ISSUE #0.5.6 β€” GROM'S LABOR PITS UPDATE

Wasteland Gazette

Patch notes, new features and fixes, straight from the in-game newspaper.

Last updated: October 12, 2026
SYSTEM ALERT: The Labor Pits got a full rebuild. Grom interrogates every prisoner, talks if you earn it, and the intel he pulls out of bandits and Reptilians puts enemy camps on your map.
2CAMP TYPES
3-4WAVES PER CAMP
4TALK TOPICS
3PIT UPGRADES
40VOICE LINES FOR GROM
20BOSS BATTLEFIELDS
1NEW BASE LEVEL
100STATIC STAMINA
7 daysOF DMS KEPT FOR YOU
38VOICE LINES FOR DR. MAYA
19NARRATED RELIC ENTRIES
60sTO ACCEPT A DUEL
5 minSAME PAIR REMATCH
1xSHARE PER DUEL
1MAIN STORY CHAPTER
19TUNNEL ROOMS
14BOSS VICTORY SCREENS
17REAL PLACES
7TIMES OF DAY
3.5xMAP ZOOM
4NEW BOSSES
9INTEL TIPS THAT WORK
1NEW CAMP SCENE
2MINE FLOORS

NEW⛓️ THE LABOR PITS, REBUILT

Grom's pit no longer looks like a menu. It is a place now.
  • Cell block. Every prisoner sits in a barred cell with an icon that shows who they are once Grom has questioned them.
  • The pit floor. One pickaxe for every laborer working below.
  • Pit ledger. Prisoners, laborers, daily scrip, questions asked, aid delivered and camp intel at a glance.
  • Tabs. Processing, Talk, Quiet Aid and Upgrades each get their own tab, and Grom's current line stays on top with a replay button.

NEWπŸ•οΈ CAMP RAIDS: FIND THE HQ AND BURN IT DOWN

What Grom pulls out of his prisoners now ends up on your Sector Map.
  • Intel. Questioning a bandit or a Reptilian gives camp intel. Enough of it marks an enemy camp HQ at a random spot on the map. The Interrogation Room doubles the intel.
  • Bandit camps. 3 waves, ending in a Raider Warboss and his veterans.
  • Reptilian camps. 4 waves and much harder. Scrappers, cleaver guards, elite butchers and finally a camp warden.
  • No resting between waves. You can abort a raid, but the waves you cleared come back, and a defeat is a real defeat.
  • Spoils. Scrip, scrap, supplies, reputation and XP. Reptilian camps pay far more. Grom hears about every camp you clear.
  • Gone for good. A cleared camp disappears from the map. At most 3 bandit and 2 Reptilian camps wait on the map at once.

NEWπŸ”Ž INTERROGATIONS: WHO IS IN YOUR CELLS?

Grom no longer takes a prisoner at face value. He questions them first.
  • Where they come from. A prisoner remembers the group of the enemy you bound: Reptilian, bandit and raider, or a survivor forced to fight for the Reptilians.
  • Different questioning. Each group gets its own interrogation report. Bandits turn out to be bandits, madmen or collaborators.
  • Nothing is locked. Hand over, sell, gift and bulk delivery still work for every prisoner. The group changes what Grom says and how he says it.

NEWπŸ’¬ TALK TO GROM, AND HELP WHO HE HELPS

Grom has a past, and he opens up to people he trusts.
  • Talk. Four topics unlock as your standing grows: Stranger, Contractor, Partner and Confidant. The first talk each day earns affinity.
  • Quiet Aid. Bring medicine, food and herbs. Grom never says where they go, but the more you bring, the more he gives back.
  • Pit upgrades. Reinforced Cells and the Medic Corner raise what every laborer produces. The Interrogation Room pays in loot and doubles camp intel.

NEWπŸŽ™οΈ GROM FINDS HIS VOICE

Every line Grom says in the Labor Pits now has its own voice-over, from his greeting to his verdict on a bandit. If you miss one, the replay button plays it again. The voice stops the moment you leave the pit.

IMPROVEDπŸ”§ SMALL FIXES IN 0.5.6

  • What you can bind. Only humanoid enemies can be captured with rope. Drones, turrets, animals and monsters cannot be bound, and neither can bosses.
  • Free binds. The rare free rope-bind after a fight can no longer pick an enemy that cannot be captured.

