make storylines like Daedelus Bloc more challenging and exciting and will appear in your next mission you run against the megacorp.[/p][p]They are fearsome, bringing some weapon and Talent combations previously unseen, plus a bevy of new Talents to contend with. Jupiter especially excels with the J6 SIG running the backfield and rising Priority Reports while the J7 Mechas charge, soaking up the fire and the rest of their army tightens the noose around the heisters. Don't let yourself get caught on this one![/p][p]Here are some of the highlights![/p]
- [p]Douser - unnaturally fast shotgun bearing soldiers who can toss up a temporary invulnerability[/p]
- [p]Moonshot Division - deadly corporate snipers deployed with Trauma Kits and long ranged Overwatch capability[/p]
- [p]J6 SIG - field comms soldier carrying powerful communication equipment commonly employed in corporate quantum countermeasures. Be ware - J6 SIG can momentarily punch through your Cyber Knight's disruption and raise the Sec Tally by +3 to +5 when Alerted.[/p]
- [p]J2 Anchor - field captain capable of rallying their own troops with additional speed and accuracy while calling out targets with Marked Target. Watch out for the Pure Damage punch of these Revolvers![/p]
- [p]J4 FireCOM - full auto trained shock troops carrying Raildart SMGs custom-built by Jupiter to be extra good at Shredding Armor. [/p]
- [p]J7 Mecha - melee weapon equipped infantry drone. Equipped with internal nano-sprayer to repair Armor Damage and capable of raising a short-term Invulnerability field, the J7 Mechas are designed to soak up damage as a way to give cover to the long range troops packing in behind them. Just don't let them and their nano-edged katana reach you.[/p]
- [p]J3 Extinguisher - carrying Jupiter's signature Raildart and given license to carry 3 types of grenades into battle, the Extinguishers are all around support champs. Heal, dissolve enemy armor or blow enemy up? Which do you prefer?[/p]
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Enemy Talent Decision Trees
[p][/p][p]We've expanded the enemy decision trees about when to attempt different types of Talents during their Turn. This means that enemies are more likely to use Talents they were previously holding in reserve. The result we're seeing is their buffs are being used more readily, some more grenades are being thrown, and enemy debuffs like Priority Report are readily used.[/p][p]We also redid the prioritization decision of
which Talent to use, switching it to a weighted decision instead of a strict priority. Before, if enemies prioritized Overwatch, they would always use Overwatch first. Now they have a heavy chance to use Overwatch but also have a chance to surprise you with that Full Auto or Grenade. All in all, this is helping
more types of Talents being used.[/p][p]More Talents + More Types of Talents = win for fun and challenging enemies![/p][p][/p]
UltraTek SIG Corps
[p][/p][p]Along with the addition of Jupiter's new private army, we have enabled the UltraTek captains to now start carrying similar comms equipment and using Priority Report as well. Be careful if you see one of their SIG Corp - Stun them, kill them quick. Their Priority Report can break through your Knight's quantum disruptions and reach the Sec AI and raise the Tally by +3 to +5. Just like being seen - if the enemy is Stunned or killed before the end of the turn, the report is canceled.[/p][p][/p]
Enemy Contacts & Influence
[p]Listening to the community, we've heard how enemy Contacts may squander their opportunities to reach Power Plays and convert those Power Plays into dangerous swipes at you. Most notably, sending Head Hunters. With this update, we've an enemy Contact's level of focus on you as an enemy and they are more likely to try to make your life difficult rather than getting side tracked. [/p][p]Please let us know, if you see an enemy Contact who manages to achieve a Power Play - do they feel more threatening as they go for another Limit Break and possibly Head Hunters?[/p][p][/p]
v2.7.27 - #94: Jupiter's Private Army - 7/18/2026
[p] - Rebuilt enemy intelligence around selecting and using Talents - enemies are more happy to use Talents in more scenarios more readily[/p][p] - All new private army for Jupiter Corp with 10 new enemy types and multiple new unique new combos, weapons, Talents[/p][p] - New Jupiter enemy J6 SIG carries comms equipment, can rapidly raise Sec Tally once Alerted with Priority Report Talent[/p][p] - New Jupiter enemy J7 Mecha infantry drone carries deadly nano-edge katana, ability to repair its own armor and ability to raise 1-hit invulnerability multiple turns in a row[/p][p] - New Jupiter enemies J3 Extinguisher and J4 FireCOM carry Jupiter proprietary raildart SMGs that excel at shredding armor[/p][p] - New Jupiter enemy J3 Extinguisher packs a unique combination of grenades for any situation - stun, armor dissolving and healing for allies[/p][p] - Big upgrade in challenge level and fun when battling against Jupiter, including in key storylines like the Daedelus Bloc[/p][p] - New enemy type for UltraTek - SIG Corp carries comms equipment, can rapidly raise Sec Tally once Alerted[/p][p] - Improved prioritization of actions for enemy Contacts (more Limit Breaks, more Head Hunter chances)[/p][p] - Fixed issue where some games that had recruited the Retired Sniper from the UHUB would stop loading[/p]