Underrail Forum
Underrail => Development Log => Topic started by: Styg on December 19, 2015, 11:01:07 am
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This is where the change logs for smaller patches will be posted. Keep in mind that, due to logistical reasons, a given hotfix probably won't be made available at all platforms at the same time.
This is where I'll be posting all patch notes from now on (January 20th, 2017).
Current live version: 1.2.0.22
Current experimental version: 1.2.0.22
Legacy version: 1.1.1.6
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Version 1.0.0.1
- Concussive shots feat will no longer crash the game when you miss an attack with a crossbow
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Version 1.0.0.2
- Locked doors/containers will now be more clear on which skill they require
- Fixed the bug that caused the game to crash when destructible rocks were being destroyed en masse
- You will no longer be able to export character during tutorial
- Fixed being unable to advance the main quest if the player persuaded Gorsky that there is no way to open the GMS vault
- Fixed not being able to return to Silent Isle under certain circumstances
- Fixed not having the option to tell Big Bret what happened to Newton if he was killed by psi beetles
- Edgar's key now properly unlocks the safe in his room
- The game is now automatically saved after the final Arena match cutscene
- Fixed secret passage near GMS raider base
- Fixed Gerhard Page's locker
- Various minor types and map fixes
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Version 1.0.0.3
- Game will no longer lock up when tring to rebind a control to an already bound key during enemy's turn
- Rebinding map scrolling keys will now work correctly
- You can now properly access second and third set of action buttons by using both left and right shift/ctrl keys
- Game will no longer warn you for unbinding multiple keys
- Action buttons will no longer display "None" for unbound keys
- Fixed the bug that caused characters to not be able to engage in melee in certain conditions (usually inside doorways and other cramped spaces)
- Corrected Cryokinetic Orb description
- Reduced mechanics skill requirement for repairing crashed tunneler in Core City
- Fixed Six hostility in Deep Caverns bug
- Fixed Geezer Ford fishing list issue
- Fixed not being to talk again to Mysterious Lady after telling her you will think about joining Free Drones
- Fixed tutorial monitors displaying a black image
- Updated Geezer Ford's quest note to contain the missing minihead and renamed red shrimp to just shrimp
- Changed so that Fixer's chemical workbench now also buffs biology alongside chemistry and changed dialogue and quest note to reflect that. (The biology buff was previously provided by medical equipment the player could purchase directly from Jyles, but that will no longer be the case)
- Fixed a faulty jackhammer in the Shopping Mall. Already picked up jackhammers will not be updated
- Minor map glitches
- Typos/spelling
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Version 1.0.0.4
- Throwing nets will no longer work on targets that are immune to immobilization
- Fixed the area transition error that occurred after the final fight in certain situations
- Fixed a few unreachable containers in Deep Caverns as well as one stuck enemy
- Minor map glitches
- Some more typos/spelling
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Version 1.0.0.5
- Fixed the bug that caused the epilogue dialog to be empty if a certain item wasn't brought along and some other conditions were met
- Fixed crash involving caltrops, doorways, and possibly molotov's
- Fixed the bug that caused Faceless in DC to revert back to neutral attitude
- Fixed the bug that caused the console in Hecate Research Outpost to not activate under certain conditions
- Fixed the bug in Kupusije's dialog that caused the dialog to be cut short when you try to fake your identity as a female player
- Fixed the bug that caused one of the Drop Zone areas to display transition error when entering it after the showdown with Duff's gang
- Fixed the bug that caused certain automatic doors in Arke Power Plant to get stuck and prevent player from passing even while open
- Added an option to disable screen edge scrolling
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Version 1.0.0.6
- Fixed the memory leak that occurred when taking a screenshot for a saved game
- Fixed the bug that caused Gorsky to end dialog abruptly when trying to talk to him about Core City manners in certain cases
- Junkyard mutants nerfed
- Slowed down respawning in Deep Caverns
- Fixed the bug that caused the DC gate mechanism to take your hydraulic-fluid canister without registering it
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Version 1.0.0.7
- Fixed the mutagen scanner in DC
- Fixed the Faceless Mindreader dialog bug in Rail Crossing that occurred when you had a specific amount of Thought Control skill
- Fixed the Foundry's ending slides regarding disappearances
- Fixed Sarine's hostility bug during kidnapping
- Fixed the bug that prevented Jyles from selling you lab equipment
- Carrier vest components will now count as "armor parts" for the purpose of selling
- Roman will no longer die of a heart attack at the start of Junkyard battle
- Minor map fixes
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Version 1.0.0.8
- Creeping Dread and Eye of Spoiler debuff will now expire more quickly when you get out of the affected areas; this will also make a certain special feat more useful
- Tweaked health and resistances of various DC creatures
- Burrowers in front of Arke Power Plant will no longer respawn
- Roman will no longer chicken out and disappear at the start of Junkyard battle
- When you drop items, the loot bag will now be named "Stuff" instead of "Remains"
- Added more explosives to certain merchants
- Added bottles and dirty rags to some junkyard merchants
- Made bottles more common when scavenging trash
- Added more bolt triggers to some merchants
- Increased the amount of military components at certain merchants (especially in the early game)
- Buffed Balor's Hammer
- Buffed the damage of mk2 and mk3 EMP grenades and mines
- Plasma discharger and laser emitter component skill requirements mod changed to 1 (down from 1.25)
- Persuading the mindreader in Rail Crossing to let Buzzer live will no longer negatively affect the player's score when talking to the Faceless in DC
- Using the mutagen scanner now pauses the game
- Certain named tchortling in Deep Caverns will no longer infinitely respawn
- Fixed Mysterious Lady not appearing at the Core City metro station
- Fixed Ola's dialogue tree bug
- Fixed the medical locker in one of DC outposts
- Lost Vault Trader's key now properly unlocks the footlocker in the shack behind him
- Various minor map bugs
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Version 1.0.0.9
- You'll only be able to pickpocket humans/humanoids now
- Keypads will now state that you need a keycard if that is the case in addition to beeping
- Creeping Dread and Eye of Spoiler debuff duration increased slightly to avoid having it drop unexpectedly under certain conditions
- Fixed that bug that cause a duplicate tentacle
- Increased the chance to reel the fish in, especially for the dexterity-challenged
- Max currency stack increased to 100000000
- Max stacks for ammo, meds, and batteries increased
- Game will now properly estimate your movement in turn-based combat when attempting to throw grenades through fences and the like
- Game will now properly display the amount of action points an auto-attack will cost if invoked through action bar or quick invoker
- Recycling fabric-based items will now always grant at least one dirty rag
- Notes window will now auto-expand the first category if it's the only one
- Fixed the bug that caused the game to stop handling key input for a while when choosing "Automatically overwrite" when saving a game
- Thermodynamic Destabilization will now have its AP cost properly reduced by thermodynamicity
- Fixed Sully's introduction repeating every time you talk to him
- Reduced electronics skill requirement for fixing Gloria
- Fixed Eidein's dialog bug where the player could choose both career paths one after the other
- Fixed a dialogue-breaking option when speaking to Vivian during one of the quests
- Fixed Fredd's workbench mercantile check
- Fixed infinite money exploit when talking to Staff Sergeant Fraser
- Fixed not being able to speak to Efreitor Hanna after certain events occur
- Fixed initiating combat with the Faceless commander not working in certain instances
- Fixed an unintended way to kill the Beast
- Added fixed special bullets blueprints to several game world locations and merchant stores
- Fixed not being able to trade with Phyllis
- Corrected an inaccuracy in Dr. Mali's explanation of how a certain thing works
- Various minor map fixes
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Version 1.0.0.10
- Fixed the bug that would cause total carried weight to not be updated immediately when stacking items in the utility slots
- Fixed the bug that would cause grenades to sometimes be thrown through walls when they miss their initial marks
- Enemies that die from the burning effect from incdendiery bombs will no longer count towards "Fire and Ice" achievement
- Fix the bug that caused the player to sometimes not be able to attack back in melee when rooted (while still getting attacked in melee)
- Fire and other environmental effects will now properly despawn between arena matches (instead of becoming invisible)
- Chemical agent is now completely immune to acid and acid puddles
- Fire from any source will now properly trigger volatile objects (mines and the like)
- Jawbone crossbow no longer claims it can be unloaded somehow
- Boot spring made more common
- Boot spring now provides more extra movement points*
- Tabi boots extra base real-time movement speed bonus reduced but it now scales with material quality*
- Auto function on the bartering window will now prioritize SGS credits for merchants that accept them
- Increased the duration of foods to 20 minutes
- Fire and acid will now run out eventually even if you're not in the area
- Auto-attack command in quick invoker / action bar will now be properly disabled in turn-based mode if you don't have enough action points
- Fixed the bug that would in certain cases allow game to resume while the option screen is still open after rebinding a key
- Fixed the Deep Worm loot generation issue that caused all the worms to give out the same loot
- Fixed the bug that would cause certain respawning entities to always drop the same loot
- Giant grubs are now resistant to acid
- Fixed wrong music playing in the Mushroom Forest
- Fixed being able to repeatedly report to Jack Quicksilver that you've finished his missions
- Fixed Waylon's monitors not shutting down when associated cameras are destroyed
- Fixed being unable to pickpocket Kareem
- Fixed the Faceless at the blockade not behaving as they should after certain events
- Fixed an unreachable light switch in the player's house
- Fixed a minor console in DC not being usable
- Fixed an unusable hidden crawlspace in DC
- Fixed Rassophore Nevil not talking to the player after the event at RAF
- Typos/Grammar
- Various minor map fixes
* Only applies to items generated/crafted after the update is applied. Will not modify existing items.
