Patch Breakdown · v0.7.8 + Hotfixes
MENACE OCI Rework Guide
The OCI Rework went live on July 14, 2026 as update v0.7.8 — the largest single change MENACE has received since entering Early Access in February. It rebuilds the Impetus's upgrade system around three renamed slots, splits offmap support into Orbital and Airpower categories with real timing rules, pools ability uses per operation, and adds hard caps to both authority and squaddie count. Two follow-up hotfixes (v0.7.9 and v0.7.10) landed within the same week. This guide covers everything that changed and how to adapt your campaign.
Everything That Changed at a Glance
| System | Before v0.7.8 | After the Rework | How to Adapt |
|---|---|---|---|
| OCI slots | Three generic OCI slots on the Impetus | Slots renamed to Bridge, Hull, and Armament, each holding always-unlocked base OCIs that cover the essentials | Fill every slot with a base OCI early — they are free progression that needs no faction trust |
| Faction OCIs | 8 OCIs per faction, installed standalone | 12 OCIs and 12 trust levels per faction; faction OCIs install over a base OCI and replace it | Non-ability faction OCIs keep the base OCI's effect, so upgrading an Intelligence Center keeps the +1 intelligence |
| OCI upgrades | Single version of each OCI | Every unlocked OCI also has an upgraded version that costs more and can fundamentally change what it does | Read the upgraded tooltip before paying — 'better' sometimes means 'different job' |
| Offmap uses | Uses refreshed per mission | Uses are pooled per operation — spend all 3 in one mission or spread them across missions | Track the pool before the final mission of an operation; leftover uses do not carry further |
| Offmap delivery | One shared offmap behavior | Split into Orbital (from the Impetus, ~2-turn delay, heavier impact) and Airpower (dropship arrives after 2 turns, loiters 1 turn only) | Call dropships before contact, not after — a wasted loiter window wastes the use |
| Authority | No explicit authority ceiling | Maximum authority is 120, minus 4 for every squad leader or pilot on the roster | Treat each hire as a 4-point authority tax; some OCIs raise the cap again |
| Squaddie limit | Roster grew without a hard ceiling | The Impetus has a maximum squaddie count; no new squaddies join from any source once full | Raise it with the Quarters base OCI or set it in the custom difficulty options at game start |

The Three Renamed Slots and Their Base OCIs
The Impetus still has three OCI slots, but they are now named Bridge, Hull, and Armament — and each slot offers base OCIs that are always unlocked, no faction trust required. Base OCIs cover the essentials so a fresh campaign is never locked out of core ship functions. Faction OCIs, unlocked through trust, are installed over a base OCI and replace it — but non-ability faction OCIs keep the base effect, so you rarely lose ground by upgrading.
| Slot | Base OCI | Effect | Notes |
|---|---|---|---|
| Bridge | Command Room | +1 squaddie per mission | Stacks with the Impetus baseline of +1 squaddie per mission and a 15% squaddie rescue chance every new campaign starts with. |
| Bridge | Intelligence Center | +1 intelligence | The reference case for the new rules — any faction upgrade installed over it keeps this +1 intelligence on top. |
| Hull | Quarters | +20 maximum squaddies, +10% squaddie rescue chance | The main lever for the new squaddie cap; take it when your roster keeps hitting the ceiling mid-operation. |
| Hull | Garage | Repairs 1 defect and 10% vehicle HP after each mission | Passive sustain that keeps armor rotating without eating your supplies between fights. |
| Armament | Main Battery | Unlocks the Main Battery Salvo offmap ability | Orbital-category firepower — plan around the roughly 2-turn delivery delay. |
| Armament | Armed Dropship | Unlocks an MG strafing run | Airpower-category — the dropship needs 2 turns to arrive, then must fire within its 1-turn loiter window. |
| Armament | Support Module | Unlocks a supply drop | The low-risk way to learn the new per-operation use pool without betting damage on the timing. |
Offmap Abilities: Orbital vs Airpower
Two rules now govern all offmap support. First, uses are pooled per operation instead of refreshing per mission — you can dump all 3 uses of an ability into one ugly mission or parcel them out, but the pool is all you get until the operation ends. Second, every offmap ability is now either Orbital or Airpower, and they behave completely differently on the timeline.
| Aspect | Orbital | Airpower |
|---|---|---|
| Called in from | The Impetus, from orbit | A dropship flying to the battlefield |
| Time to effect | Long delay — usually 2 turns before impact | Dropship arrives after 2 turns, but then fires the moment you pick the tiles |
| Fire window | Strike lands when the delay ends | Dropship loiters for 1 turn only — fire in that window or the use is lost |
| Impact profile | Usually the heavier, more decisive payload | Faster, more tactical effects once the ship is on station |
| Example | Ion Cannon — delay increased from 2 to 3 turns by Hotfix #9 | Show of Force — 5 uses per operation, delay 2, loitering time 1; reveals the area and suppresses and demoralizes enemies |
Call dropships before the shooting starts
Airpower needs 2 turns of travel time and then gives you exactly 1 turn of loiter to spend the shot. The worst pattern in the reworked game is calling a gun run on the turn you already need it — the dropship arrives after the moment has passed, circles once, and goes home. Call it when contact is imminent so the ship is on station when your squads are actually engaged.
Treat orbital strikes as scheduled artillery
Orbital abilities land roughly 2 turns after the call — 3 for the Ion Cannon after Hotfix #9 — but they hit harder than airpower. Place them where the enemy will be, not where they are: defensive holds, chokepoints you are about to fall back through, and objective zones you can stall inside are the reliable targets.
Budget the operation pool, not the mission
With uses pooled per operation, the early missions of an operation are where restraint pays. Burning all 3 uses to style on a routine first mission leaves the operation finale — usually the hardest fight — with no support at all. A good default is to reserve at least one use for the final mission unless a run is genuinely about to collapse.
