v1.2.0 - Bigger Cards, Weekly Leaders, Faster Debrief
The first big round of changes since launch, and much of it comes straight from initial feedback, reviews, and reports. Your hand of tactics is bigger and easier to read, with an updated card face UI. The main menu shows who's leading this week's Weekly Run Challenge. And the end of a contract moves as fast as you want it to (skip the summary scenes!). There's also a TEXT SIZE setting for Steam Deck players, a visual indication when you take global credential/privileged access, a reworked Operator Skills page and a handful of other fixes. This post covers everything since v1.0.0, including v1.1.0.

Bigger, Clearer Cards
Hand cards and tactic packs are visually 20% bigger. I've received numerous feedback/suggestions about increasing font sizes and readability. Hopefully this is step in right direction for Steam Deck players.
An updated Tactic card face. Important information is more visually prominent now.
Category and rarity are spelled out in full instead of short codes. LOCAL and REMOTE tags have a new display format.
The hand fans out wider so neighboring cards overlap less.

Text Size and Steam Deck
New TEXT SIZE setting in SETTINGS, under GRAPHICS: STANDARD or LARGE.
On a Steam Deck the game starts on LARGE. You can switch back any time.
Tooltips, hand card text and the HUD are bigger at every size, so nothing on a card drops below a readable floor.
Weekly Leaders on the Main Menu
Under the logo, one row now reads LAST RUN and BEST RUN on the left, and this week's GLOBAL #1 (BETA) and FRIENDS #1 on the right: who's in front, how many contracts they cleared and their Funds. Long Steam names scroll instead of getting cut off.
The WEEKLY tag above the leaders shows the week number and how long is left before the next Weekly. It turns orange in the final hour.
The weekly leaderboard's row styles now match the Career Analytics leaderboards, and it opens on GLOBAL.
If your score didn't reach Steam, the row says so (POSTING, NOT POSTED or DID NOT VERIFY), and it updates once a retry lands.
Weekly Runs count toward LAST RUN and BEST RUN like any other Run. The Weekly is full-game only, so the demo shows just your LAST RUN and BEST RUN.


Faster Debrief
The end of a contract summaries used to take a long time to get through. Every moment still plays through, but now you're in control of the pace.
Hold the left or right mouse button or SPACE to fast forward the whole debrief: the end cinematic, XP, Results and the debt.
Keep holding and it carries you from one screen to the next. A quick tap skips to the end of the current summary scene.
Once you've seen a contract-end cinematic, it plays a shorter cut after that. Special endings always play in full.
Paying the debt is still a click and hold, but it's twice as fast
Repeat XP lines stack, so you get a single TACTIC SUCCESS x14 instead of fourteen sperate XP gains.
Global Credentials and Privileges
The first time in a contract you get a credential that works on every node, the map shows it: a pulse runs out from the node that gave it up, and a GLOBAL CRED or DOMAIN ADMIN callout rises over it.
The CREDENTIALS panel gets a tag for the rest of the contract. Taking DOMAIN ADMIN (e.g., Global Privileged Credentials) after GLOBAL CRED plays it again as an upgrade.

Operator Skills and Operator Panel
The Operator Skills page after each contract now shows the same SKILLS panel as the Operator File.
The Operator Panel's ACTIVE MODIFIERS now lists a CAMPAIGN entry: the modifier your debt org set for the whole Run.

Main Menu
The ENTER RUN CODE row is gone from the main menu. To play someone's Run Code, pick START A NEW RUN, then ENTER RUN CODE on DEBTS TO BE PAID. Steam invites and the leaderboard PLAY button still open a code straight away.
Fixes
The map draws faster late in a contract, when most of the network is revealed.
The weekly leaderboard's FRIENDS view numbers your friends 1, 2, 3 instead of showing their global ranks, and your friends rank no longer reads like "#312 OF 12".
The weekly row fills in if Steam was still loading when the menu opened, and it no longer flashes NONE YET before the leaders arrive.
Keyboard focus stays put on the weekly row while it refreshes.
Other players' names on the weekly boards now also show their Steam profile image.
Various fixes to text content and formatting within the game.
Persistence contract objectives (e.g., Net Takeover) now require the contract to be ended while the persistent footholds are active. Leaving the contract without the footholds being in place will result in an abandoned contract (e.g., leave without completing objective).
Thanks for playing, and thanks for reviews and feedback I've received. Keep the feedback coming.
F9 or the Steam Community forums for Project RedTeam: Contract Offensive is the fastest way to reach me.
Thanks,
Dev