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Version 1.0.1.8
- Noise emission from weapons should work properly now (previously it only worked for non-weapon sources such as grenades, psi abilities, etc)
- Some AI improvements on normal and hard difficulties
- Insulated and galvanic foam padding no longer add to stealth
- Fixed the bug that caused some of the on-hit effect to proc off even when attacks were resisted in full
- Handled the bug that caused certain special attacks and on-hit effects to remove fire effects from the target
- Games that are saved after this patch will also display the difficulty settings
- Pneumatic hammer and pneumatic reloader are now considered pneumatic components for the purpose of trading
- Supersoldier drug will no properly trigger the cooldown
- Healing effectiveness bonuses will no longer apply twice when using health hypos; also added healing effectiveness stat to the combat stats window
- Special attack damage bonus added to the combat stats window
- Compacted the feat list somewhat and added an option to filter it by entering text that is then matched against the feat's name, description and requirements
- Gunslinger feat now reduces firearm pistol usage ap cost by 3 (up from 2) and also increases initiative by 7
- Paranoia now also increases initiative by 5
- Taste for Blood no longer reduces AP cost
- Combo now has 20% chance to stun (down from 100%)
- Fatal Throw now only restores action points once per turn
- Lightning punches now requires armor penalty to be below 20% (up from 25%)
- Light weapon AP cost reduction changed to 3% (down from 4%) for each dexterity point above 5
- High Explosive grenades and mines now ignore 40% of damage resistance and threshold
- Riot gear shield base block chance changed to 35% (up from 30%) and block amount increased (base multiplier changed from 1.5 to 2.25) (not retroactive)
- Extra unarmed damage from boots will now also work with fist weapons
- Fixed the bug that caused temporary lock up in certain areas with certain elevators
- Fixed the bug that caused outlines to be visible beyond the camera view
- Added VSync toggle option to video settings
- Fixed Minister Percival sometimes not appearing at the Institute
- You can now place small animals inside the organic processor in DC
- The wardrobes in Mediant Samuel's and Principal Investigator Georgis' offices can now be accessed properly
- Fixed the Black Eels becoming hostile to the player after the SRO assault mission (happened if the player asked for Protectorate help during the Eels' final quest)
- Fixed unresponsive ladder in one of Upper Underrail's hidden passages
- Expanded the Renegade quest for the Underrail Protectorate
- Added one more way to sneak in the cybernetic spawn into the Protectorate embassy
- Added another way to kidnap a certain woman
- Did a few Rail Crossing invasion quest tweaks and added additional dialog options
- Added another way to learn about a certain man and his gang
- Fixed a certain someone not waiting for you at the beginning of DC in some cases
- Removed some of the unnecessary backtracking during the missing train quest; also added a few more options for handling the quest
- A Protectorate guard will occasionally remind the player to holster his weapons if using the SRO elevator to reach the embassy
- Some tweaks to the quest for the Faceless near Foundry
- Nerfed the Coretech warehouse mercenaries in the defense mission
- Fixed old hostage in GMS sometimes blocking the vent in the room with the ladder
- Numerous minor tweaks and fixes (maps, dialogs etc.)
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Version 1.0.1.9
- Fixed the bug that caused the characters to be able to cast psi abilities even if they lack psi points
- Fixed the bug that put the player in combat when environmental effects that they caused hurt NPCs in controlled areas, even though the player is hidden
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Version 1.0.1.10
- Fixed the bug that caused the values in the skill list to be displaced
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Version 1.0.2.2
Feats
- AP reduction from Gunslinger feat will now properly affect only firearms
- Added feats: Bowyer (crossbow crafting)
- Ripper feat will now properly work with serrated knives
Visuals
- Added a new visual model for siphoner, ancient rathound, and super steel armor
- Telekinetic proxies and electrokinetic imprints will now be visible behind walls
Interface
- Added tooltips for empty gear slots
- Forcing the vent with crowbar will now be done through Quick Invoker (once the crowbar is equipped, you'll get the ability there)
- Changed the "Focused" tooltip to be gender neutral (tested for all 99 genders)
Mechanics
- Cats nerfed
- Dreadnoughts buffed
- When a character that has nightvision turned on gets flashbanged, they will also be dazed for 5 turns
- Some of the merchants now have additional mercantile checks which (if passed) will expand that merchant's store inventory
Items
- Borer Gizzard renamed to Metaworm Gizzard and is now also dropped by Latchers
- Most special bullets now also require TNT to craft
- Added blueprints for standard, W2C and JHP bullets
- Mechanical bolt blueprint renamed to Serrated bolt blueprint
- EMP mine case now counts as electronic component
- Added a couple more instances of Black Eye, Loaded Dice, Train Driver Manual and Train Log oddities
- Increased the drop chance of Quad Damage Module oddity
- Changed the Electronic Idol oddity to provide 3 xp for a max of 1 study as it should have been
Bug fixes
- Generated metal armors enhancements will have quality other than 1 now
- Quick load will now work during enemy's turn
- Closing interface help window by right clicking will no longer disable keyboard commands
- Fixed the dialog window option highlighting when there's 10 or more dialog options
- Fixed the cut-off tooltips on smaller resolutions with small font size (on most tooltips; there still might be some that just have too many lines)
- Fixed the bug that caused caltrops to drain action points immediately instead of movement points first
- Fixed the minor glitches with trap detection calculations
- Crawlers and Faceless Gaunts will no longer land on occupied tiles when escaping from sight
- Telekinetic Proxy now properly removes Premeditation when it makes use of it
- Fixed the bug that caused Dreadnought to keep moving if you attempted to dismount during movement
- Fixed the bug that caused the player to receive experience when an NPC was killed by a doppelganger that someone else created
- Expose Weakness will now properly count as a melee attack (it will be affected by Uncanny dodge for example)
- Pyrokinetic Stream and Pyrokinesis should now always properly invoke "heating effect"
- Heating effects should now properly remove Cryo-shield
- Cooling effects should now properly remove Exothermic aura
Quests/Maps
- Fixed a certain zoner appearing later in the game in some cases even if Rista's quest concerning him hasn't been completed
- Fixed positioning problems during the cutscene in which you lead Edgar to RK's lair that might occur when the player has increased his movement speed beyond a certain point
- Fixed the missing train quest bandits not becoming hostile if the player fails a certain skill check
- Fixed killing the old man in GMS crashing the game after the situation has been dealt with
- Fixed a bug which caused a transition error when entering the zone where Duff is supposed to spawn
- Fixed being able to give a certain man a certain helmet more than once and receive more than one reward
- Fixed a few unreachable dialog branches (Old Jonas, Leo and one notable heavily armored commander)
- Fixed some late game Tchortists not recognizing that you are wearing a certain type of robe
- Fixed a dialog bug which prevented the players from telling the Rejects how to escape
- Fixed some items disappearing from Fraser's store inventory after certain events take place
- Fixed a few bugs with the end game slides
- Fixed issues with one of the tunnelers in DC after it has been despawned
- Fixed being able to kill the Gauntlet runners before the event without anyone caring
- It is no longer possible to pay 1 charon to Silas for Grover's debt instead of 100 charons
- Arke cameras and turrets will now properly go offline after being shut down at the main console
- Edgar's quests will now properly fail if you kill him
- The player will no longer be able to start a civil war in Core City by fighting with the burglar in the house opposite to the Praetorian Security headquarters
- Added another option to acquire ICPD from Duff, plus some more flavor if you handle the situation in a certain way
- Added another way to capture hoppers for Bret
- Added another way to obtain Elwood's keycard
- Did some tweaks to the main quest in Foundry, added more dialog options and removed some of the backtracking; also, the miners will now return to the mine at the end of the quest
- Gaining access to Foundry prison security room will also remove protection from the security console there; added another hacking option as well
- Changed so that failing to intimidate Rubin will no longer make him not want to speak to you anymore
- Hathorians will occupy the area north of the camp after it has been cleared
- SGS soldiers and workers will now occupy the outposts after the player has cleared them
- A certain faction in DC will now be handing out better ammo than previously
- Fixed a faulty transition in one of the zones beneath the Mushroom Forest
- Fixed GMS jammed ventilation shaft being incorrectly positioned; also made some minor changes to the vent layout to accommodate this
- The usual minor stuff (map/dialog/quest tweaks and fixes)
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Version 1.0.2.3
Quests/Maps
- Fixed a certain flag not being set properly when talking to Luben during the ICPD quest
- Marcos will no longer get cloned
- Supplies to Rail Crossing will no longer appear even if the train had never been recovered
- Fixed the visual issues with the new super steel, siphoner and ancient rathound armor variations
- Options window will no longer reset dialog background alpha slider
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Version 1.0.2.4
Quests/Maps
- Fixed a bug where a certain armored commander in DC did not properly react to the player being a member of the Institute of Tchort
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Version 1.0.3.14
Interface
- You can now configure transparency of transitions (also increased the default transparency)
- Objects that transition you between areas (transition that requires loading) when you use them should not display the transitioning cursor
- Added transparency to NPC health/psi/shield/cast bars on the map
Items
- Added new high-energy battery type
- Increased the weight of the fishing rod
- Removed cooldown for placing fishing rods
- Increased the damage and critical damage bonus of Quake
- Significantly increased the value of a lot of unique items (mostly weapons)
- Nerfed Power Fist
- Increased the max stack size of scraps to 999
- Trapper's Belt will now increase Traps skill by 15% (up from 10%); it will no longer reduce trap arming cooldown
- Added two new belts that augment chemical pistol attacks
- Regenerative Mixture will now be affected by game difficulty
- Special bolts affected by Elemental Bolts feat will now display the modified damage in the tooltip
- Reduced the infused leather quality slightly overall and also added diminishing returns when making infused leather above 100 quality
- Infused siphoner tabi boots will now give immunity to slow instead to immobilization
- Junkyard surprise can no longer increase perception, will or intelligence
- The following items will have their max stacks increase to appropriate amount: .44 Explosive Round, 8.6mm Incendiary Round, 12.7mm Contaminated Round, 7.62mm Micro-shrapnel Round, Corrosive Acid Vial, Incendiary Vial,
- Halved the move and shoot and action point cost penalties when attaching bipods to assault rifles (not applied retroactively)
- You can now use High Efficiency Energy Converter to reduce the energy cost of firing energy pistols
- Energy Pistols now have two enchancement slots when crafted
- Plasma pistol damage increased by 25%
- Laser pistol base action point cost changed to 15 (down from 22)
- Laser pistol usage energy cost reduced by 20%
- Changed the base value of psi boosters to 275 (down from 350)
- Changed the maximum duration of throwing net entanglement to 3 turns (down from 4)
- Increased the amount of EMP dischargers generated as loot/merchandise
- Changed the number of unsaturated psionic catalyst required to craft a psi booster to 3 (down from 5)
- Fixed the armor description when crafting riot gear and tactical vests from super steel sheets (will not be applied retroactively to the already crafted items)
- Changed the psi regen reduction of Mushroom Brew to 30 (up from 1). The previous value was geared towards non-regenerating psi pool of alpha version.