NEWπŸ›— SANCTUARY DEPTHS: THE BASE GOES DOWN

The base finally has a basement. The elevator in the Sanctuary Hub now has its own pin.
  • Sanctuary Depths. Ride the lift down to a new level of the base. The Archive Wing and Cipher's Server Room now live down there, each with its own pin.
  • A lighter Camp. Those two cards are gone from the Camp screen, so the camp stops looking like a spreadsheet.
  • One upgrade button. The duplicate upgrade panel in the Workshop is gone. Upgrades live on the Sanctuary Hub, where they belong.

NEWπŸ’¬ THE MESH NEVER SLEEPS

The Sector Server Chat now follows you around the game.
  • Online from login. You show up on the ONLINE NOW list the moment you log in, not only after you open the chat.
  • DM alerts everywhere. A pop-up appears on any screen when someone messages you, and a small pill stays on screen until you read it.
  • While you were offline. Messages sent while you were away are waiting at your next login, with a summary of who wrote and how many times.
  • Delete a conversation. Every DM in the sidebar has a red X, and an open DM has a delete button. Deleted chats stay deleted.

IMPROVED🐺 CERBERUS TAKES THE K9'S PLACE

Cerberus is the cybernetic form of your K9, so he no longer joins the squad as a second dog. Buy him and he takes the K9's slot.
  • Shift button. The Cerberus card now has a switch, like the ExoFrame skin: switch to the regular K9 and he takes the slot back, switch to Cerberus and he replaces the K9 again.

NEWβš”οΈ EVERY BOSS GETS A BATTLEFIELD

Boss fights no longer all look the same. Each boss now fights in a place that fits who he is.
  • 20 boss battlefields. Bebok, the weather bosses, the contract bosses and the dungeon bosses all have their own backdrop.
  • Base raids. Raiders attacking the Sanctuary now fight at your gates instead of on a generic field.

IMPROVEDπŸ›‘οΈ FAIR PLAY: STAMINA AND TRUSTED SAVES

  • Static stamina. Stamina is 100 for everyone. Only stamina talents raise it, and levelling up no longer does.
  • Trusted saves. Stamina, items, money, resources and levels are checked against your last trusted save. An impossible jump is undone.

IMPROVEDπŸ”§ SMALL FIXES IN 0.5.5

  • Greenhouse herbs. Herbs from the greenhouse now reach your base storage. Herbs lost before are returned.
  • Storage numbers match. Camp, Labor and the Sanctuary Hub now show the same weight and the same capacity.
  • PvP list. The opponent list shows the same armor and weapon as the duel card.
  • Paper-doll. The body in the Inventory fills the space from head to foot.
  • Token shop. Buying with Syndicate Tokens no longer triggers the anti-cheat screen.
  • Bebok's battlefield. His background loads again.

NEWπŸŽ™οΈ DR. MAYA FINDS HER VOICE: EVERY RELIC IS NARRATED

Reading a translated relic in the Archive Wing is now something you can listen to.
  • She speaks the second you open an entry. Maya announces the translation in her own words before you read it, every single relic, Egypt to the Sovereign Council.
  • Historical Commentary on demand. The commentary now sits behind its own button. Click it and the text opens while Maya reads it aloud to you. Click again to close it and stop her.
  • Nineteen entries, thirty-eight voice lines. Each relic has its own opening and its own commentary, and nothing repeats.

IMPROVED🀫 THE CHAT NPCS CALM DOWN

Vex, Rust and Kilo were answering every single message. Now they answer when you ask. A question, a topic or their name gets an instant reply. Greetings and small talk only get one now and then, and players chatting with each other are left in peace.

NEWβš”οΈ LIVE PVP: CHALLENGE ANYONE IN THE CHAT

Ghost duels were a fight against a copy of someone. Now the someone can say yes.
  • Challenge. Click any survivor's name in the Sector Server Chat and press Challenge to a Duel. They must have the chat open.
  • Accept. They get a pop-up and a chat message with Accept Duel and Decline. On the challenger's player card the button turns into Accept Duel. You both have 60 seconds, then the challenge is gone.
  • The fight. The server takes both characters from their last saved game, so your gear on the server is what fights. Nothing is trusted from the screen. It plays out turn by turn like a Ghost Arena duel.
  • The result. It is posted in Sosnowiec (Warzone) with a short story and a View Battle button. The button opens a small window with both fighters, the rating change and the full turn by turn log.
  • Share it once. The winner can share the result in one sector channel of their choice. It can only be shared once, and never twice in different channels.

