Author Topic: Patch Notes  (Read 123337 times)

Styg

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Re: Patch Notes
« Reply #30 on: July 22, 2019, 11:53:33 am »
Version 1.1.0.9

Mechanics
  • When returning to an area after fleeing it during combat, your initiative penalty will be -1000 (up (or down?) from -10)
  • Cryokentic Orb can now counts towards fulfilling Hypothermia's psi ability requirement
Items
  • Lifting belt now increases carry capacity by 30, but the mechanical damage reduction is changed to 5% (down from 10%)
  • Changed the riot gear mechanical damage resistance and threshold bonuses against melee attacks to 100% (up from 75%). Will be applied retroactively.
  • Riot gear will now receive flat mechanical damage threshold of 2. Will be applied retroactively.
  • Tweaked the description of ballistic panels to better fit their use in different armors (will not be retroactively applied to already crafted items)
UI
  • Listed starting action and movement points in the combat stats window
Bugs
  • Fixed the bug that sometimes caused player to receive fear status effect (though it doesn't affect player in any way)
  • Fixed the bug that caused the item immunity effects to appear as though they are not being applied in the tooltip (darkened label) even if they were
  • Thermodynamic Destabilization no longer ignites targets on explosion when invoker doesn't have the Pyromaniac feat
  • Chill and freeze status effects will now always properly remove burning effects
  • Cryogas will no longer affect characters that are immune to chilling

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Re: Patch Notes
« Reply #31 on: July 23, 2019, 10:36:14 am »
Version 1.1.0.10

Bug
  • Fixed the bug that cause the game to crash during ending slides in certain situations

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Re: Patch Notes
« Reply #32 on: July 25, 2019, 10:08:39 pm »
Version 1.1.0.11

Mechanics
  • [Expedition] Combat logs will now show the number of pellets that crit in a shotgun attack
Items
  • [Expedition] Increased the frequency of shotgun shells in random loot table; they should be on the same level as other bullets now
  • [Expedition] Increased the chance of shotguns to drop an empty shotgun shell on attack to 50% (up from 30% which is the chance for bullets)
  • [Expedition] Increased the chance to find full and empty shotgun shell in trash
  • [Expedition] Reduced the value (cost) of regular shotgun shells a bit
  • Flares, and maybe some other items, will now display action point cost in the tooltip
UI
  • You can now input amount when spliting stacks
Bugs
  • [Expedition] Fixed Lance's skimmer having 0 battery and durability
  • [Expedition] Fixed player's jet skis getting stuck inside a spawning native boat at the entrance to JSHQ
  • [Expedition] Fixed the dialog freezing after a certain cutscene in Dude's new quest
  • [Expedition] Fixed the disappearing burning barrel in Dude's new quest
  • [Expedition] Fixed jet skis being despawned together with invading ships in certain instances
  • [Expedition] Fixed the expedition staff thinking you're a pirate when talking to them over the navcom in certain instances
  • [Expedition] The players can now report exploring Crimson Meadow even if they haven't removed the roots blocking their way to the end area
  • Fixed small global map issues
  • Made a certain invulnerable beast also unrootable
  • Fixed some minor issues with killing some of the Zone Boyz before talking To Johnny Filth
  • Helping a certain group near Foundry with their task now properly unlocks an option to save Buzzer in his quest
  • Moved one of the guards at the Protectorate embassy so that a certain door is easier to hack
  • Minor typos/map fixes

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Re: Patch Notes
« Reply #33 on: July 31, 2019, 08:04:26 pm »
Version 1.1.0.12

