Bullet Time
The pause button has now been replaced with what we hope is an even more robust system to enjoy the game... at a more forgiving pace, or just to enjoy the slowmo ballet :) [For aesthetic reasons, unit voices are not slowed. If it helps, think of it as neural sync or something c: ]
[Spacebar] still works to toggle between 0% speed(Tactical Pause) and the previously selected value. If the previous selected value is 0%, then we will bring you to your 2nd previous value on [spacebar].
Unit tweaks
-Technician hp increased
-Patrol hp increased
-Blue Beret hp increased
-Medical Team hp increased
-Decon Team hp increased
-Rad Force hp increased
-'Alfa' Air Crew now comes with detection range buff for friendlies standing nearby
-Mining Drone comes with auto-detection capability and serves as a decent close-midrange point-defender. Melee capability reduced. Damage resistance reduced, accuracy increased.
-Mining Drone charger pack now boosts its detection range as well.
-Combat Droid melee capability reduced.
-Cyber SWAT when Rogue, now wanders and closes in for kills. Rogue status lasts for 120 seconds instead of 60.
-Cyber SWAT Neurolimitr/Neuromaxr packs both give less passive morale.
-UNIPOL now comes with more base damage resist
-All prices and bodybags tweaked accordingly
UI
-Cryopod tweaks
-Active info pane tweaks to resistances (vs. melee, etc)
-Heliweapon reload buttons/info
General changes
-Molar intestine no longer gives passive hp, but still gives hp on consumption (ugh)
-All units get a boost to Detection Speed during overwatch, normally they go at 3 updates/sec, during overwatch it becomes ~6 updates/sec.
-Fire now has a 10% slow effect (each flame), and the cumulative slowdown can be felt and seen once your units or hostiles have got enough fire stuck to them. Now flamers are at least more glorious in corridors or laying down firetraps.