NEWπŸ… DUELS MOVE YOUR ARENA RANK

Friendly duels count. Win and your Arena rating goes up, lose and it drops, with the same rating rules as the Ghost Arena. Both fighters also get the Arena scrip reward. Duels do not touch the Ghost Arena cooldowns or its daily limit. The Ghost Arena stays limited, because it can be farmed. Duels need two people to agree, so they have no daily cap. The same two survivors can only fight again after 5 minutes, so the channel stays readable.

NEW☠️ CHAPTER 1: THE PURGE

When Cipher releases Shaft B-12, you have exactly three steps south to reach the exit before the tunnels purge everything. A pop-up tells you, and a counter stays on screen. Ignore the warning and take a fourth step, and you die. You get one respawn at camp. The second time is real permadeath. We are serious about permadeath in this game.

IMPROVEDπŸ”§ SMALL FIXES

  • The Sector Server Chat sidebar now has an ONLINE NOW list. See who is on the mesh, open their card with a click, or hit the βš” button next to a name to challenge them to a duel (βœ” accepts a duel they sent you).
  • The language switch now sits under the game title in the sidebar. While the sidebar is closed it floats at the top right, clear of the ad banner.
  • Cipher's three answers in the Terminal Interface conversation now match the buttons you press word for word.
  • Cipher's last transmission in Chapter 1 now tells you to go back to your camp and wait for her contact.

NEWπŸ—οΈ MAIN STORY: CHAPTER 1, MEET CIPHER

Cipher's call finally leads somewhere. The Katowice Tunnels are now a dungeon you can explore at your own pace.
  • Follow the story. Climb down the access shaft, survive the Vanguard ambush on the switching platform, crack the sealed terminal at Bulkhead 01-A and hear what Cipher really has to say.
  • Free roam. Nineteen rooms, side passages and dead ends. The map never changes, but what waits in each room is rolled again every time you go down. Come back as often as you want.
  • Reptilian patrols. Vanguard teams, scrappers and enforcers can be behind any door, alongside lockers, first-aid boxes and traps.
  • Chapter 2 is coming. At the end of the tunnels Cipher sends you home to wait for her transmission. What she has to say is a story for the next chapter.

NEWπŸ† EVERY BOSS GETS A VICTORY SCREEN

Every named boss and mini-boss now ends with a victory card of its own, with its own colour, headline and closing line. Foreman Kruk, the Zmora, Lady Midday, High Overseer Sszakar-Aten and ten more. Winning a big fight finally feels like winning a big fight.

IMPROVED🌐 POLISH MODE NO LONGER BREAKS BUTTONS

In Polish mode some buttons could stop working, like the Sanctuary Hub in Camp. Language switching no longer touches the game's inner workings, so every button goes where it should.

NEWπŸ–₯️ LIVE HACKING: TERMINALS FIGHT BACK

Hacking is no longer a button you press. Every terminal in the wasteland now runs a live mini-game on a full-screen green terminal. Three games rotate at random.
  • Terminal Override. Type the target crypto-sequence exactly before the timer runs out. A wrong key wipes your buffer and costs seconds.
  • Circuit Bypass. Rotate the nodes to wire the power from the source to the output. Dead nodes block the way.
  • Signal Decryption. Click only the symbols the prompt asks for. Decoys cost you time.
  • Netrunners hack better. Every point in the Netrunner talent tree adds a quarter of a second to the clock (up to 3 seconds), and a hired hacker adds 3 more. Neural Shield adds a second per level. Techies and Broadcasters get a built-in time buffer in every game.
  • It costs Tech Data. Every breach outside camp costs 1 Tech Data. Boss-related breaches cost 5. With none, you cannot start the hack. Camp terminals and the training lab stay as they were.
  • Hacking opens real doors. The Comms Server decryptor, the Zmora diagnostic, the convoy vault, the Slaughterhouse terminal and the two archives inside the Ruined Military Checkpoint all run on it. At the checkpoint you can also hack the turret panel and skip the whole second wave.
  • Boss contracts. Cut the comms on Collar-Master Szhaar with a live hack to fight him alone. Fail, and his whole compound comes running. Jacking into the Zmora's Mesh Hub is a hack too.
  • Train for free. The Comms Server has a Hacking Training card with a three-lesson tutorial and free play with no cost and no penalty.