Feats
  • Quick Tinkering - Setting traps while in combat will now cost 25 action points
  • [Expedition] Sixth Shell - will now also grant 10% (+2% per specialization) damage bonus per "shell count" buff stack; the final damage will not be changed
  • [Expedition] Spear Throw - Base damage changed to 125% (down from 150%) and damage per unit of range changed to 20% (down from 30%)
  • [Expedition] Continuum Ripple - Chance changed to 25% (down from 35%)
Specializations
  • Added Quick Tinkering: Action Points specialization - Decreases action point cost of setting traps using quick tinkering by 5 for each specialization point. Can be taken 5 times.
  • [Expedition] Spear Throw: Action Points - Changed action point reduction to 3 per spec point (down from 5)
  • [Expedition] Spear Throw: Damage - Increased damage per range per spec point changed to 1% (down from 2%)
  • [Expedition] Continuum Ripple: Chance per spec point changed to 2% (down from 3%)
Items
  • Supersteel Sheet will now grant mechanical resistance and threshold bonus against all edge melee weapons; this will not be applied retroactively to already crafted/generated armors
  • [Expedition] Vehicle parts are now counted as "crafting" item for the purpose of inventory filtering
  • [Expedition] Shotgun damage reduced by 10% (both combat and regular)
  • [Expedition] Shotgun optimal ranged changed to 4 (up from 3) (both combat and regular)
  • [Expedition] 6p Shotgun Shell (Boarshot) - each pellet now does 15% of the nominal damage (up from 14%, even though the tooltip suggested it was 13% previously) and ignores 30% of the mechanical damage resistance (up from 25%)
  • [Expedition] 12p Shotgun Shell (Houndshot) - now ignores 55% of mechanical damage threshold (down from 65%) and no longer ignores any resistance (down from 10%)
  • [Expedition] 20p Shotgun Shell (Hoppershot) - now ignores 40% of mechanical damage threshold (down from 60%)
  • [Expedition] 3p Shotgun Shell (Trainshot) - each pellet now deal 25% of the nominal damage (up from 20%), ignores 80% of mechanical damage threshold (up from 75%) and 50% of mechanical damage resistance (up from 40%)   
  • [Expedition] Shotguns are now perfectly balanced and there's no need to think about it further
Tweaks
  • [Expedition] Limited Temporal Increment no longer affects Fatal Throw and Commando "once per turn" rules
UI
  • Observable object cursor will now indicate if the observable has multiple lines to show (with three dots) so you don't miss out on it
Bugs
  • Fixed the discrepancy between stealth detection in turn-based and real-time mode; TB should now be much closer to RT one, especially when it comes to movement
  • Fixed the bug that caused NPCs to not try to escape fire while also feared
  • Fixed a bug that sometimes caused NPCs to pass their turn trying to reactive their empty energy shields
  • Splitting items will now accept input from the numpad
  • Fixed the bug that caused a lot of random loot containers to be reseeded on entering the area
  • Fixed the bug that caused a store to be mostly emptied out due to some new shipments
  • Updated some old barrels
  • Fixed Vera's infinite money glitch
  • Fixed Arda's mercantile check (it checked base value instead of modified)
  • [Expedition] Temporal Distortion will now properly break incapacitation/freeze
  • [Expedition] Fixed the bug that caused a shotgun attack to always be reported as a crit when only a single pellet hit the target
  • [Expedition] Fixed the bug that caused the combat shotgun currently being crafted to indicate it can burst as many shots as your current shotgun weapon if it's equipped
  • [Expedition] Fixed some dialogue branching issues after rescuing a certain important person and talking to them afterwards
  • [Expedition] Fixed being able to repeatedly report to Professor Oldfield about the Crimson Meadow Horticulture Center
  • [Expedition] Fixed Cruzer not appearing during the Rig mission report in a certain instance
  • [Expedition] Fixed the muties getting angry at the player too early for not delivering them the promised medications
  • [Expedition] Fixed a certain person not towing a certain vessel if told to do so over the navcom
  • [Expedition] Fixed a bug with the professor not following you in a certain instance
  • Various minor dialog and map fixes

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Re: Patch Notes
« Reply #34 on: August 14, 2019, 04:08:41 pm »
Version 1.1.0.13