- Fixed incorrectly set impact speed of unique assault rifles (raised from medium to high, as should be the value for all assault rifles) and corrected the lack of move and shoot precision penalty for those guns
- Fixed Jawbone lacking move and shoot precision penalty (now set to 15%) as well as close quarters precision penalty (now 10%)
- Fixed low durability of armor worn by Tchortist rassophores and recombinants; only applies to npc armor (armor in the player's possession will remain unchanged)
Creatures
- 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
Mechanics
- Added the global map
- Added DOMINATING difficulty, mechanically it inherits the modifications of hard difficulty and also increased NPC health by 50% and skill levels by 30%.
- Changed the way hit change display handles oscillating lighting or otherwise dynamic lighting. This also should fix some anomalies like the hit chances changing when saving/loading or transitioning.
- Removed cooldown for arming traps
- Removed cooldowns from lockpicking and hacking
- Reduced the time it takes for the game to yield the control back to the combatant after he kills the target; it doesn't wait for scrolling text and sounds to end now
- Hostilities will now instantly be triggered when you've been detected lockpicking (instead of at the end of the action)
- Increased the damage of chemical pistols by 50% (will be applied retroactively on exisiting items)
- Ground fire will now remove cryogas
- Starting pickpocketing (opening the pickpocketing window) will now require a certain amount of pickpocketing skill depending on the target's detection so not every character can inspect any NPC's inventory (without killing them!)
- Targets will no longer be able to block (in regular way) if stunned, incapacitated or frozen
- You can now unload chemical pistols
- As long as you haven't been fully detected by a NPC, that NPC's detection will be reduced back to zero when you get back into an area where you've been sneaking
- Uncanny Dodge will no longer work while you're stunned or incapacitated in some way
- Dirty Kick will now be subject to Uncanny Dodge and other special defense mechanisms
- You can now root turrets (which makes them susceptible to acidic entanglement)
- On normal difficulty and above, transitioning between areas (red transitions) will now cost action points
- Improved NPC pathfinding slightly
- Primary non-mechanical damage (not caused by on-hit effect) on melee weapons will now scale with weapon skill (like the bio damage on The Claw), but will no longer scale with strength
- On hard difficulty EMP will drain energy (and subsequently deal damage to the holder) from all items in the inventory (not just equipped ones)
- Reduced the ranged weapon precision reduction from low light slightly
- Antidote will now randomly choose the order of poison removal, instead of going in the order they were applied
Tweaks
- Turn-based mode will no longer automatically end at the end of the turn if there are incapacitated enemies near
- Reduced the alpha on energy shields
- Removed the movement animation reseting when rapidly clicking (there's still a very slight stutter if you click very fast, though)
- You cannot change armor suit while in stealth or while stealth is on cooldown on hard difficulty or above
- Turrets will now drop aggro faster
- Getting additional burning damage will reset the burning debuff remaining time
- New combat taunts for military personnel
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
- Changed the range of Frighten psi ability to 5 (up from 3)
Feats
- Steadfast Aim strength requirement changed to 5 (down from 6)
- Cooked Shot special chemical pistol AoE attack with radius of 1
- Three-Pointer Changed Throwing skill requirement to 50 (up from 45); The crit chance will now scale by 1.5% per ten throwing skill points above 50, instead from dexterity
- Doctor will now also work with Regenerative Mixture as it should
- Expertise changed the max bonus to 20 (down from 25)
- High-Technicalities increases damage with energy pistols by 7% for each point of intelligence above 5
Quests/Maps
- 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.
- Reworked the Free Drone's final mission debriefing dialog with Trenton in order to better handle a certain optional outcome
- 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
- Expanded the Hanging Rat bar and added a base ability check
Bugs
- Corrosive acid bolt crits will now multiply the acid damage done just like the regular acid ones
- Focus Stim will now properly display duration in the item description
- Fixed the Crippling Strike tooltip
- Fossilized Egg Oddity max studies changed to 3 as it should have been from the start
- Spore Turrets marked as ribles, kneeless and immune to critical hits
- Fixed the bug that caused NPCs to not properly react to being alerted (orange eye) to player's presence
- Fixed spelling errors in special ammo hit effect descriptions
- Fixed the bug that caused Eviscerate to do less damage than stated
- Fixed the rounding error with Critical Power feat
- Fixed a sneaky bug regarding status effect stacking
- Black Dragon poison icon fixed
- Fixed the bug that would sometimes cause player to become undead during cutscenes in which he unpredictably dies (this will apply retroactively, RIP)
- Fixed the 8.6mm Incendiary Rounds (they weren't igniting)
- Jookhela should now be immune to stun and incapacitation like the rest of senior raties (will not update for those who already encountered him)
- Removed Gauntlet advertisement from DC
- Crawlers and other NPCs should no longer unwittingly bump their own kind/faction out of stealth
- Suppressive fire will now only be applied to enemies, as intended
- There was a mess up regarding player's increased chance to get critically hit. Contrary to what the game has been saying, there is no universal to-get-crit (TGC) modifier, instead it only applied for weapon and unarmed attacks, which made things like Psychostatic Electricity rather useless. I've now added psi TGC modifier, so recklessness and psychostatic electricity will now apply to psi abilities as well. Everything else will only work for unarmed and weapon attacks. Tooltips have been updated to reflect this.
- Thought control psi abilities can now be properly centered onto non-traversable (but penetrable) terrain
- Disruptive Field will no longer get bugged out by Locus of Control
- You will no longer hear the sound of NPCs stealthing when you enter an area for the first time, unless you can see them already
- Swapping between two energy weapons while recharging the current weapon will now properly cancel the action
- Fixed the bug with plasma sentry when leaving the area while it's deployed in cannon mode
- Fixed an issue with player's house containers (lockers, shelves, etc.) wherein the items from upgraded or changed containers wouldn't transfer to an always-present shelf in the northeastern corner of the ground floor
- Fixed certain quest notes not being set as completed/failed properly
- Fixed a number of skill checks that used base instead of effective required value or had no value set at all
- Fixed Sneaky not registering the death of one important npc
- Expanded or reworked certain parts of npc dialogs (some more, some less) and also added a few new skills checks to some
- Replaced a few windows in fo_prison with solid walls so that the cameras inside the cell block can't see inside the security room. This was done to prevent the cameras from dispatching all the guards into the room even if the player had been granted access to it
- Fixed a minor issue with a certain Hathor Mine-related cutscenes
- Various minor map and dialog fixes
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Version 1.0.3.14
Items
- Changed the damage of XAL-001 acid pistol to 40-50 (up from 25-35)
- Changed the damage of Phase Gun to 40-55 (up from 30-45)
Bugs
- Fixed Newton dying in the Mushroom Cove base no matter what the player does
- Lucas will now properly give the player a .44 pistol and ammo upon passing the persuasion check
- Fixed the attack option in a certain mugger's dialog
- Fixed a instance in which Gorsky would not give the player the GMS vault card
- Fixed the dialog ending suddenly if you fail Pasquale's psi booster persuasion check
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Version 1.0.3.15
Bugs
- Health and healing modifiers will now properly be applied on DOMINATING difficulty
- Fixed some tooltips
- Minor dialog fixes
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Version 1.0.3.16
Crafting
- The price and weight of a crafted/generated sniper rifle will now also take into account the price and weight of the scope and barrel (not retroactive for already crafted/generated items)
- The price and weight of a crafted/generated assault rifle will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
- The price and weight of a crafted/generated SMG will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
- The price of a crafted/generated boots now also take into account the price of soles (not retroactive for already crafted/generated items)
- The price of a crafted/generated energy shield emitters now also take into account the price of secondary emitter (not retroactive for already crafted/generated items)
Bugs
- NPCs will no longer attack you because they were damaged by an explosive barrel that you did not destroy
- Fixed new GMS sentry bots not being hostile to the player
- Minor map and dialog fixes
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Version 1.0.3.17
Bugs
- Fixed the bug that caused the sniper rifles to add some of its components' value to its weight
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Version 1.0.3.18
Bugs
- Fixed the bug that caused triggering thermodynamic destabilization death to crash the game
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Version 1.0.3.19
Bugs
- Fixed the bug that caused bladelings and boars to travel at 30 times the regular speed when affected by adrenaline
- Fixed the bug that would apply -10 to player initiative when loading a save
- Advanced catalyzing belt will now property work with XAL-001
- Deep Worms will now properly follow the player instead of just burrowing once the player has moved out of their range
- Fixed the usage cursor for Foundry mine cart levers
- Fixed not being able to report your findings to Captain Blackwall in certain instances
- Fixed some buggy dogs
- In the instance where you cure Jenny and Cliff hasn't already succumbed to his wounds, he won't spontaneously start bleeding upon their meeting.