IMPROVED⛏ DUNGEONS & LIZARDS: THE ABANDONED COAL MINE, REBUILT

Trader Kaelen's job at Level 4 now leads into a full-screen dungeon with a lamp-lit look, a survey map and two floors. The tunnels still change every time you go down. But humans are not the only enemy in this mine.
  • Two floors. Find the Foreman's Key in the Galleries, ride the lift down and face Foreman Kruk in the Lower Shaft.
  • Your lamp is your clock. Every step burns lamp oil. When it runs out the map goes dark and every step costs extra Stamina. Find oil in chests, niches and workshops.
  • The Whisper. Deep below, the seam talks. The longer you stay, the louder it gets, and when it breaks you it hurts.
  • Dungeons & Lizards. Reptilian Diggers have tunnelled into the lower floor. Expect sentry spikes and drone-wire traps, and diggers fighting beside the whispering husks and burrowers.
  • Choices in the dark. Seven story events with real choices: a shrine, a pinned miner, a hammering ghost, a flooded sump, a workshop, a rockfall and a control terminal you can hack.
  • Jarek's journal. Six pages from Kaelen's lost brother are hidden in the tunnels. Find them all for a better lamp and a bigger reward from Kaelen.

NEW🎬 A WHOLE NEW BATTLE SCREEN

Every fight now plays out on one widescreen stage. You and your ally stand on the left, the enemy squad on the right, over the background of the place where the fight started. Your combat log, your target and your actions all sit on the same screen, and it fits your window with no scrolling, sidebar open or closed. Click an enemy portrait to switch targets. Prefer the old layout? A CLASSIC VIEW button is always one click away.

NEWπŸ“ RANGE ZONES: FAR, MID, CLOSE

Distance matters now. Charge to close in or Pull Back to open the gap, for 1 AP each.
  • Ranged weapons hit harder from far away and weaker up close.
  • Melee weapons can only strike at close range, so get in there.
  • Melee enemies, like wolves and butchers, run at you. They charge across the open ground, then lunge before they reach full strength.
  • Ranged enemies keep shooting, but lose some punch when you stay far.

NEWπŸ›‘οΈ SEND YOUR ALLY TO THE FRONT

Your companion is no longer just a gun beside you. Spend 1 AP to send them forward and they step up toward the enemy line, drawing most of the fire while you shoot from behind. Or recall them to play support, and now you are the one taking the hits. You choose who tanks.

NEW🏟️ THE PVP ARENA

A new card in Camp: the PvP Arena. Pick a survivor from the list and fight a ghost duel against their saved character, with the gear, talents and stats they actually carry. They do not need to be online. Wins and losses move you on the Ladder, so you can see exactly who rules the sector. This is the first step. Live duels are something we want to build next.

NEWπŸ— BEBOK, THE EVENT BOSS

A special event boss that rewards patience, not power. Bebok has 100,000 HP but hits for only 1 to 2 damage, and he is the same on every level. Take as long as you like. He cannot be bound with rope. Bring him down and he always drops the one and only Godlike Bebok's Scrap Pack, a backpack worth 1000 kg of carry weight. It exists nowhere else and never drops from normal loot. Bored mid fight? You can leave whenever you want.

NEWπŸ•’ A DAY WITH SEVEN PARTS, AND WEATHER THAT BITES

The day now moves: early morning, morning, noon, afternoon, evening, early night and dead night. Every trip from the Map takes time, and long ones like the Tunnels and the Slaughterhouse take two parts of the day. Go to sleep at camp and a new day starts with new weather. Stay out through dead night and you collapse outside, wake up in camp injured and lose part of the supplies you were carrying.
  • β˜€οΈ Clear: ranged weapons +5%.
  • ☁️ Overcast: fewer wanderers on the roads.
  • 🌧️ Rain: your barrels fill with water, but open-air trips cost stamina.
  • β›ˆοΈ Storm: fishing and hunting close, every trip costs stamina, but the barrels overflow.
  • 🌫️ Fog: many more ambushes, and ranged weapons lose accuracy.
  • πŸ”₯ High Heat: open-air trips drain extra thirst, and noon is the worst of it.

NEW🌞 LADY MIDDAY, THE NOON-STALKER

On a High Heat day, going out in the open at noon or in the afternoon with thirst below 60% can end badly. Your vision blurs, a pale figure shimmers on the road, and Lady Midday comes for you with a thermal sickle that cuts straight through armor. You can drink and clear your head, hide in the shade until dusk, or stand and fight. Watch her sickle: she raises it one round and strikes the next. Cover softens the blow. Indoor trips like bunkers and clinics are safe from her.