Tweaks
  • Fence door made a bit easier to click
  • Reduced the maximum combat and movement speed up while in turn-based mode to 500% (down from 1000%) to avoid it glitching out some abilities
UI
  • You will now see which targets qualify for Ambush feat proc based on their and your current location. The indicator will be placed left of the target's health bar.
Items
  • Changed the value of .44 JHP bullet to 52 (up from 20). No idea why it was so cheap before.
  • Fishing rod made a bit easier to click
  • Fishing rod's   range has also been increased, making it possible to fish from some elevated platforms
  • Dismantling the fishing rod will now be done by right clicking and choosing that option
Bugs
  • You will no longer be able to export your character while riding a vehicle
  • When casting electronic imprint on a "melee" trap, such as bear or blob trap, the trap will no longer jump to your location to trap you, but instead be destroyed in a regular manner; However, in addition to this, the electronic imprint will also automatically backfire in case you attempt to place it on top of any trap and apply its damage and stun to the invoker
  • Fixed the bug that would sometimes cause the game to crash when fighting t-lings in DC
  • Fixed the bug that caused the Expose Weakness tooltip to sometimes show the wrong reduction value when specced into it
  • Fixed transition problems with the rocks gap on the Forsaken Island
  • Kareem and Freddy now also sell fish
  • [Expedition] Fixed the bug that allowed the special ability of a certain unique armor to be turned on even when not wearing it
  • [Expedition] Fixed the bug that caused Razor to become invisible when using the shotgun
  • [Expedition] Fixed the bug that would cause multiple paranormal entities to spawn from a certain corpse instead of just one
  • [Expedition] The expedition will now leave the items from the player's locker behind upon undeployment
  • [Expedition] Fixed Ethan being able to teach the players temporal manipulation abilities without them having psi empathy
  • [Expedition] Fixed a certain agent not recognizing you gave him Something Important(tm) in certain instances
  • [Expedition] Fixed some minor ending slides issues
  • [Expedition] Fixed an instance in which a certain kidnapping event can occur even when it shouldn't
  • minor dialog and map fixes

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Re: Patch Notes
« Reply #35 on: September 10, 2019, 03:40:57 pm »
Version 1.1.0.14

Tweaks
  • The player can now ask Quinton for another set of putrefying bolts in case they used them up and still haven't managed to finish the quest
Bugs
  • Fixed the exploit that allows Forcefield and some other abilities to be used to determine if there are hidden NPCs on targeted tiles
  • Hyperallergenic will now also trigger when consuming psi boosters
  • Fixed the bug that caused a certain popular NPC to kill you in the end for no reason
  • Industrial bots are now immune to immobilization
  • Fixed the bug that caused knife to be invisible when wearing a riot armor with a shield and a cloak
  • [Expedition] Fixed the bug that caused the crash after completing the Crimson Horticultural Center (potentially can be triggered on other points during the course of the main quest)
  • [Expedition] Choosing to destroy a certain robot in Lemurian Health Center no longer breaks the quest
  • [Expedition] Fixed the bug that prevented the Sormirbaren Ballistas to not be able to detect you fully on their own
  • [Expedition] Increased the range of Sweep attack to at least match the range of regular spear attacks
  • [Expedition] Plasma mines will now have the proper explosion radius of 2, instead of 3
  • [Expedition] Fixed the bug that caused Shield Bash (and possibly some other special melee attacks) to use the current weapon crit chance and bonus stats   
  • [Expedition] Shotgun will no longer trigger Ambush since it's not a single target weapon   
  • [Expedition] Opportunist will no longer trigger on sea snakes
  • [Expedition] You can no longer mount jet skis while immobilized
  • [Expedition] Fixed bunch of locust hives that were inaccessible for melee attacks (this will not affect the current playthroughs in which you've already visited the area of the hive)
  • [Expedition] Fixed the bug that prevented the paranormal phenomena in certain graveyard to chill out if you leave the area for a while
  • [Expedition] Fixed a bug with a certain kidnapping event which was introduced in 1.0.1.13 experimental
  • [Expedition] Fixed a certain captain's visitor coexisting in two places at once
  • Various minor dialog and map fixes

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Re: Patch Notes
« Reply #36 on: October 31, 2019, 12:41:50 pm »
Version 1.1.1.0

Tweaks
  • Cooked shot with incendiary chemical blob pistol will now apply fear effects to the fire-fearing creatures
  • Fence door made a bit easier to click
  • Reduced the maximum combat and movement speed up while in turn-based mode to 500% (down from 1000%) to avoid it glitching out some abilities
  • Kareem and Freddy now also sell fish
  • Sapke now uses W2C bullets
  • Loot from Arena matches will now be stored in the loot locker behind Lanista
  • [Expedition] Locusts will now spawn out of the hive every second turn instead of every turn
  • [Expedition] The sounds of crabs poping out of the ground will no longer stack in order to burst your eardrums
Creatures
  • Added Mole Cricket - a puny early game insect
  • Added Young Psi Beetle - a weaker version on regular psi beetle to be used in the early game on lower difficulties
  • Added Small Sentry Bot - a weaker version of the regular sentry bot to be used in the early game on lower difficulties
  • A certain evil robot assistant has been upgraded
  • Balor and Cornell now have unique models
  • Core City faction members now have distinctive looks