- Fixed a few minor glitches with Grover's quest
- Minor dialog fixes
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Version 1.0.3.20
Mechanics
- Slow immunity will now affect the following status effects (it will only negate the slowing part, not the whole status effect): chilled, knee wound
Bugs
- Fixed a rare bug with canceling a level up through the game menu
- Fixed the bug that caused the game to crash when destroying cameras, burrower eggs and other inanimate object in turn-based combat with acid gun when the combat speed is increased
- Fixed the bug that caused the cameras in SGS to repeatedly put you in turn-based combat when you try lockpicking/hacking in their presence
- Added the missing stunned animations for hunchback mutants that are carrying objects
- Fixed the bug that enabled the player to close a double door while an NPC is standing in the doorway
- Minor dialog and map fixes
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Version 1.0.3.20b
Bugs
- Fixed the bug that prevented Azif from transitioning
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Version 1.0.4.15
Engine
- Replaced the black window with a cosmetic loading bar when loading up the game
Items
- When being sold by the player, items will now be valued at 50% on hard and 25% on dominating difficulty
- CAU armor will now also increase the damage of Cooked Shot by 20%
- Added brown worker suit as an armor item
- Added the previously default model's shirt and pants as an armor item
- Cost of food increase by an order of magnitude
- Doctor's Coat and Biotechnician Suit can now degrade, be repaired and recycled
- AKX is now indestructible (it won't take damage from use) and has been moved from the train hijacker to Kokoschka
- Added new foods
Mechanics
- Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot
- Immobilizing status effects will now also set your effective dodge stat to 0 (just like evasion)
- Damage from standing in fire will now remove incapacitation and also remove "chilled", "frozen" and other cold based status effects
- Animals and other low-intelligence enemies can now pass through curtain doors. Good luck.
- Cameras will now report on you when you steal stuff
- Ground fire percentual burning damage capped to 16-40 (based on fire level).
- Net throw will now displace success chance during targeting
- Burning and exothermic aura status effects, as well as some other direct fire exposures, will now also remove webbed status effect
Feats
- Changed Quick Tinkering: Cooldown changed to 5 turns (up from 2)
- Added Versatility: Your effective Guns, Crossbows and Melee skill value is brought up to 60% of the effective value of the highest of those skills.
Tweaks
- Players wearing no armor will appear in their underwear instead in the default outfit
- Explosive barrels will now ignore 40% of target's resistance and threshold (same as HE grenades)
- New models and portraits for Kokoschka and Dude
UI
- You can now copy current dialog text to clipboard by pressing Ctrl+C.
Bugs
- Fixed the keybinding for the global map
- Fixed the bug that caused patrol waypoint delay to end on save/load
- Hopefully fixed the bug that caused the window to lose focus when starting the game in full screen mode on some computers
- Fixed (or at least) improved the mechanics concerning turn-based combat and area (blue) transitions. Player will now retain his combat turn while transitioning to a different area (section) within the same zone and NPCs will not bug out as much when attempting to follow him
- Fixed the bug that caused the crafting UI to swallow up items in some rare instances
- Activating exothermic aura will now also remove any burning effects the invoker has
- Fixed the weird weapon rules in Fort Apogee Consulate
- Fixed the bug that caused certain NPCs to respond to noise in turn-based mode, but not in real-time mode; there might be more instances of this
- Commando feat will now properly trigger from kills caused by on-hit damage from special ammo
- Using special attacks in real-time mode will no longer automatically be followed by a single regular attack
- Hunchback mutants will now use proper yell sound
- Bear traps, cryoliquid blob traps and throwing knives will no longer ignore immunity to critical hits
- You can no longer add a silencer to a weapon alongside another muzzle device
- Fixed the bug that caused the player to receive the strange feeling debuff after saving the game and staying still even though he should be safe from it
- Shoot Dreadnought rocket ability now has actual tooltip text
- Pseudo-spatial Projection will now work against throwing knives; also throwing knives will report misses in combat log now
- Fixed the minor bugs with word emphasis in dialogs through bolding.
- Fixed some issues with Grover's quest not being set to completed in the quest notes
- Fixed an issue with a trapdoor in a certain bunker in Foundry not being properly unlocked in some instances
- Fixed an issue with Azif sometimes not wanting to leave his starting zone
- Fixed the Zone Rats not being hostile to mutants
- Fixed the wounded man from a certain random event dying even if the player has healed him.
- Fixed not being able to finish Gorsky's final mission in certain instances
- Fixed an unclickable item in the abandoned sofa random encounter
- Fixed invisible attackers during the Core City warehouse invasion
- Fixed being able to talk to Daniel Arda in a situation where that shouldn't be possible
- Minor dialog/map and scripting fixes
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Version 1.0.4.16
Bugs
- Enraged NPCs will now also fight each other as was intended
- Fixed the transition/save error caused by status effects that modify action points
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Version 1.0.4.17
Bugs
- Fixed the issues causing grenades, throwing nets and such to be able to fly through fences in SGS outposts. If this happens in other areas let us know which so we can fix them.
- Fixed the bug that caused Electrokinesis to bypass crit immunity when used with Psionic Mania
- Fixed the problem with plasma turrents not being untraversable in a lot of places
- Fixed various minor map, dialog and quest issues
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Version 1.1.0.5
General
- Added the ability to speed up the game while out of combat
- Added achievements to the GOG Galaxy version
Feats
- Kneecap shot bleeding percentage no longer scales from perception, but base bleeding damage percentage changed to 125% (up from 75%)
Mechanics
- Unarmed and fist weapon attacks now incur 140% of target's damage threshold and resistance (up from 125%)
- Increased the damage reduction factor of resolve against neural overload
- Resolve will now reduce the damage received from doppelgangers
- Changed the way the burning damage stacks (in cases when it stacks) - the new burning time left equals either the time left of the existing effect or the duration of the new effect - whichever is longer; the old and the new periodic damage are adjusted so that they produce the same total damage over time; one of the major effects of this change is that you can no longer increase the amount of original damage by constantly resetting the timer
- Separated fear effect caused by burning into a separate status effect and limited it to 2 turns regardless of how long the burning lasts (or if it's extinguished early); this will prevent the fear from lasting too long either from a long burning effect or because of the burning effect being refreshed; also this fear only occurs when a non-burning target is ignited and not when burning is being prolonged/refreshed
Items
- Throwing nets now last up to 2 turns (down from 3) and have a cooldown of 4 turns (up from 3)
- Bullets have new icons
- Increased the chance to entangle enemies when firing acid blob pistol
- Increased the chance to freeze enemies when firing cryo blob pistols
- Reduced the chance to ignite enemies when firing incendiary blob pistol; the total burning damage done from igniting the target will remain the same, but will be spread over more turns (one turn per each
- 80% of the original damage repeated)
- Reduced the weight of chemical ammo
Nice Things
- Containers that you opened once will now have darker labels
- Organic enemies that die while burning will now be smoking and appear charred
- HE grenades and some other explosions will leave temporary marks on the ground
- Gas clouds will now fade in/out
- New barrels
Bugs
- Fixed the bug that would allow player to cancel leveling up without being able to reattempt it
- Fixed the problem that caused the items to take up weird positions in the filtered inventory when the player attempted to reorder them manually
- Cut Throat no longer bypasses stun immunities
- Corporeal Projection feat now has a proper icon (instead of using the one from Fast Metabolism)
- Throwing knife will now again properly play impact sounds and effects
- Fixed the bug that caused expertise to add the damage bonus for each separate mechanical damage listed for the weapon, instead of just once (you thought I'd never find out, did you?!)
- Fixed the hole jump crash in Institute
- Heavyweight will now always apply before Critical Power
- Certain giant appendages can now be hit by cryokinetic orb
- Changed the way the cryokinetic orb shards interact with the orb impact tile so now the creatures occupying the tile can also get hit by some of them
- Punching bags will no longer bleed when you punch them
- Global entities (those that can travel between maps) will now also have their suspicion meter drain with time
- Incendiary chemical pistol burning effect will now stack damage with existing burning effect
- Fixed the Nimble bug that would in certain situation give bonus movement points
- Various minor map and dialog bugs
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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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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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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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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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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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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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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
-
Version 1.1.1.1
Bugs
- Fixed the bug that caused a certain special random event to occur way early in the game
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
Version 1.1.2.2
Tweaks
- Reduced the headlight enhancement and electric torch buzzing sound volume
- Sound played when force field is damaged will no longer stack volume
- Added static desaturated psionic inhalant blueprints and components to stores
- Added 10 psi inhalants to the Gauntlet starting pack
Psi abilities
- Electrobolts will no longer jump to force field segments (but they can target them directly)
- [Expedition] Psycho-temporal contraction reversal chance now reverse-scales with skill and you can see the chance; and the psi cost reduction stated in the previous hotfix is now actually live
Feats
- Added Psycho-neural Optimization - While having only one psi school innervated, the psi cost is reduced by 10%.
- Added Psycho-neural Flexibility - One psi school is ignored when determining psi cost multischooling penalty.
- Added Expanded Psi Capacitance - Increases psi reserves by 30%.