NEWπŸ—ΊοΈ OUR OWN MAP OF SILESIA

The Sector Map is no longer a borrowed satellite view. It is a hand-built survey map of Katowice, ChorzΓ³w and the Murckowski Deadwoods, and every location now sits where it belongs in the real world: the clinic in Silesian Park, the Tunnels under Katowice station, the Warehouse in JanΓ³w, the Deadwoods south of the city.
  • Drag to pan, scroll or pinch to zoom, and press βŒ– to jump back to your base.
  • The corner readout shows the real latitude and longitude under your cursor.
  • The map follows the sky: it darkens at night and washes out in fog.
  • Look for the red quarantine and exclusion zones and the flooded Rawa river plain.

NEWβš”οΈ BUILD YOUR SQUAD: 4 COMPANIONS

You are no longer fighting alone. Hire up to four companions at the Wasteland Bar and take them all into battle.
  • You command every ally. After your turn, each companion acts in order and you pick their skills.
  • Front line or back line. Send any ally forward to draw fire, or pull them back to protect them. Enemies pick on the front first.
  • Five new mercenaries, one per Wasteland Bar level: Mira the mechanic (Common), Tadeusz the miner (Uncommon), Lena the sniper (Rare), Viktor the riot-line tank (Epic) and Anya the blade (Legendary). Each has her or his own story and two unique skills.
  • Dismiss anyone at any time from the squad panel at the top of the Mercenary Roster.

NEW🧭 SQUAD STRATEGY: PLAN THE OPENING

Plan your fights before they start. The new Squad Strategy screen at the Wasteland Bar (and in the Mercenary Roster) lets you set up your team at base.
  • Starting position. Put each ally on the front line in front of you, on the back line behind you, or in reserve to leave them at base. Every fight opens in exactly this formation.
  • Combat role. Vanguard has more HP and draws all fire in round 1. Striker hits harder but is more fragile. Guardian covers you from the first round. Standard is balanced.
  • Turn order. Decide who acts first after your turn.
  • Saved strategies. Keep up to three setups and swap between them in one click, or let Auto-arrange build a sensible one.
Example: a Syndicate Defector as Vanguard on the front line, a Field Medic behind you as Guardian. Enemies aim most attacks at your front line, so choose who takes the hits.

HARDCORE☒️ THE UNKNOWN THREAT HUNTS IN THE RAD-STORM

When a Rad-Storm rolls in, something walks with it. The first time you leave camp that day, the Unknown Threat finds you, wherever you were going (level 4 and up). It is a mini boss with its own rhythm:
  • Shrouded, rad pulse. It takes half damage and hits you with radiation that ignores armor and cannot be dodged.
  • Exposed. The shroud tears open and it takes +40% damage. This is your window to burst it down, or stun it.
  • Rad burst. A huge radiation blast that also hits every ally, then the shroud closes again.
Its radiation leaves you with Radiation Contamination: you deal 30% less damage until it is treated.
  • Decontamination Flush at the Med Bay clears it completely for 35 Medicine and 15 Water.
  • Rad-meds: 1 Medicine per part of the day halves the penalty, but the contamination stays. Turn on auto-dose to take them on every trip.
  • 25 doses in total will also clear it, slowly.
Win and you take scrip, tech data and Medicine from the ashes.

FIXED🎯 ARM SHOT AND LEG SHOT NOW DO SOMETHING

Called shots are finally worth their 2 AP.
  • Arm Shot. A hit cripples the enemy's aim: for 2 rounds its attacks miss 50% of the time.
  • Leg Shot. A hit hobbles the target for 2 rounds: melee enemies cannot close in and everything it does hits 40% weaker. A melee target is also knocked back, pushing the fight one range step farther away.

NEWπŸ’₯ COMBAT COMES ALIVE: FLASHES, SLASHES AND HEALS

Battles finally look like battles. In the new battle view every action now plays out on the portraits.
  • Gunfire. Muzzle flash, a tracer streak and an impact flash on the target. Misses pass wide with a MISS popup, and enemy misses against you show DODGE.
  • Melee and heavy hits. Attackers lunge in, slash marks tear across the target, plasma flies as a glowing orb and grenades blast the whole enemy squad.
  • Healing. Bandages, Stimpacks and your ally's field patches send green rings and rising sparkles over every healed portrait, with a floating +HP number.
  • Damage and kills. Portraits shake, red damage numbers float up (crits are bigger), HP bars drain as the hit lands and fallen units burst before they go grey.
Prefer it plain? Use the FX ON/OFF button next to CLASSIC VIEW. The setting is remembered, and effects switch off automatically if your device has reduced motion enabled.

