- Trapper's Belt will now increase Traps skill by 15% (up from 10%); it will no longer reduce trap arming cooldown
At first I was concerned about this, but then I saw your bullet later on in the Mechanics section about how you're removing the trap arming cooldown entirely. I like it!
- Infused siphoner tabi boots will now give immunity to slow instead to immobilization
- Junkyard surprise can no longer increase perception, will or intelligence
Yeah, I saw these changes coming. The immobilization immunity was way too powerful, and everyone knows how abusive Junkyard Surprises were.
I guess it's time for me to change all of my builds. ;)
Any chance you'll implement hypercerebrix into the game before the rest of the DLC? :P
- Fixed Jawbone lacking move and shoot precision penalty (now set to 15%) as well as close quarters precision penalty (now 10%)
Ouch. The Jawbone was already useless for most crossbow builds, but now it's even more so. Why nerf it? I don't recall it having any extraordinary stats outside of the previous lack of penalties.
- Increased Coil Spider psi points and psi regeneration
- Coil Spiders now have darkvision
- Added Greater Coil Spiders
- Added a new machinegun turret to replace the regular auto-turret in certain places and on certain difficulties
- Increased dodge and evasion of burrower spawns, but also increased their susceptibility to AoE attacks
- Dogs will now attempt to bump you out of stealth when the detection gets into ALERTED state, just like human NPCs (on normal difficulty or higher)
- Added a stronger version of psi beetle
- Increased crawler attack damage a bit; they also regenerate health now (even in combat) and have dark vision
- Added a stronger version of crawler
- Added stronger version of mutants Hunchback mutants
All of this looks awesome and I'm really excited to see how strong the new enemies are. I hope that the black crawler has been similarly buffed? He's presently such a wimp for so unique an enemy.
- Added DOMINATING difficulty, mechanically it inherits the modifications of hard difficulty and also increased NPC health by 50% and skill levels by 30%.
Woah! A new difficulty? Sweet. That 30% increase to skill levels is mighty attractive (if I am understanding it correctly). I will have to try this out immediately.
(inb4 dominating ironman run)
- Removed cooldown for arming traps
- Removed cooldowns from lockpicking and hacking
Yesssss. I love you guys right now.
- On normal difficulty and above, transitioning between areas (red transitions) will now cost action points
Welp, I guess that means we can't abuse transitions during battle anymore (or at least not as easily). That's fine by me; it always felt like I was cheating, anyway.
- Improved NPC pathfinding slightly
lol
Psi
- You can now cast Cryokinetic Orb on any non-obstructing tile (such as water and other regularly non-traversable tiles)
- Improved the shard distribution of Cryokinetic Orb on impact
Woah. Does this mean that we can freeze water now? I know that the answer is no, but I'm really hoping it's yes. :P
- Steadfast Aim strength requirement changed to 5 (down from 6)
- Cooked Shot special chemical pistol AoE attack with radius of 1
- High-Technicalities increases damage with energy pistols by 7% for each point of intelligence above 5
I'm really liking all of these buffs to pistols, especially the chem and energy pistols. Time for an INT 16 energy pistols build.
- Because of the global map, some areas had to be added and some had to be reorganized (especially around the starting cave areas) in order to achieve geographical consistency
- Added a number of possible random events around the world
- Reworked a lot of encounters to scale with game difficulty (from easy to dominating). Normal was mostly kept as it is, but some encounters (typically mid-late and late game ones) were made more difficult on that level.
Yay! We finally have random events in the game! And a map! And new encounters!
It's like a whole new game! :D
- DC mindreading will now take into account the number of killed Faceless, which will have negative effects of varying degrees depending on that number; however, kills during certain story-related events where combat is unavoidable will not be counted
Welp, I guess that the families of the 200 Faceless I murdered out in front of the blockade have finally complained.
- Expanded the Hanging Rat bar and added a base ability check
Intriguing!
Overall, I'm super excited to see how all these changes play out in-game. You guys are doing great work here, and we definitely appreciate it.
Keep fighting the good fight, StygSoft! :)