- [Expedition] Shooting Spree - Cooldown changed to 10 (up from 8 ) and now only refunds one attack unspecced (see below)
Specializations
- Force User: Forcefield Health - now increases FF health by 10% per spec point (up from 5%)
- Added Psycho-neural Optimization spec - further reduces the psi cost by 1% per spec point (max 5)
- Added Expanded Psi Capacitance spec - further increases psi reserves by 10% per spec point (max 2)
- [Expedition] Shooting Spree: Cooldown - max spec points changed to 4 (up from 2)
- [Expedition] Added Shooting Spree: Shots - Increases the number of refunded shots by one (max 1).
Items
- Desaturated Psi Inhalant - Now restores 1500 psi reserves (up from 1000) over the same period
- Bullhead - Now also provides immunity to daze.
- Added Psi Circuit Extension - an enhancement for psionic headband that grants an additional psi slot
Bugs
- Fixed the bug that caused a new psi ability to be innervated into all free slots instead of just one when learned from a teacher
- Force field will no longer trigger traps
- Enemies should no longer be able to AoE and Burst through Force field
- Force field will no longer act as a decoy, at least not as well as it did
- Made forcefield immune to most status effects
- Consuming Psycho-neural Reconstructive Pill will now properly remove innervated abilities from locked slots
- Fixed the bug that caused the entrance jumping ramp to stop working
- Fixed a minor bug in Harlands dialog and nerfed the reward to his quest from 500 SGS credits to 400
- Refixed new secret cave doors
- Fixed a bug in Broderick's dialog where he wouldn't take you to Silent Isle under certain circumstances
- Fixed a bug that prevented players to use stairs in certain location after they've saved the game in said location
- [Expedition]Fixed D' Flinger aggroing people for carrying weapons around
- [Expedition] Psycho-temporal contraction base psi cost changed to 50 (down from 75) for real this time
- minor dialog and map fixes
-
Version 1.1.2.3
UI
- Holding left or right ALT key will now allow you to always target the tile and ignore any entities; this will allow you to get behind your forcefields among other things
Tweaks
- Tweaked the NPCs decision making a bit regarding when to attack the Forcefield and when to go around
Bugs
- Electrokinesis will now be automatically innervated when learned from Bison
- Neural Overload will now be automatically innervated when learned by alternative means from Ezra
- Serrated and broadhead bolts and bear traps will no longer ignore bleed immunity on living creatures
- Cyrokinetic Orb will no longer be able to crit targets immune to it when used with Psionic Mania
- Psi-cognitive Interruption will no longer deal more damage than psi burned (modified by the damage modifier of course); previously it could deal normal damage even if no psi was burned
- Fixed the bug that caused the game to crash when using force field against crawlers
- Headlight component no longer stacks
- Fixed Ion's quest upon completion not awarding player with money
- [Expedition] Further fixes to the Dude's door
- [Expedition] BArm Grinder 350 will now sport its stated power (instead of 250)
- minor map and dialog fixes
-
Version 1.1.2.4
Tweaks
- Changed the value of Psi Inhalant to 500 (up from 250)
- Changed the value of Small Oxygen Tank to 275 (up from 150)
- Added static psi inhalants to a few early game dungeons, and Pasquale now gives you four inhalants instead of two
- Electric creep in Water Treatment Plant Facility will now reset when you exit the zone
- Buffed Gorsky
- Added a few agility checks to the Core City sewers
- Core City warehouse defenders will now stay in the room they're in and won't run out into the larger area and get themselves overwhelmed
- All Arena participants (including the player) will automatically turn on their shields at the end of match cutscenes and not the beginning
- Added a couple of stronger creatures to the Arena on higher difficulties
- Dangerous water shallows in the new dungeon will no longer deal damage but will instead either be passable or impassable depending on what jet ski you're riding
- [Expedition] Renamed Magnar's shield bash and increased its damage
- [Expedition] Staggered the temporal distortion triggering sound a bit so they do not overlap too much
- [Expedition] Added the ability to lower UPCCS Armstrong shields once aboard
Bugs
- Enarge should now properly lasts 2 turns max as stated in the original update
- You can no longer AI-scramble Dreadnoughts
- You can no longer bandage force field
- Fixed the bug that caused turrets (including those manned) to fail to target force field when it blocks the firing line to the player
- Fixed the bug that would sometimes cause vanishing powder to crash the game when used in real-time, also your turn should no longer automatically end as if you have no more action or movement points after using it when you've enabled "Automatically end turn" in gameplay options
- Fixed Lucas' new quest sometimes not completing properly
- Fixed being able to bring certain items into the Gauntlet. Also suited up the player before the intro cutscene; looks better then walking around in your underpants
- Fixed various minor things related to new waterway dungeons/events
- Fixed Otto's jetski missing engine
- Fixed an issue with faction hostility regarding the members of Drag 'n' Drop
- Fixed Pagos store not accepting any currency
- [Expedition] Fixed Protectorate Cruiser patrols using Aegis Patrollers instead
- [Expedition] Fixed Zoner Ma and dumpster-diving hobo not taking money from the player even if their dialog states so
- [Expedition] Fixed Reef Glider selling price
- [Expedition] Fixed musical cypher text being unintentionally bolded at certain places
- [Expedition] Fixed the bug that would cause Naga protectors fusion cannon explosion to go through the force field
- Minor global map fixes
- Minor dialog and map fixes
-
Version 1.1.3.0
Items
- You can now throw acid vials
- Obscure weapon improved in an obscure way [Lemurian Spear works with High-Technicalities]
- Infused Bison leather will now provide more fortitude when crafting boots (not applied retroactively)
- Vigorous Belt now also grants 15 fortitude
- AI Scrambler and Hypno Goggle value will now scale with their effective level
UI
- Added a toggle on the right side of the action bar that, when turned on, will prevent you from interacting with all containers and other usables while in turn-based mode; The main purpose of this feature is to prevent you from misclicking enemy remains, but it will also help with the doors
- In character sheet window, modified skill values that are currently affected by syngergies will be highlighted in yellow
Specializations
- Reduced the max spec points that can be invested in Wrestling spec to 5, since more would just take you over 100% chance to apply. If you invested more than that: lol noob! (j/k You'll get those back on the next level up (unless you're max level in which case: lol noob!))
Metal Weapon Changes
- Tungsten sledgehammer critical chance reduced by 1%
- Supersteel sledgehammer critical chance increased by 2%
- Supersteel sledgehammer action point cost reduced by 2
- Supersteel spear will now grant 3% precision bonus
- Supersteel machete will now grant 3% precision bonus
- Supersteel machete action point cost reduced by 1
- Supersteel combat knife will now grant 5% precision bonus
Pistol changes
- Increased critical hit chance of all firearm pistols by 3% (new base is 10% now)
- Firearm pistols damage increased by about 25%
- Firearm pistols now ignore up to 40% of target's evasion at close range
- Sharpshooter now grants the critical damage bonus to firearm pistols at all times regardless of focus
- Added Gun-Fu feat - When attacking with firearm pistols in melee range, your effective attack skill is increased by 40% (up to 60% through specialization) of your unmodified melee skill for all purposes, including the damage done
- Added Bullet Time feat - When activated, reduces action point cost of firing firearm pistols by 30% (up to 50% through specialization) until the end of the turn.
Throwing Knives
- Reduced the base damage by about 20%, they now incur 130% of mech resistance and threshold (up from 125%), but the damage that passes the armor is increased by 75%
- Added Remote Surgeon feat - Increases the unresisted damage modifier of throwing knives by additional 50% (up to 100% through specialization)
- Added Knife Throw's Gloves which increase knife throwing precision by 5% and reduce AP cost by 3
- Added Shock Shurikens
AI
- Certain plasma sentries will now deploy their plasma cannons in real-time and wait for the player
Mechanical Tweaks
- Incendiary grenades will no longer be activated if they hit a traversable water tile (they will trigger if they hit an occupied water tile, though)
- Groin Guard now also grants immunity to Dirty Kick's extra stun duration
- TNT Charge will now use the new explosion visuals (same as HE grenades)
- Pyrokinetic stream will now emit light
- Added a small cooldown to playing sounds that should, hopefully, prevent volume stacking
- Fixed a number of ability and feat descriptions to properly state "humanoid" instead of "human" if they affect that category
- Fixed a number of ability and item descriptions to state when the bonuses are only affecting weapon and unarmed attacks
- Fortitude will now help with poison resistance (mostly manifested through reducing poison duration)
Content
- Added Napalm Barrels, a stronger version of regular explosive barrel that also spawns fire; these can be thrown by the usual suspects
- A certain very, very bad gas that's been released into an under-passage hideout now dissipates after some time
- Added the Lost Vault dungeon in Upper Caves
- Added new Core City sewers random fragments
- Added new GMS vault cave which are randomly selected when starting a new game. Ongoing playthroughs will still have the default map
- Added a new source of very bad gas inside a certain bunker in Upper Caves
- [Expedition] Added the ability to climb up the cliff at the entrance to the Black Sea (requires some high agility)
- [Expedition] Added a rift to Fort Apogee
- [Expedition] Added a certain mentioned wild boar to the Hathorian hunting grounds. Snort!
Content Tweaks
- Decreased movement speed and movements points of Tithonus Lab residents; also tweaked their AI as to make them more likely to give up chasing the player
- Added the ability to peek over the guard rail outside Arke's power room to see if anything's waiting near the elevator
- The player can now tell the Core City warehouse defenders to set up their defenses at three different positions in the building
- Various minor changes to the Lost Vault entrance area, as well as some npc and dialog tweaks
- The Emporion Mall Lunatics are now a bit less sensitive to sound. Reckless players will still be able to alert entire floors, but playing with care will result in fighting smaller groups at a time, which also prevents pathfinding slowdowns
- Jookhela got a new coat of paint
- [Expedition] Minor tweaks to Ray's Shop as to prevent a few camera vision exploits
- [Expedition] Dude will now make you another Juice in case you waste the first one.