Crafting
  • Added a throwing net blueprint. One net requires 50 fabric scraps.
  • Added a thin and frag grenade and mine case blueprints. Create multiple cases from a metal plate (scales with plate quality).
  • Added lockpicks blueprint. They can be crafter from any type of metal plate and lockpick level scales with metal quality. Also at very high levels of metal quality you'll create bonus lockpicks. This is a rare blueprint.
  • Changed the required amount of scraps when creating a repair kit to 40 (up from 20) per stack
  • When recycling an item, the total weight of the scraps will always be less than the weight of the original item

Items
  • Added a faction specific armors and item for JKK, Coretech, Praetorian Security, Protectorate, Free Drones, and [REDACTED]
  • TNT Charge value changed to 800 (up from 350)
  • Added digital timer and cardboard container as a static merchandise to several traders
  • Huxkey can now be sold as electronic device
  • Improved Jawbone crossbow
  • Added a new unique crossbow somewhere out there
  • Changed the weight of repair kits to 1 and advanced repair kits to 2 (up from 0.25)
  • Changed the value of .44 JHP bullet to 52 (up from 20). No idea why it was so cheap before.
  • Fishing rod made a bit easier to click
  • Fishing rod's   range has also been increased, making it possible to fish from some elevated platforms
  • Dismantling the fishing rod will now be done by right clicking and choosing that option
  • Added graphite as static merchandise to couple of stores
  • [Expedition] By popular demand the certain fancy armor will now sport the hood and mask on the player character also
  • [Expedition] Added bison milk consumable
  • [Expedition] Sormirbaren Spirit Staff no longer reduces psi costs
Quests/Areas
  • Added a couple of mini-dungeons that may randomly appear in the early game
  • The player can now ask Quinton for another set of putrefying bolts in case they used them up and still haven't managed to finish the quest
  • Fixed a gate leading to Depot A not being lockpickable
  • Added an agility check for climbing over the fence near the Protectorate embassy in Junkyard
  • [Expedition] Added a few extra visual clues to that cool dude's first old home; also lowered safe's required lockpicking skill to 60
  • [Expedition] Added an agility check for climbing over a wall in JSHQ's barracks
  • [Expedition] Tweaked the way camp loses supplies over time (slowed down and made a bit more consistent and dependent on more factors)
Feats
  • Cut-throat action point cost changed to 25 (down from 30) and can now also be performed out of stealth against incapacitated targets