Authority and Squaddie Caps: The New Roster Math
120 authority, minus 4 per hire
Maximum authority is now fixed at 120, and every squad leader or pilot on your roster reduces that maximum by 4. Stacking leaders is still viable — five hires leaves you at 100 — but each one is now an explicit authority tax rather than a free roster slot. OCIs that raise the authority ceiling exist, so heavy-commander builds should plan their faction trust around reaching them.
Squaddies now have a hard ceiling
The Impetus can only house a limited number of squaddies, and once you hit the cap no source — rescues, rewards, recruitment — adds more. The starting limit is generous, the Quarters base OCI adds +20 capacity (plus +10% rescue chance), and the ceiling can also be adjusted in the custom difficulty options when starting a game. Big-squad strategies are now an intentional OCI commitment, not an accident of accumulation.
Quality-of-Life and Balance Changes in v0.7.8
| Change | What It Means in Practice |
|---|---|
| Attack tooltips | Now show a range graph with the current distance curve, so you can see exactly how far you are from a weapon's ideal range before committing |
| Ally health bars | Changed from gray to green — friendly armor reads instantly in crowded fights |
| Enemy reinforcements | Reworked to be fairer and less frustrating; surprise spawns should feel telegraphed rather than arbitrary |
| Civilian movement | Player vehicles can now move through some civilian units instead of being hard-blocked |
| New models | SIPV Recce, SIPV Operator, and SIPV High Intensity armors, plus K-SAS DMR and P99A3 weapon models, with new pistol and armory idle animations |
| Perk fixes | Nothing Personal survives counterattacks, Quick Hands works on vehicle accessories, Grind Down correctly grants +30% armor damage (not armor penetration), Run Over works diagonally, drug accessories refresh their duration |
| Balance | Medium Walker no longer comes with a built-in minigun; Bombardier Acid Spit armor penetration reduced from 50 to 35 |
The Follow-Up Hotfixes
| Patch | Released | Key Fixes |
|---|---|---|
| Hotfix #9 (v0.7.9) | July 16, 2026 | Ion Cannon and Upgraded Ion Cannon no longer share identical stats — Ion Cannon delay rose from 2 to 3, Upgraded Ion Cannon selects 7 tiles instead of 5. Airdropped Regulars correctly has 3 uses instead of 1. Next Gen Dropship Engines can no longer push airpower delay below the minimum of 1. Autosave works again with 'Auto Save Slots' set to 1, and the AT-Wardog accessory applies armor damage properly. |
| Hotfix #10 (v0.7.10) | July 17, 2026 | Fixed a rare but campaign-blocking bug where the system map generated no available operations — the game now always generates new ones. Also cleaned up German and Japanese translation issues. |
Both hotfixes are compatible with existing saves. The one balance-relevant takeaway: if you built an Ion Cannon plan around the v0.7.8 release values, the base version is now slower (delay 3) while the upgraded version covers more ground (7 tiles) — the upgrade decision for that OCI genuinely matters now.
FAQ
Does the OCI Rework break my existing MENACE save?
No. Saves from before v0.7.8 still load, and every old OCI is automatically uninstalled with its full cost refunded, so you keep the OCI points you spent. That said, the update changes progression and balancing enough that starting a fresh run is the recommended way to experience the new system — continuing an old save works, but the pacing will feel different from what that save was built around.
What is the difference between Orbital and Airpower offmap abilities now?
Orbital abilities are called in from the Impetus and typically land about 2 turns after you call them — slower, but heavier. Airpower abilities are delivered by a dropship: the ship takes 2 turns to reach the battlefield, then the ability fires immediately when you select target tiles, with no extra delay. The catch is fuel — a dropship can only loiter near the battlefield for 1 turn, so if you do not fire during that turn, it returns to base and the use is wasted.
How does the new 120 maximum authority work?
Your authority ceiling starts at 120, and every squad leader or pilot you hire permanently lowers that maximum by 4 while they are on the roster. Ten hired leaders means a cap of 80. This is a soft cap on leader stacking — you can still field a large command staff, but each hire taxes the authority you have left for operations. Certain OCIs can raise the maximum again, which is worth planning around if you want a deep leader bench.
How many OCIs does each faction have after the rework?
Each faction now offers 12 unlockable OCIs across 12 trust levels, up from 8 of each before the rework. Faction OCIs are installed over a base OCI in the matching slot and replace it — though non-ability OCIs generally retain the base OCI's effect on top of their own. Every faction OCI also comes with a more expensive upgraded version, which sometimes changes the OCI's function rather than simply improving it.
What did Hotfixes #9 and #10 change after the OCI Rework?
Hotfix #9 (v0.7.9, July 16) separated the Ion Cannon from its upgraded version — the base cannon's delay went from 2 to 3 turns while the upgraded version now covers 7 selectable tiles instead of 5 — fixed Airdropped Regulars to its intended 3 uses, stopped Next Gen Dropship Engines from reducing airpower delay below 1, and repaired autosaving when save slots were set to 1. Hotfix #10 (v0.7.10, July 17) fixed a rare bug where no operations appeared on the system map, plus German and Japanese translation errors. Both are save-compatible.
Last updated: July 19, 2026
Related Guides
OCI Upgrades Guide
How to prioritize ship support spending by campaign state.
Squad Leaders Guide
Leader picks now carry a -4 authority tax each — choose accordingly.
Research Priority
Sequence research around what the campaign still cannot do.
Resources Guide
Spend to remove the next real bottleneck, including OCI points.
Campaign Guide
Strategy-layer planning for operations, fatigue, and rotation.
Missions Guide
Pick operations by pressure, tax, and follow-up cost.