- [Expedition] He'll also take hydraulic fluid from DC instead of a certain gun lube (as they're both mineral oil-based).
- [Expedition] ...and he accepts mushroom brew as currency following a certain event.
- [Expedition] Reduced the slowdown that occurs during the boat-riding cutscene at the start of the expedition
Bugs
- Pyrokinetic stream will now properly apply Thermodynamicity when the invocation ends
- Pyromaniac's extra damage from specialization will now properly be applied
- Thermodynamic Destabilization can now trigger Pyromaniac
- Psi window will now be hidden while the character sheet is open like other windows are
- Invoking Psycho-temporal Contraction while already under effects of one will not grant you more action and movement points in that turn
- Fixed the value rounding bug when displaying character damage resistances
- Fixed the bug that caused doppelgangers to not despawn in real-time combat
- Fixed a long standing animation glitch that caused the animation to abruptly end after the psi ability is invoked
- Fixed the bug that would sometimes cause the game to crash when an acid barrel is thrown
- Fixed the bug that would sometimes cause the death screen to be uninteractble when you die during a cutscene
- Fixed being able to avoid confronting Jookhela through the power of turn-based mode exploits
- Fixed Tobias in Tithonus Lab turning on the power during turn-based combat instead of trying to make sure it's off
- Fixed Aran not getting a health buff on Dominating
- Fixed GMS level 3 doors not working with automatic door opening option checked
- Fixed sometimes not getting xp when completing a certain assassination quest for Edgar
- [Expedition] Fixed not being able to talk to Katya after visiting "the cave", as well as a certain dialog option not showing up regarding something you see at the entrance to the Black Sea
- Various minor dialog and map fixes and tweaks
-
Version 1.1.3.1
Bugs
- Fixed the crafting requirements bug
- "Prevent Combat Interaction" toggle state will now be persisted when saving the game
- Fixed the bug that would cause the shock shuriken blueprint to bug out when generated randomly (the currently bugged items will remain such, though)
- Removed a certain portrait from character selection options
- [Expedition] The Ferryman will no longer be too sympathetic to players who've played with the very, very bad gas
-
Version 1.1.3.2
Tweaks
- Muties at a certain laboratory will react differently to a stealthed player
- Increased loot quality and quantity in blast furnace random fragment dungeon (sewers)
Bugs
- Certain special belt ability will now have an icon
- You can no longer switch weapons if you are stunned, incapacitated, etc
- Crafting slots tooltip will no longer show 10% composition difficulty even if it doesn't apply
- Non-firearm pistols will now property receive Sharpshooter bonus (when focused)
- Fixed the bug that would cause Bullet Time to incorrectly modify AP cost by being applied prior to Gunslinger
- You can no longer use a certain special belt without equipping it
- The abovementioned special belt will no longer expend excessive action points
- Fixed being able to end Arena matches without killing every hostile NPC during vs. creature fights
- Fixed a potential crash when entering the zone outside the Lost Vault
- Fixed an inaccessible dexterity check container in the Lost Vault and removed a deprecated item from the loot table
- Fixed siphoners being able to suck blood from forcefields
- A certain Explosive event now triggers properly, increased the delay duration for it to happen (from 5 to 20 ingame hours)
- Fixed several minor issues in Fatso's lair.
- [Expedition] Fixed the bug that duplicated Razor and likely some other people, though the already made clones will be spared
- [Expedition] You can no longer undergo genetic shenanigans while on a jetski (you will die instantly)
- Various minor dialog/map/scripting fixes
-
Version 1.1.3.3
Bugs
- Fixed the bug that would cause zone transition failure when re-entering the area when fire from molotov was expiring
-
Version 1.1.3.4
Bugs
- Fixed a certain corpse appearing prematurely in Core City sewers
- Fixed the Lost Vault keycard not opening the gate properly
- Fixed several social checks requiring baseline values to succeed.
- Fixed several loot drops in new sewer fragment dungeons.
- [Expedition] Fixed a minor dialog bug which prevented an interaction between the Ferryman and an important person
- [Expedition] Fixed giant crabs not skittering about during real time gameplay
- Various minor dialog/map/scripting fixes
-
Version 1.1.3.5
Tweaks
- [Expedition] Precognition will now only be removed when you run out of psi, instead of when you get to the point where your psi points cannot afford another tick
Bugs
- Fixed the fishing rod crash
- Fixed the bug that would cause players to get themselves stuck in place with their own fishing rod placement
- Fixed the throwing knives tooltip regarding resistance interaction
-
Version 1.1.4.0
General
- A completely new way to gain access to the Institute of Tchort
- Reward items for joining Preservation or Investigation in the Institute of Tchort
- New dungeons and random fragments
- Added another way to reach the caves beneath the Mushroom Forest; also dropped some goodies inside the forest
- Certain NPCs can now consume food and drink items outside combat
Items
- Tchortist Rassophore Armor resistance bonus vs bullets/shells changed to 100% (up from 75%).
- Tchortist Rassophore Armor will now also reduce chance for wearer to be crit by psi by 3%.
- Tchortist Rassophore Armor is no longer marked as unique (purple)
- You can now add spikes or serrated blades to sledgehammer instead of electroshock module
- Added a set of new luxury items to the world; some of these are unique
- Blast Suit: agility penalty reduced from -6 to -3, dexterity penalty is completely removed, but there is now a perception penalty of -2 instead. Also, the armor's weight is reduced from 40 to 25
- Phase Gun: reduced AP from 40 to 35 and increased energy shield dissipation from 100 to 300; it's also been moved from DC to the Lost Vault
- Mind Cracker: lowered AP cost from 25 to 22, increased psi burn from 25 to 50 points, chance to apply psi inhibition from 25% to 30%, and replaced the resolve penalty with massive penalties to psi skills, regeneration and max points; also moved it to a mysterious new area
- Quake: lowered AP cost from 25 to 23
- Jawbone: Reduced minimal strength from 6 to 5 and increased damage from 25/60 to 30/70; meeting the 7 strength requirement reduces AP cost per shot by 3 (from 25 to 22) and boosts initimidation by 15
- [Expedition] Industrial Powered Exoskeleton: activating it now gives 3 extra strength instead of 2, 40 MP instead of 25 (to offset the high armor penalty), and the agility penalty is removed. The drill attack AP is also reduced from 40 to 35
- [Expedition] Makeshift Chrono-repeater: Skill malus no longer affects Temporal Manipulation itself
- [Expedition] Changed the duration of Hypercerebrix to 8 turns (up from 5)
- [Expedition] Added spear component that increases thrown damage and range
UI
- You can no longer see the silhouette of unobtained oddities in their window
- You can no longer craft in turn-based mode
- When invoking an ability that targets a tile, it will now always ignore characters and such; it used to work like that, but I broke it at some point
Tweaks
- Siphoner attacks now bypasses 30% of mechanical threshold instead of being threated as a "knife" attack
- Siphoner initial siphining hook attack deals 50% more damage, but siphonig is not performed if the target resists all mechanical damage (instead of it only being canceled if the attack misses)
- Killing the Mushroom Forest boss will now also kill the spore turrets above it
- Halved the number of spore stacks necessary to dream...
- Echoing Soliloquy now gets a buff from persuasion (applied at the moment you obtain the feat and remains constant afterwards)
- Improved the layout of the Gubbins' gang area in Upper Underrail
- Added a new way to help the rejects (if Nevil survived), and did some general improvements and tweaks
- Overhauled elevator access areas and increased the loot quantity and quality inside the residential office building. In addition, increased the hacking requirement to get inside the building.
- Added new loot to the lower passages early game fragment dungeon.
- Toned down item quality sold by Booth.
- [Expedition] Added another shortcut to Nexus of Technology for those who have visited Crimson Meadow beforehand
- [Expedition] Added a unique luxury item to Matriuss Ludenloff.
Bugs
- Throwing knives will no longer play sound effects when hitting pseudo-spatial projections
- Fixed the bug that would cause the game to no longer receive keyboard inputs after clicking on some areas of Oddities window
- Commando specialization will now always properly award extra AP and is no longer limited by the normal maximum for the turn
- Fixed certain factions resetting from hostile to neutral after the player comes in contact with a very, very bad gas and then reloads the game
- Fixed Gorsky receiving an endless supply of assault rifles
- Fixed certain npcs briefly turning invisible when playing custom idle animations
- [Expedition] Fixed a rare crash when going to the island where the game can be finished in a special way
- Various minor dialog and zone fixes
-
Version 1.1.4.1
Tweaks
- Cryogenic Barrier will now properly work with Thermodynamicity
- Adjusted Plasma Beam damage scaling so it doesn't get too wild at very high skill levels and changed psi cost to 70 (up from 60)
Bugs
- Fixed a crash in Upper Underrail metro tunnels right after a certain echoing sound is heard
- [Expedition] Fixed the Stabilization Wings enhancement description
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Version 1.1.4.2
Bugs
- Fixed a crash cause by particular random fragment calculation
- Fixed not losing money when buying lucky charms from Coral
- Fixed barrels in random encounter not warming up npcs
- Fixed several bugs within the Icy Utility Tower
- Minor dialog and map fixes
-
Version 1.1.4.3
Bugs
- Cryogenic Induction: Barrier Health specialization is now properly tied to taking that feat instead of another
- You can use Point Shot with Syg MPX now
- Fixed Phase Gun not being in the electronic repair category and energy weapons trading category
- Fixed Formedicator's store refresh duration.