UI
  • You will now see which targets qualify for Ambush feat proc based on their and your current location. The indicator will be placed left of the target's health bar.
  • Fixed the small offset of different chemical ammo icons that are show above the XP bar
  • The log will now write "is destroyed" for non-living targets
  • [Expedition] Fixed the vehicle weight display bug
Bugs
  • You will no longer be able to export your character while riding a vehicle
  • When casting electronic imprint on a "melee" trap, such as bear or blob trap, the trap will no longer jump to your location to trap you, but instead be destroyed in a regular manner; However, in addition to this, the electronic imprint will also automatically backfire in case you attempt to place it on top of any trap and apply its damage and stun to the invoker
  • Fixed the bug that would sometimes cause the game to crash when fighting t-lings in DC
  • Fixed the bug that caused the Expose Weakness tooltip to sometimes show the wrong reduction value when specced into it
  • Fixed transition problems with the rocks gap on the Forsaken Island
  • Fixed the exploit that allows Forcefield and some other abilities to be used to determine if there are hidden NPCs on targeted tiles
  • Hyperallergenic will now also trigger when consuming psi boosters
  • Fixed the bug that caused a certain popular NPC to kill you in the end for no reason
  • Industrial bots are now immune to immobilization
  • Fixed the bug that caused knife to be invisible when wearing a riot armor with a shield and a cloak
  • Fixed the bug that caused chemical destabilization to expire before the damage over time effects (such as acidic entanglement) are applied for that turn; from now on, when resolving a turn, all damage over time effects will be applied before affecting the expiration of any status effect
  • Fixed the bug that caused the cameras to sometimes not detect your various thieving shenanigans (such as the case sometimes was in Ray's shop).
  • You can no longer decapitate the last boss
  • Fixed the bug that caused the keybindings to stop working when the map window is closed (by dialog or opening a container, for example) while you're entering a custom note
  • Fixed the bug that would cause the crawlers and deathstalkers to subtley hint at their future hiding location when escaping by using the ceiling
  • Fixed hostilities with Gorksy in CC propagating to SGS even when they shouldn't
  • Fixed a bug in Foundry prison where erasing security footage didn't prevent hostilities with the rest of the settlement in certain cases
  • [Expedition] Fixed the bug that allowed the special ability of a certain unique armor to be turned on even when not wearing it
  • [Expedition] Fixed the bug that caused Razor to become invisible when using the shotgun
  • [Expedition] Fixed the bug that would cause multiple paranormal entities to spawn from a certain corpse instead of just one
  • [Expedition] The expedition will now leave the items from the player's locker behind upon undeployment
  • [Expedition] Fixed Ethan being able to teach the players temporal manipulation abilities without them having psi empathy
  • [Expedition] Fixed a certain agent not recognizing you gave him Something Important(tm) in certain instances
  • [Expedition] Fixed some minor ending slides issues
  • [Expedition] Fixed an instance in which a certain kidnapping event can occur even when it shouldn't
  • [Expedition] Fixed a scripting bug that in some instances caused a transition error when entering the Arch Island docks map
  • [Expedition] Fixed being able to get a new mission even after being fired from the expedition
  • [Expedition] Fixed a group of sec-troopers appearing inside an important building in the camp when they shouldn't
  • [Expedition] Fixed Seeger sometimes hanging out in front of the Arch Island Keep when he should be in his tent
  • [Expedition] Fixed an issue with certain attacks occurring even after the defenders have left the Black Sea
  • [Expedition] Fixed the bug that caused the crash after completing the Crimson Horticultural Center (potentially can be triggered on other points during the course of the main quest)
  • [Expedition] Fixed being able to kill a certain man hanging out in the Dominating Bar in Core City with gas grenades, traps, etc.
  • [Expedition] Choosing to destroy a certain robot in Lemurian Health Center no longer breaks the quest
  • [Expedition] Fixed the bug that prevented the Sormirbaren Ballistas to not be able to detect you fully on their own
  • [Expedition] Increased the range of Sweep attack to at least match the range of regular spear attacks
  • [Expedition] Plasma mines will now have the proper explosion radius of 2, instead of 3
  • [Expedition] Fixed the bug that caused Shield Bash (and possibly some other special melee attacks) to use the current weapon crit chance and bonus stats   
  • [Expedition] Shotgun will no longer trigger Ambush since it's not a single target weapon   
  • [Expedition] Opportunist will no longer trigger on sea snakes
  • [Expedition] You can no longer mount jet skis while immobilized
  • [Expedition] Fixed bunch of locust hives that were inaccessible for melee attacks (this will not affect the current playthroughs in which you've already visited the area of the hive)
  • [Expedition] Fixed the bug that prevented the paranormal phenomena in certain graveyard to chill out if you leave the area for a while
  • [Expedition] Fixed a bug with a certain kidnapping event which was introduced in 1.0.1.13 experimental
  • [Expedition] Fixed a certain captain's visitor coexisting in two places at once
  • [Expedition] Fixed the certain infinite trading profit bug that was available to the master merchants
  • [Expedition] Psycho-temporal Contraction will no longer be affected by armor penalty on following turns
  • Various minor dialog and map fixes

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Re: Patch Notes
« Reply #37 on: November 01, 2019, 12:30:46 am »
Version 1.1.1.1

Bugs
  • Fixed the bug that caused a certain special random event to occur way early in the game

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Re: Patch Notes
« Reply #38 on: November 04, 2019, 03:10:05 pm »
Version 1.1.1.2

Bugs
  • Fixed the bug that caused the the Core City area where the Coretech entrance is to slow down over time and later cause a transition error when attempting to enter it
  • Fixed the bug that caused the transition error when attempting to enter one of the new early game dungeons through certain transitions
  • Fixed Praetorian Guardian model and gear not updating
  • Fixed the energy and chemical pistol animation bugs on new models added in 1.1.1.0
  • [Expedition] Fixed a bug with camp supply depletion introduced in 1.1.1.0

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Re: Patch Notes
« Reply #39 on: November 07, 2019, 09:00:48 pm »
Version 1.1.1.3

