Early access · Release date: February 5, 2026
UpdatedMENACE Patch Notes: Hotfix #13 and Key Balance Changes
Catch up on MENACE patch notes for v0.7.17 and v0.7.16, including performance fixes, Lim's Zig-Zag return, perk refunds, and major weapon balance changes.
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Latest MENACE Patch Notes: What Changed in v0.7.17?
Your next deployment deserves a quick roster check: the latest MENACE patch notes bring performance changes and return Zig-Zag to Lim. Hotfix #13, version v0.7.17, follows the much broader v0.7.16 balancing update, which refunded promotion points and changed weapons, perks, equipment, and Ironman behavior. These MENACE patch notes matter even if you are continuing an existing campaign, because your saves remain compatible while your squad builds need another look.
Version v0.7.17 is the latest update covered here. Its changes are compact:
| Change | v0.7.17 details |
|---|---|
| Rendering performance | Screen Space Global Illumination temporarily disabled |
| Lim’s perks | Solid Grouping replaced with Zig-Zag |
| Lim’s promotions | Perks and promotions reset, with points refunded |
| Vegetation | Fixed plants fading out too quickly when zooming out |
| Localization | Fixed some Chinese and Portuguese translation issues |
The rendering change addresses an effect that proved more demanding than expected on various GPUs and could cause crashes. There is no universal frame-rate improvement attached to this fix, so keep the change itself in mind when comparing performance across versions.
Lim’s update also needs a little context. Version v0.7.16 replaced his Zig Zag perk with Sprint. Hotfix #13 brings Zig-Zag back by replacing Solid Grouping, rather than reversing the earlier Sprint swap.
Reassign Lim’s refunded promotions before taking him into another mission. If you are returning from a version before v0.7.16, review the rest of your roster too: that balancing update refunded all promotion points.
Neither update requires a fresh campaign. The immediate work is rebuilding promotions and reviewing loadouts against the new numbers.
Official page: MENACE (menacegame.com)
Combat, Perks, and Ironman Changes in v0.7.16
The larger shift in these MENACE patch notes comes from v0.7.16. Its balancing changes aim to broaden build variety while preserving equipment and perks with specialized roles.
Image: Steam / Overhype Studios
Several combat rules affect decisions regardless of which squad leaders you deploy:
- Damage reduction is capped at 90%.
- Movement has a minimum cost of 4 AP per tile.
- Blind fire onto a tile carries a -60% accuracy penalty.
- Critical hits gain 50% increased armor penetration.
- Some large enemies, including the Hive Queen, are immune to stun effects.
- Missions cannot be left during the enemy turn.
Check the accuracy penalty before committing AP to blind fire. That penalty makes firing at a tile a substantially different decision from attacking a visible target.
Reworked Perks Worth Reviewing
| Perk | Updated effect |
|---|---|
| Sprint | Spend 40 AP to sprint up to 5 tiles, then become winded |
| Take Aim | Delay the active unit’s turn and gain +10% accuracy and +30% critical hit chance |
| Solid Grouping | Adds a flat +5 accuracy alongside its existing effect |
| Grenadier | Adds one use to all grenade accessories |
| Hotwire | Also survives the first otherwise destructive hit with 10% hitpoints |
| Linebreaker | Spend 60 AP to charge an enemy within 5 tiles and stun them; destroys half cover along the route |
| Wire Slings | Range increased to 4, uses increased to 8, and trapped units take +30% damage |
Standby and Take Aim have merged into the reworked Take Aim perk. Bog, Pike, and Ivey received it in place of Standby, while Darby, Sachin, and Greifinger gained Sprint through their respective perk swaps.
Wetteroth also received a direct stat increase: Agility rose from 57 to 63, raising his AP from 85 to 90.
Review critical-hit weapons alongside Take Aim when rebuilding promotions. Its increased critical chance now sits alongside the broader armor-penetration change. Separately, the Critical Hits perk received a fix so its intended 50% critical-hit damage increase works.
Linebreaker’s stun deserves particular attention. Check the target’s stun immunity before committing to the charge, especially against the Hive Queen.
Ironman Now Enforces Mission Consequences
In v0.7.16 Ironman mode, quitting or closing the game during a mission aborts that mission. Reloading also no longer provides a way to restore squad leaders who were downed or killed during the mission.
Finish your preparation before entering an Ironman mission, and account for the mission-abort consequence before closing the game. This change affects how you manage an ongoing battle, alongside the restrictions on leaving during enemy turns.
Weapon Balance Changes to Check Before Deployment
The weapon section of the MENACE patch notes changes more than raw damage. Ammunition, supply costs, accuracy penalties, firing modes, and scatter all received adjustments.
Image: Steam / Overhype Studios
Review the exact variant you have equipped. Several weapon families contain versions with different changes.
| Weapon | Selected v0.7.16 changes |
|---|---|
| BR3A3 Kr-BaR "Crowbar" | Ammunition reduced from 12 to 10; supply cost increased from 9 to 11 |
| K-SAS DMR | Damage increased from 25 to 30; primary fire gains +10% critical hit chance |
| SR41 KASS | Damage increased from 40 to 55; Aimed Shot gains +20% critical hit chance |
| M320 SSW Light Machinegun | Accuracy penalty reduced from -20 to -10; suppression increased from 12 to 15; ammunition increased from 8 to 10 |
| Kingpost M8 Mortar | Damage increased from 15 to 40; AP cost reduced from 50 to 40; scatter chance reduced from 50% to 33% |
| Tripod Laser Lance | Supply cost reduced from 70 to 45; trade value reduced from 80 to 55 |
| IAR Infantry Automatic Rifle | Damage increased from 12 to 25; ideal range increased from 6 to 7; maximum range increased from 9 to 10 |
| 120mm Mortar | Range changed from 8–16 to 10–22; ammunition increased from 8 to 14; AP cost reduced from 60 to 40 |
The Crowbar’s adjustment combines less ammunition with a higher supply cost. Recheck ammunition and supply totals before carrying over an older loadout unchanged.