- Minor dialog and map fixes
-
Version 1.1.4.4
Items
- Removed Mindcracker's Will debuff
- Reduced value of a few unique luxury items
Bugs
- Fixed being able to manually enter combat right when the Arena matches start
- Fixed Minister Percival receiving an endless supply of a certain luxury item
- Fixed not being able to obtain putrefied tissue from certain named rathounds
- Fixed Dude's home barrel giving off heat before being lit on fire
- Fixed the bug that caused Psionic Mania from guaranteeing a critical hit
- Cold winds within the Utility Tower (outskirts) will no longer do damage in real-time while in turn based mode; this will only affect areas that haven't been entered yet in your current playthrough
- Formedicator's unqiue medications will no longer restock.
- Minor dialog and map fixes
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Version 1.1.4.5
Bugs
- Hopefully fixed the multiplying ghosts
- TNT will now properly destealth targets
- You'll now be able to activate Bullet Time while on jet ski or immobilized, and it will no longer use Blitz specialization cooldown reduction
- Spikes and blades will now properly add to the sledgehammer value
- [Expedition]Fixed the value of Stabilization Wings
- Fixed Hypno Goggles and other variable rares starting durability
- Bullet strap belt will not longer help with acid vial reloading
- Fixed the glitch with the stun animation of some hunchback mutants
- Frigid Environment debuff will now be able to reduce from 100% resistance as well
- Fixed several nonfunctional ventilation shafts in a random early game dungeon
- Fixed numerous unintended faction relations with mutated player which were happening upon reloading the game
- Minor dialog and map fixes
-
Version 1.1.5.0
MAJOR STUFF
- Implemented, new slightly visually touched up, UI that is available in 3 sizes; classic UI still available
- The game will now automatically be zoomed on higher resolutions (which can then be changed through manual zooming if it's enabled)
- Introduced a brand new Core City questline as an alternative to joining an oligarch
- Improved nearly all unique and some rare weapons and armor - go check them out
- You can refurbish your old world firearms at one of the firearm enthusiasts
- Characters can now save up to 10 action points at the end of their turn and add those to their next turn
- Base ability values are no longer capped at 20, but instead the maximum bonus on top of the base value that you can accumulate is 10
UI
- Implemented borderless windowed display mode
- Item's special abilities/attacks will now have icon in the item's tooltip next to the description
- Fixed character's speech bubble and health bar offsets when zoomed in
- Zooming step changed to 25% (down from 50%)
- Added an option to follow the player character (default hotkey: F3). This is kind of an experimental feature, so be sure to let me know if you discover any bugs
Feats
- Opportunist - description now specifies it only works against living targets
- Pummel - will now list the action point cost
- Fend - Base action point cost changed to 60% of normal attack ap cost (down from 100%)
Specializations
- Fend: Action Point Cost - Ap cost reduction per point changed to 8% (down from 10%)
Items
- Item effects (such as poisons and gun oil) will now display a small icon in the corner of the parent item
- You can now use poisons to coat suitable melee weapons if you have the required Biology skill level; the poisoned weapons will then apply that poison in a certain number of attacks; you can coat a weapon with only one poison at a time
- Added Sharpening Stone - Can sharpen a bladed melee weapon, increasing its damage by 10% for the next 30 strikes, but permanently reducing its max durability by 5%
- Added Firecracker Cap item enhancement that can be applied to sledgehammers and crowbars to cause an explosion on the next hit
- All-in now decreases intelligence by 3 instead of increasing it
- Commando Belt moved to static loot
- [Expedition] Frogfish biology requirement changed to 50 (up from 25)
- [Expedition] Add a new unique spear and sword that can be found before going to Black Sea
Ammo
- W2C bullets now ignore 35%-45% of mechanical damage resistance depending on bullet caliber (down from fixed 65%), threshold interaction remains he same
- 5mm Shock Round - Damage changed to 8-15 (up from 5-10) and now has 3% chance to daze target for 1 turn
- 7.62mm Micro-shrapnel Round - The damage that penetrates the armor is increased by 25% against organic targets
- 8.6mm Incendiary Round - Now also deals 10-20 heat damage on impact
- 9mm Acid Round - Acid damage changed to 15-30 (up from 10-20)
- .44 Explosive Round - Heat and mechanical explosion damage changed to 23-45 (up from 15-30)
Crafting
- Steel and tungsten plates requirement is now capped at 30 mechanics when crafting bullets
- W2C Bullets blueprint now requires hexogen instead of raw tnt and produces 20 bullets (down from 30)
- JHP Bullets blueprint now produces 20 bullets (down from 30)
- Changed enriched health hypo critical chance to 10% (up from 5%)
- Large intestine biology requirement changed to 45 (down from 50)
- Taurine biology requirement changed to 45 (down from 50)
- Anglerfish biology requirement changed to 90 (down from 100)
- Fusing Enzyme biology requirement changed to 90 (down from 100)
Quests/Zones/NPCs
- Increased t-boss health on dominating difficulty, and his damage resistance on all difficulties
- Expanded upon Motion and Motioners; this drug is now both better and worse
- You can now bring Gorsky high-quality energy shields from other sources as an alternative to raiding Port Zenith
- Added an agility check that allows you to climb up and down between the Caerus Residential Block square and SW building second floor
- Added fireplaces to certain locations in Deep Caverns
- Added a hacking check to Cytosine Outpost storeroom
- Added more hydraulic fluid canisters to Deep Caverns
- Certain gate components can now be found at multiple locations in Deep Caverns
- You can now use electronics skill to optimize Arke power plant turbine output for more total power
- A certain important encounter with the Faceless will now feature some of them having their infusions active from the start (only on Dominating difficulty)
- Added an extra Thought Control check to the DC mindreading that allows the player to conceal his mischievous behavior
- You can now bring super steel refining data to Bernard in order to improve the quality of super steel plates; also raised the max quality from 160 to 180 for players who have Expedition installed
- Leonie will now offer the Infused Leather blueprint as soon as you show her you have super steel plates (currently you have to do the melting process with Bernard first)
- You can turn metal scraps into low-quality steel plates at Leonie's
- Added more ways to learn about a certain Foundry arms merchant
- Added more entries to the super secret organization database, and placed some of the existing ones behind higher access levels
- Added more options to save Maura
- You can now borrow (or "borrow") AK from Kokoschka
- Becket now also offers psi inhalants alongside psi boosters when giving you your equipment package
- Added Underrail Express tickets which can be pickpocketed from NPCs and used for a single ride
- New models and portraits for Jon the Beautiful, Sergio the Wizard, and some super secret folks
- New random events, some of them seasonal, and some related to the player's house
- Introduced Jookhela's drawing skills to the world
- Increased requirements for achieving Brutalizer/Brutalette gladiator nicknames, so they shouldn't be so predominant now
- The Black Crawler now drops an oddity item when killed
- New entries in the Institute of Tchort library, some of which contain blueprints and will require a special card
- New skill checks for Octavia, Vuk and Kiro that will unlock certain items for trading
- [Expedition] Naval mines will now be heard detonating in the distance when someone attacks the camp
- [Expedition] Added ways to break yourself free from a certain man's mechanical grasp
- [Expedition] Added certain dialog options to Doc Savage and Marcus that were only available through navcom
Tweaks
- Optimized faction data relations serialization which should improve save/load times of mid and late game savegames somewhat
- Fixed the pathfinding prioritization to prevent player from getting stuck in place when a lot of NPC pathfinding is taking place
- Being in turn-based mode will now count as being in combat for purpose of changing equipment
Bugs
- Game will no longer accept mouse clicks in windowed mode when the game window is not focused
- Fixed the bug that would cause the carried weight to not immediately update when consuming/expending items in a stack
- Pseudo-spatial Projection will now properly affect Spear Throw
- Fixed the bug that allowed some items to make the player's mechanical resistance sometimes exceed the normal limit
- Fixed the bug that cause the item tooltip to not correctly indicate which effects are unavailable due to unmet requirements when the item is not currently equipped
- Fixed the bug that would cause Bone Breaker to trigger irrespectively of the amount of damage dealt
- Negative effects of equipped items will now still properly apply even if you do not meet the item requirements
- Fixed the bug that would cause assault rifle burst attack and pistol rapid fire to calculate each burst hit with the wrong bullet from the magazine (it was offset by 1)
- Fixed the bug that would cause the Needler's Piercing Shot to hit the pass-through targets twice
- NPCs will now properly use crossbow to fire special bolts instead of switching weapons when they are out of regular bolts
- You can no longer trigger Escape Bonds when you're completely encumbered
- Plasma Beam will now properly hit all targets in the target tile (the ones highlighted when targeting)
- Fixed the bug that caused psi beetles to try to neural overload force fields
- Fixed some esoteric explosion bugs
- You can no longer climb a certain ladder before releasing the very, very bad gas in an under-passages hideout (unless you kill the person supervising you)
- Captain Rastko will no longer charge double for a single ride
- Fixed the Green Galaxy furniture set not appearing when switching between it and other bought sets
- Fixed not being able to report Newton's death if he was killed in certain ways
- Attacking Jack Quicksilver will now properly register who attacked him and will not instead be attributed to the player for certain quest purposes
- Killing Vivian at a certain location will now fail the quest and prevent the player from doing certain things which might get them permanently stuck
- [Expedition] Spear guard triggered from spear attacks will now properly replace a more powerful existing spear guard effect if the latter is about to expire
