Dear Forgotten but Unbroken community!
We've been working on this update for months, and it's finally here! In addition to fixes, improvements, and balance tweaks, it also introduces brand-new gameplay mechanics and fresh content. This is our biggest update yet — thank you for your support and patience!
Gameplay changes:
Missions:
New story mission added: Airdrop
Enemy positions and patrols have been revamped in most missions to address new features (disguise and "silent" weapons)
More missions can now be finished without raising an alarm
Increased mission difficulty towards the final year
Chosen game difficulty now better reflects the number of enemies present on missions
Changed the amount of awarded resources for some missions
Combat:
Added Welrod - new "silent" weapon, can be acquired from mission Airdrop
De Lisle Carbine is now considered a "silent" weapon
Added a 30% familiarity bonus to Commando class for "silent" weapons
Buffed critical chance of burst weapons, increasing both lower and upper threshold, while making the scaling lower for medic class
Reduced Throwing knife range from 10 to 6 tiles
Increased AP cost of shooting with the Mauser rifle from 18 to 21
Sapper now automatically stops before stepping on a mine
BaseCamp changes:
Animated base - added many new animations, all recruits now move around, and are affected by time speed
New building - Canteen, which can be used to change food portion sizes (Kitchen is required to build Canteen)
New recruit job - Lumberjack
Player no longer gets wood from missions, but has to assign his recruits to work to acquire wood
Player can have up to 2 lumberjacks
Wood production of a Lumberjack is calculated based on recruit's strength, illness and injury.
Lumberjack has to be present at his workplace to produce wood
Remade healing system
Units heal slower and also have 3 injury phases: critical, medium and light
Healing gets exponentially slower based on the injury level
Critically injured units are no longer able to work or go on missions
Healing on Normal difficulty is faster than on Hard and Insane difficulty
Lowered passive healing (healing for units which are not in Hospital)
Locked extra medical care behind Hospital upgrade
Added a level requirement for Armory's Weaponmaster to repair new "silent" guns
Temporary tent slot added to the HQ interface. It can be used for 1 extra recruit space, with a price of a small morale debuff
Blizzard now forces soldiers inside their barracks, stopping lumberjacks from working
Morale changes:
New morale system, tweaked buff and debuff amounts
Added new morale buff Hope which decreases with each year slowly turning into Exhaustion
Added new morale icons into the Soldiers panel (upper right part of the UI header in BaseCamp)
An additional panel can be opened from the Soldiers panel to explain the daily morale gain or loss in detail for each character
Changed critical debuffs for insufficient food and heating in winter. These debuffs get gradually worse when soldiers don't eat or use heating.
Each day with available food or heating reduces the debuffs until they turn back to buffs
Uniforms now get visually damaged based on their durability. Each uniform has 3 stages with the 3rd stage causing a morale debuff
Other Changes:
UI:
Changed tooltip for total wood production and consumption
Changed Hospital UI, to show both injury and illness for each unit, while also showing the estimated time to heal
Expedition UI now show all units, even the unavailable ones with an explanation
Temporary tent UI can always be opened now, even if there is no unit assigned
Added new notifications to explain some events more clearly
Bug fixes:
Fixed inventory softlock when unit reaches 0 AP with an item in hand
Fixed item duping via trade menu when equipping weapon/helmet to a dead unit
Fixed a bug that allowed skipping upgrades and buying the same upgrade more than once
Fixed incorrect information on Zaitsev's introduction card
Fixed Brute perk triggering without breaking player's disguise
Fixed not being able to use the Panzerfaust with 18 AP
Kitchen no longer consumes wood when there is no food
General:
Tank (and mortar) now shoots every round after successfully targetting an ally
nerfed the Entertainer trait
Alwin Groot no longer has the Entertainer trait
Uniforms visually changes based on their durability. Each uniform has 3 stages, from clean all the way to torn.
Settings:
Added an option for auto-stopping when an enemy is discovered
Added an option to disable soldiers audio responses for commands
We squashed countless bugs during testing — some big, some tiny, some truly weird. But with so much new content, a few sneaky ones might’ve survived. If you spot any, don’t be shy — let us know and we’ll chase them down with a digital flyswatter!
Since this update brings many changes to the game, we recommend starting a new campaign. However, we also tested the new version with old saves, and everything seemed to work fine.
Once again, huge thanks to everyone for your support and feedback.
Happy gaming everyone!