FIXED🧱 NO MORE EMPTY GAPS IN YOUR BASE SCREENS

The Defense Walls, Medical Infirmary, Workshop, Scrap Pit and Wasteland Bar screens had big blank gaps between the banner, the titles, the status panels and the cards. Those are gone, and the building cards now fill their rows evenly.

NEW🏚️ A NEW FACE FOR YOUR CAMP

The Camp screen has a new look. Step into the bunker corridor and you will see where everything lives: the riveted blast door to the Wasteland Gates, the cold stairwell going down to the Sanctuary Hub, the Comm-Server glowing at the far end and the Living Quarters with its kitchen and bunk bed.
  • The Sanctuary Hub is deep underground. It sits below the surface level of the vault, so you go down to build and upgrade.
  • Each destination has its own marker on the room it belongs to. Hover for a short description, click to go.
  • On a phone the scene scrolls sideways, and the markers stay on their rooms.

NEWπŸ—£οΈ KAELEN'S INTEL IS REAL NOW

Every piece of advice Trader Kaelen (or the Wasteland Bar) sells now does something, and the screen tells you what.
  • Rad-storm warning: a Rad-Storm hits the next morning. Open-air trips cost 2 Medicine (radiation meds) or 20% max HP and stamina. Tunnels and Bunker are safe, fishing and hunting are closed.
  • Convoys, traps, barricades, labor, road offers, hunting and bosses: each tip gives a short bonus, such as a free wall patch, 40% cheaper road offers, extra meat and wood, or 25% more damage to bosses.

NEW🧠 THE ZMORA: A SICKNESS IN THE CAMP

Some mornings you will wake to bad news: several defenders in the Living Quarters have woken up screaming, unable to breathe. The Zmora Protocol, a rogue pre-war cyber-warfare signal from a buried mesh hub, has crawled into the camp's sub-networks. Survivors turn Exhausted or fall into Neural Shock, so your workers produce less and your wall defenders cannot hold a raid.
  • Diagnose it. Open the diagnostic terminal. You need to be a skilled Netrunner (6+ points in that talent tree) or work the terminal with Cipher. A failed attempt gives you a Neural Shock.
  • Find the source. A good diagnosis quarantines the spread and marks the Buried Mesh Hub on your Sector Map.
  • Destroy it. Netrunners can jack in and sever the broadcast. Everyone else fights through the Zmora and its sleepwalkers. Beware: it can pin you to the ground mid-fight.
  • Reward: the Neural Shield cyberware (up to Mk III) that improves your hacking odds, cuts future outbreaks and protects you from neural attacks.

NEWπŸ’§ BOSS CONTRACT: UTOPEK-7

A new contract from the Shady Informant. In the flooded swamps of the Silesian Park lives Utopek-7, a mutated amphibian in a red miner's helmet, guarding an old Water Purification Pump. You choose how this ends. Trade and feed him filter cloth and rations and he dredges up rare loot from the swamp. Or take the water by force: he spits armor-ignoring bio-acid and can drag you under to drown you, until you break free. Win, and the pump is yours, adding clean water to your base every single day.

IMPROVEDπŸ“‘ GLOBAL BROADCAST PASSES, EXPLAINED

Nobody could tell you what a Global Broadcast Pass was, so now the survivors can. Ask around in Sector Chat and the NPCs will explain it, and the Broadcast window and its sidebar tooltip now say what a pass does and how you earn one.

FIXEDβš™οΈ POLISH AND FIXES

  • The Fallen Military Convoy no longer skips its first wave. The fight now runs Rogue Veterans, then Convoy Scavengers, then a LOOT THE CONVOY button, then back to Camp.
  • The Ruined Military Checkpoint no longer repeats a wave or throws you back to Camp. After the last wave you can enter the complex.
  • The Reptilian Warlord contract no longer pays its reward twice.
  • Utopek-7 now really spits bio-acid and drags you under, as its contract always promised. Expect a harder fight.
  • The metro tunnels water rumor now reads exactly like Kaelen's voice line, ending in it's your funeral anyway.
This page updates itself. It is generated straight from the in-game newspaper, so what you read here is exactly what Operators see when they open the Wasteland Gazette in the game.