    Tweaks
    • [Expedition] Added an alternative way to reach the Nexus through a certain fetid place
    • [Expedition] A certain end-game faction will now also provide free shotgun shell packages if Expedition is installed
    Bugs
    • Fixed the bug that caused some female JKK officers to become invisible
    • Fixed the bug with the vanishing powder grenade not working correctly
    • [Expedition] Fixed a crash when entering the expedition docks zone
    • minor dialog and map fixes

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    Re: Patch Notes
    « Reply #40 on: November 14, 2019, 10:45:23 pm »
    Version 1.1.1.4

    Bugs
    • Fixed Jawbone crossbow tooltip
    • Fixed the vanishing powder grenade not granting you movement points from action points... it will work fully as intended one day, I promise
    • Fixed the passage to a certain early-game dungeon not appearing in some cases
    • Fixed being unable to finish a JKK quest by killing a certain wanted man before talking to him first

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    Re: Patch Notes
    « Reply #41 on: December 16, 2019, 03:25:55 pm »
    Version 1.1.1.5

    Tweaks
    • Added an option to manually move the barrier at the GMS entrance in case the guard dies

    Bugs
    • Reinforced bison leather boots will now have an icon
    • Stealing mushrooms from SGS will now be properly punished by death (the change will not affect the running play-throughs)
    • Dirty Kick will now properly add its critical damage bonus when critical hit occurs; the critical damage bonus is fixed to 100%
    • Fixed the bug that caused zone transition error when exiting a zone while a mine is exploding
    • Fixed a few more new Core City models not appearing
    • Fixed yet another reason why a certain early-game dungeon wasn't appearing
    • [Expedition] Fixed the bug that would mess up the player vision when triggering a zone transition while using a spying endoscope
    • [Expedition] Fixed Protectorate jet patrols and waterway outposts not turning hostile in certain instances
    • [Expedition] Fixed Cruzer and Razor not being present when reporting a certain mission and/or the mission not being marked as completed
    • [Expedition] Fixed Razor being present when he shouldn't be during a certain raid
    • [Expedition] Fixed Aegis jet patrols retreating to the camp prematurely in a very specific case, which disrupts a certain mission
    • [Expedition] Burning up the giant weaver web will now work properly (not just visually)
    • Minor dialog and map fixes
    « Last Edit: December 16, 2019, 03:36:28 pm by Styg »

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    Re: Patch Notes
    « Reply #42 on: January 29, 2020, 02:57:01 pm »
    Version 1.1.1.6

    General
    • Added Ultra HD resolution (3840x2160) as an option

    Bugs
    • Fixed the bug that caused some of the random dungeons to never trigger due to a bug with difficulty restriction
    • Item selling value modifier on easy difficulty changed to 100% (down from 150%)
    • Combat Stats window will now properly display tooltip text for movement points (MP)
    • Fixed the bug that caused Jookhela's cutscene to glitch when using gas grenades before the fight
    • Doppelganger attacks will now properly ignore electrical damage resistance even if it's 100%
    • Fixed the bug that caused the game to crash when attempting to fish from the ferry's north side while in northeastern waters; keep in mind that the bug will persist until you re-enter the area
    • Fixed members of a certain faction getting killed by someone other than the player counting towards the kill count attributed to the player in an end-game encounter
    • Fixed a number of end game slide bugs
    • Fixed Bogdan stepping into his own traps
    • Fixed grey army spec ops sledgehammer sprite
    • [Expedition] Fixed a zone trasition error occuring when pirates spawn at a certain flooded place
    • [Expedition] Fixed pirate allies turning hostile to the player in a very specific case during an important event at the Arch Island Keep
    • [Expedition] Traveling in a certain vessel will no longer repeat text and sound events when returning from [REDACTED]
    • Minor dialog and map fixes

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    Re: Patch Notes
    « Reply #43 on: July 22, 2020, 11:43:04 am »
    Version 1.1.2.0