Several precision weapons gained both damage and critical chance. The SR31 - HM SPR, for example, increased damage from 30 to 45, gained +20% critical hit chance on Aimed Shot, and dropped its supply cost from 30 to 25.
Mortars received substantial changes too. The Kingpost’s scatter range fell from 2 to 1, alongside its damage and AP adjustments. The vehicle-mounted 120mm Mortar gained longer reach, but its minimum range also increased.
Account for the 120mm Mortar’s new 10-tile minimum when positioning it. Its expanded maximum range does not remove that closer-range restriction.
Vehicle weapons received additional changes beyond mortars. Twin-linked weapons lost their extra accuracy penalty, while the Twin Griffin Dynamics Rotary Barrel Machinegun gained more firing repetitions and cheaper AP costs. The Long Barreled Tank Gun moved in the other direction on supply, increasing from 60 to 70.
Equipment and OCI Costs Reshape Loadout Choices
The MENACE patch notes also change what you can fit into a deployment budget. Several OCIs became cheaper or gained additional uses, while multiple supply and logistics upgrades increased in cost.
Image: Steam / Overhype Studios
| OCI | v0.7.16 adjustment |
|---|---|
| Automated Supply Compartments | Cost increased from 100 to 130 |
| Recon Dropship | Cost reduced from 70 to 50 |
| Deployable Cover | Cost reduced from 60 to 40; uses increased from 6 to 8 |
| Deployable Bunker | Cost reduced from 80 to 50; uses increased from 3 to 5 |
| Rocket Sentry Turret | Cost reduced from 80 to 50; accuracy increased from 50 to 80 |
| ATGM Sentry Turret | Cost reduced from 100 to 60; accuracy increased from 50 to 80 |
| Signal Blocker | Cost reduced from 80 to 40; uses increased from 6 to 10 |
| Emergency Smoke Screen | Uses increased from 5 to 6; selectable tiles increased from 2 to 3; delay reduced from 1 to 0 |
Recalculate OCI spending before rebuilding the same setup. Automated Supply Compartments and Advanced Supply Compartments now each cost 130, while several deployable support options cost less.
New equipment adds further choices. The Heatsink vehicle accessory increases maximum heat capacity by 50%. The new IFAK - ‘First Aid’ infantry accessory increases the unit’s squaddie rescue chance by 25% and guarantees that one squaddie is rescued.
Keep that accessory separate from the First Aid perk, which received its own additional 20% rescue chance for all units, with a minimum of one rescued squaddie.
Grenade loadouts also deserve another pass. Flashbang supply cost dropped from 10 to 5, and Thermite Grenade damage increased from 35% to 45% of maximum hitpoints. Smoke Grenades became more expensive, rising from 10 to 15 supply.
Check grenade quantities after assigning Grenadier, since its extra use changes the capacity of equipped grenade accessories.
Known Issues and the Next Planned Updates
The current MENACE patch notes still list several technical issues. Hotfix #13 addresses rendering performance, but these remaining problems have separate workarounds or limitations.
| Issue | Current workaround or limitation |
|---|---|
| Antivirus deletes GameAssembly.dll | Allowlist GameAssembly.dll and Menace.exe |
| Long loading times and delayed voice barks | Listed as an issue when installed on an HDD |
| Fullscreen behaves incorrectly after minimizing | Use Fullscreen Window |
| Crashes with high-refresh-rate monitors | Enable Vsync or lower the refresh/frame-rate setting to 60 or below |
Try Fullscreen Window if minimizing disrupts fullscreen behavior. For crashes associated with a high-refresh-rate display, use the listed Vsync or reduced-refresh workaround.
Beyond the current patches, the planned update order places Squad Leader Update #2 before Main Story Expansion #1. These are upcoming additions, separate from the changes already live in v0.7.17.
Squad Leader Update #2 is planned to add one squad leader, one pilot, and an Extended Campaign option. That option slows progression to roughly half its current pace.
Main Story Expansion #1 is planned to advance the story, expand Construct units, and introduce Level 2 Blueprints and additional items. Existing saves will remain playable, but some expansion content will unlock only in fresh campaigns.
Keep that fresh-campaign requirement in mind when planning a restart for the story expansion. The roadmap gives an intended release order, with the remaining updates expected during 2026 rather than tied to fixed dates.
FAQ
What is the latest version in the MENACE patch notes?
The latest version covered here is v0.7.17, Hotfix #13. It disables Screen Space Global Illumination temporarily, restores Zig-Zag to Lim, and fixes vegetation fading and some translations.
Do v0.7.16 and v0.7.17 work with existing saves?
Yes. Both updates support existing savegames. Version v0.7.16 refunds all promotion points, while v0.7.17 resets and refunds Lim’s perks and promotions specifically.
Did Lim lose Sprint when Zig-Zag returned?
Hotfix #13 replaces Solid Grouping with Zig-Zag. The earlier v0.7.16 change replaced Zig Zag with Sprint; the hotfix restores Zig-Zag through a different perk slot.
What happens if I close MENACE during an Ironman mission?
Under the updated v0.7.16 Ironman rules, closing or quitting the game during a mission aborts it. Reloading also no longer restores squad leaders who were downed or killed during that mission.
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MENACE Roadmap: 2026 Updates and What Comes in 2027Explore the MENACE roadmap for 2026 and 2027, including live balance changes, new squad leaders, Extended Campaign, and the next main story expansion.Join the community
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