    General
    • Improved the start up time for the game
    • Initimidation now scales off either Strength or Will (whichever is higher)
    • [Expedition] Halved the cost of most jet ski frames, engines, batteries and suspensions
    • [Expedition] Increased the damage of all jet ski weapon attacks
    Psi
    • You now have to "innervate" psi abilities that you plan to use and you're limited in the number of innervated psi slots (1 + 1 per 3 intelligence, up to maximum of 6). Existing psi characters can use Will stat instead for the number of slots with some downsides, or they can opt to switch to Int by consuming a pill that's been subtly slipped into their pockets.
    • Innervating psi abilities from multiple psi schools will now incur global 15% psi cost penalty per additional school
    • Introduced psi reserves, which is the long term psi resource that does not regenerate naturally, but through the usage of psi inhalant which can not be done in combat. Psi reserves are depleted when you regenerate psi naturally or through psi boosters. Maximum amount of psi reserves is equal to 5 times the maximum psi points.
    • Psi inhalant is craftable with some skill in biology and chemistry.
    • All existing player characters will get generous amount of psi inhalants first time you load the game in new version
    • Upon loading the game for the first time in the new version, a random set of psi abilities will be pre-innervated for you. If you don't like the random selection, just reload the same save.
    Psi Abilities
    • Force Field psi cost changed to 40 (up from 25)
    • Force Field is now destructable and has its health points scale with invoker's skill. Each segment of the force field has separate health, but destroying one will destroy all of them.
    • Thermodynamic Destabilization base damage percentage changed to 30% (down from 50%) and it now scales by 0.5% (down from 1%) per skill point and is capped at 100%.
    • Thermodynamic Destabilization action point cost changed to 10 (down from 20)
    • Enrage maximum duration changed to 2 (down from 4)
    • Increased the amount of damage of Neural Overload and Psi-cognitive Interruption blocked by resolve
    • Added psi mentors for all psionic abilities in the game (except one) to the random loot table
    • [Expedition] Psycho-temporal dilation and Limited temporal increment learning requirements swapped to their correct positions
    • [Expedition] Psycho-temporal contraction now has a high chance of causing its opposite (with randomized power) when it expires
    Items
    • Biohazard suit now provides full protection from a certain very, very bad gas
    • Spearhead sniper rifles will now have base action points of 32 (up from 30)
    • Rapid Reloader firearm enhancement will now also have a 25% chance of restoring a random amount of action points ranging from 50% to 100% of the base action point cost of the weapon (but capped at 20ap); this can only trigger once per turn
    • Dragunov now costs 30 ap to fire (up from 25) and has 60% chance to restore 10-20 ap once per turn; also has slightly increased damage
    • Added shiv blueprint
    • [Expedition] Psionic Accelerator now increases psi regeneration by 50% (up from 20%)
    • [Expedition] Added Kzozel Yantar, a stronger version of Kzozel
    Creatures
    • Reduced the throwing precision of hunchback mutants
    • Mutant dog's acid blob attack will now deal some of its damage directly
    Quests / Areas
    • Added a mercantile check when paying to use the Wormhole
    • Silas' death will no longer fail the attack on Scrapper base quest; the player can now speak with Colton to get the reward instead
    • Added shiv components to certain encounters in which the player loses his inventory
    • Added new graphics for a few secret cave doors
    • [Expedition] Added more content for the waterways - one big new dungeon, a couple of smaller locations, many new random encounters and other stuff
    • [Expedition] Added some new ways to escape from a jail guarded by a hefty knife thrower
    • [Expedition] Added a vending machine to the Gray Army base; it accepts zlatortiyas only
    • [Expedition] In the same base, it is now possible to translate messages on one of the computers with sufficient intelligence
    • [Expedition] Added a tool with which the player can repair/configure a certain camp defense asset; found in multiple locations in the Black Sea
    Visual
    • You can now zoom the game in by holding shift while scrolling the mouse button, but the feature needs to be enabled in the options first
    • High explosive and frag greandes and mines now have new visual effects
    UI
    • Made a new death screen that will allow you to scroll through the combat log to see exactly what killed you if you didn't catch it during combat
    • Fixed the scroll bars so they can be mouse scrolled when moused over
    Feats
    • Locus Of Control - Change AoE radius to 2 (down from 3)
    • Force User - now also increases health of force field by 50% (plus 5% per spec, max 5 spec points)
    • Critical Power - Base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%); I'm not happy with this feat in general. Straight unconditional passive damage boost feats is something I'm going to avoid in the future for sure
    Tweaks
    • Acid pistols (and other acid attacks) will now spill acid on the ground regardless of whether they hit the primary target or not
    • Certain random encounters will no longer appear in low-level zones (Arsonist in early under-passages, rabid dogs in Crossroad Caves, etc.)
    • Balor now has Sprint, and gets an adrenaline shot on higher difficulties
    • Cliff can now be given a coagulation shot to stop him from bleeding to death
    • Kareem now needs his "memory refreshed" when asked about certain things
    • The Black Eels questline can now be started after you've found the drill rotor circuit board
    • Halved the amount of money Mykola needs to repair one big machine from 2000 to 1000 charons
    • Some dialogs tweaked to reflect the new psi changes
    Bugs
    • Fixed the bug that cause the energy shield to dissipate at 2% instead of the nominal 10% rate every turn, but I set it to 5% base now instead because 10% just seems a bit too severe to me now; also changed the minimal dissipation rate to 1.5% (down from 2%)
    • Explosive barrels and various misc. explosions should now properly trigger volatile entities such as mines
    • Throwable barrels and rocks will now behave properly when throw in water (they will not detonate on impact)
    • You can no longer double-click while holding a modifier key (shift, alt, or ctrl). This is to prevent situations such as rapdily alt-left clicking to transfer items from a container from also triggering the double-click event and transfering extra items. Let me know if this
    • causes any anomalous behavior.
    • Sledgehammer and machete handle now also count as metal components like knife one
    • Fixed the bug that would cause the caster tentacles to crash the game after the player dies or disengages
    • Ranged weapon innate precision modifier will now always be applied if it's negative
    • Fixed Gorsky's base not being renovated on easy difficulty
    • Fixed sometimes not getting a quest note (and subsequent xp once it's completed) from Kohlmeier when starting his quest
    • Fixed traps not despawning after Foundry mines have been cleared, which resulted in hostile miners
    • Fixed spears and nets not appearing in the loot locker in the Arena
    • Fixed Saban not properly receiving his spare W2C ammo
    • [Expedition] Fixed JSHQ bioscan not detecting mutagens
    • [Expedition] Fixed an entrance to a cave near a certain homestead being impassable, even if discovered
    • [Expedition] Fixed an important flag not being set when going through some branches during a discussion about a truly deathly topic with the Ferryman
    • [Expedition] Fixed electrified floor destroying auto-turrets in Water Treatment Facility in one of the variations; also added a sound effect during discharge as to give the player a warning
    • [Expedition] Fixed a bug where sleeping in the camp (and under very specific circumstances) triggering a certain crucial event even if the player, paradoxically, already prevented its occurence
    • [Expedition] Fixed the final quest note prematurely being marked as completed
    • [Expedition] Fixed a crash that may occur if the player obtains some floaty things for the camp too early
    • [Expedition] Fixed certain native weapons being non-equippable
    • [Expedition] Fixed Captain Grim sometimes ending dialog when telling him about some facilities
    • [Expedition] Fixed being able to sleep in the camp even after you got fired
    • [Expedition] Fixed the bug that caused players to get stuck on some hives after destroying them.
    • Minor dialog/map/scripting tweaks

    Styg

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    Re: Patch Notes
    « Reply #44 on: July 22, 2020, 12:31:23 pm »
    Version 1.1.2.1

    Psi
    • Changed the psi empathy health reduction to 20% (down from 25%)
    • Changed the maximum number of psi slots to 8 (up from 6)
    • Changed the psi slot requirement to 2 int per slot (down from 3), and you get 2 slots for free (no requirements) (up from 1)
    • Changed the multischooling psi cost penalty to 10% (down from 15%)
    • [Expedition] Psycho-temporal contraction base psi cost changed to 50 (down from 75)
    Feats
    • Shooting Spree - Will now grant an ability that, when activated, will cause your sniper kills to refund 100% their action point cost. This can happen twice and will expire after the turn ends. All your sniper rifle kills will now also reduced the cooldown of Shooting Spree in addition to Aimed Shot. Cooldown: 8 turns.
    Specializations
    • Added Shooting Spree specialization that reduces cooldown of Shooting Spree by 1 turn per point. Max 2 points.
    Bugs
    • New death screen actually enabled now
    • Fixed some of the new cave doors not being properly patched (old doors will remain instead and sometimes block the player from moving through)
    • Fixed an unknown item sometimes appearing among generated items
    • [Expedition]Fixed new quest cutscene on The Rig
    • Minor dialog and map fixes