- [Expedition] Spear throw will now destealth the thrower after the throw instead before
- [Expedition] Fixed Improved Naval Combat checking for effective instead of base Agility value in Razor's dialog
- [Expedition] Fixed a bug which in certain cases prevents players from sleeping in the camp bed more than once
- [Expedition] Fixed Aran not despawning when he should in certain cases
- [Expedition] Fixed Ferryman being stuck in the "I'm moving out." phase and not wanting to talk to the player
- [Expedition] Fixed Dude sometimes not having certain dialogue options when waiting for the player to find something important in his cave home
- [Expedition] Fixed Briggs getting stuck at the "Shouldn't you be looking for a microchip implant?" line in certain very specific instances
- [Expedition] Fixed Professor Oldfield not following you when he should
- [Expedition] Fixed receiving certain NavCom messages if you stole/looted it but never joined the expedition
- [Expedition] Fixed being able to sail across certain cliffs in the Mutie Refuge zone
- [Expedition] Fixed wrong closing sounds for one type of Lemurian boxes
- [Expedition] Fixed infinite Black Eel jet skiers bug
-
Version 1.1.5.1
Bugs
- Fixed refurbishing issues with some firearms
- Fixed Jon's new model not applying during some old playthroughs
- Action point carry-over will no longer trigger if character is disabled in some way or is in stealth
- Fixed Balor's hammer durability
- You can no longer acquire Shoemaker feat through levelling
- Pistol burst will no longer trigger Commando feat
- Encumbrance and gear damage icons should now be once again visible on classic UI
- [Expedition] Fixed the bug that would cause the game to crash when hitting a jet ski with corrosive acid
-
Version 1.1.5.2
Bugs
- Fixed the feat description caption layout
- Fixed the bug that caused zone info icons not to appear on classic UI
- Fixed the bug that caused Taste for Blood feat to crash the game upon killing an enemy
- Fixed Refurbished Tommy Gun precision
- Fixed Motion bug
- You can no longer have negative maximum psi points
- Game speed up/slow down indicator should now be visible on small UI
- Background of psi bar is no longer transparent
- Fixed RRCh-42's refurbishment bug and incorrect requirements descriptions
- [Expedition] Fixed the vehicle window layout on small UI
- Minor dialog fixes
-
Version 1.1.5.3
Tweaks
- Mechanical damage taken modifier can no longer drop below 10%
Bugs
- Fixed the bug that would sometimes cause aborted key rebinding to temporarily disable keyboard input
- Custom portraits will now properly use huge (_h) version where available
- Fixed the amount of JHP and W2C bullets you get through crafting to what it should be
- Fixed the bug with Energy Shield Empowerment not consuming energy; also fixed its status effect description
- Fixed the stack indicator on action buttons on small UI
- Fixed AP/MP indicator visual glitches when having a lot of points; also fixed the estimation indicator there on classic UI
- Fixed weapon battery indicator with large batteries
- Fixed status effect expiration time text size
- Fixed black screen and related glitches when fighting the Stygian Exorcist
- Fixed some respawning human npcs
- Fixed Quake durability issues
- Minor dialog fixes
-
Version 1.1.5.4
UI
- Fixed UI glitch when crafting results in multiple different items on small UI
- [Expedition] Tweaked vehicle window on small UI
Bugs
- You can no longer stun characters with Thick Skull using Stingball grenade
- When a character is dazed instead of stunned due to Thick Skull, combat log will now properly indicate it (instead of saying "stunned")
- Dazing instead of stunning enemies because of Thick Skull feat will no longer count towards the Stun X enemies achievement
- Volatile fuse boxes will now properly short-circuit machines instead of stunning them
- Fixed Rubin's dialog not having certain options when it should
- [Expedition] Fixed the bug that caused Magnar's shield bash to crash the game
- Minor dialog fixes
-
Version 1.1.5.5
Tweaks
- Tweaked Abomination respawn logic
Bugs
- Fixed the melee weapon strength scaling bug
- EMP Mine crafting category changed to Traps
- Fixed Leonie's footlocker for super steel not appearing in some cases
- Fixed Frigid Environment status effect not reducing cold damage resistance (was increasing it)
- Minor dialog fixes
-
Version 1.1.5.6
UI
- Camera will now immediately stop moving when exiting follow mode
Crafting
- You can now use serrated TiChrome blades when crafting serrated bolts
- [Expedition] Steel and tungsten plates requirement is now capped at 30 mechanics when crafting shells as well
Bugs
- Items that are currently being invoked (used) should now properly be marked in the inventory
- You can again rebind the help hotkey
- Fixed the bug that caused "Keycard required" scrolling notification to appear multiple times in some places
- Fixed the glitch with supersteel metal armor sprite when holding shotguns
- Piercing shot will no longer frighten creatures that are afraid of fire
- Dehumanizer will now properly apply the additional Taste for Blood stack
- Fixed the damage resisted combat text when the target resists multiple instances of the same damage type in a single attack through damage reduction
- Fixed not being able to refurbish Dragunov in some cases
- Fixed being able to finish Captain Mareth's final quest before he returns to Fort Apogee
- Fixed an unfortunate random encounter trigger placement that can potentially block access to an important place in Upper Underrail
- Minor dialog fixes
-
Version 1.1.5.7
General
- The game now has support for Steam Cloud; make sure to keep your save game folder (Documents\My Games\Underrail\Saves) reasonably sized so as not to have issues with synchronization
UI
- Implemented on-screen keyboard (mainly for use with Steam Deck, but can be manually enabled in Interface options on other systems)
- You can now slow down or speed up the game by holding CTRL and using the mouse scroll
- You can now unbind action in options by choosing DELETE as the key when binding
- Added scroll bar to dialog window when it exceeds the game display height
Bugs
- Fixed the bug that was causing the slowdown on Proton (Linux)
- The game's process should no longer hang after closing the game on Proton (Linux)
- Fixed the occasional cartoony movement bug
- Fixed not being able to report both Nicolas and Olivia at the same time in certain situations
- Minor dialog fixes
-
Version 1.1.5.8
Bugs
- Fixed the bug that prevented players from entering SPACE characters in map notes
- Fixed the bug that prevented mouse-scroll speed change when zooming is not enabled
- Fixed the bug that caused the game to crash when clicking on the save name field while making a save
- Fixed the bug that caused the game to crash when grenades are dropped into water without having Expedition DLC installed
- [Expedition] Fixed Jon sometimes telling you to meet a person who's no longer there
- [Expedition] Fixed some visual glitches after a certain event in Katya's cave
- Minor dialog fixes
-
Version 1.1.5.9
Bugs
- Fixed a certain ladder leading out of a diminutive cavern not always working for some people (for some stranded players the ladder might lead to the beginning of the Upper Caves, as the entrance location might not always be known)
- Fixed oligarch messengers appearing even if you've finished a certain hunting quest, as well as being able to start the quest again
- Certain someone's quest rewards (those that are for sale) will now properly refresh after a duration
- Minor dialog/zone fixes
-
Version 1.1.5.10
Items
- Added Waist Pack and Large Wait Pack (belts)
- Added a new unique knife
- Added a new pair of unique boots
- Added new damage reducing drug
- [Expedition] Added Javelin, a non-unique early mid-game spear that's good for throwing
- [Expedition] Added a new unique sword
Tweaks
- Added support for 2880 x 1800 resolution
- [Expedition] Oddity requirement for veteran levels will now be rounded down to an even number, because oddity XP bar doesn't support odd numbers; this will result in ever so slightly faster leveling
Bugs
- Blast cloth will now work against explosive ammo's explosion
- You can no longer set UI to large on 1152x864 resolution (it won't fit)
- Fixed a rare dialog text wrapping bug
- All grenade and mine case blueprints are not classified as "intermediate"
- Dehumanizer properly classified as serrated knife instead of dagger
- Fixed the bug with certain wicked device applying your current weapon on hit effects
- Fixed a certain collar not being collected from dead Arena enemies at the end of a match
- Fixed not being able to tell the Faceless near Foundry about a certain group of people if you took the Phreak route in Core City
- Fixed Coretech PNT1 (damaged) device not getting removed fron NPC's inventory upon getting repaired
- Fixed several mutated dogs found in random location from indefinitely respawning
- Fixed Abo*****'s re**** logic to prevent him from getting stuck upon res****
- [Expedition] Fixed mutants in some dude's home not taking proper cold damage when the gas is released
- [Expedition] Future Orientation and Psychokinetic Elasticity feats now require you to have Psi Empathy feat first
- [Expedition] Fixed Small Crab loot table
- [Expedition] Fear immunity no longer blocks cerebral acidization
- [Expedition] Fixed being able to get a reward for finding naval mines from both Aegis and Grim Jetters
- [Expedition] Fixed not being able to bring Todd to Port Ceto in some circumstances
- [Expedition] Fixed some missing options when talking to Six about the shard
- Minor dialog/zone fixes
-
Version 1.1.5.11
Bugs
- [Expedition] Fixed a certain organic energy weapon on hit effects bug
- Fixed the bug that caused the new unique knife to sometimes unintentionally bypass resistances
- Telekinetic Grounding no longer works on targets that are immune to immobilization
-
Version 1.1.5.12
Items
- You can now apply anticoagulant onto melee weapons that support poisons to get the same effect that's applied by siphoners
- [Expedition] Rust Maker spear is now level 18 instead of 15, and its acid damage has been increased from 5-10 to 14-25
- [Expedition] Rust Maker knife is now also level 18, its acid damage increased from 4-6 to 5-7
UI
- Enhancement items will now show under "Tools" in the inventory
Tweaks
- Tweaked Phreak's dialog trade rewards (quantities earned should now be less confusing)
Bugs
- NPCs will now use antidote against most poisons
- Moving away from the door when using a Spying Endoscope will now properly close the spying view
- You will now be able to see all the skill synergies in the skill description panel instead of just the first one
- Dirty Kick (and probably some other similar attacks) will no longer deteriorate durability of your regular weapon
- Fixed the visual glitch with laser sight overlapping hammerer pistol frame
- Fixed several doors in Phreak's facilities
- Fixed Tanner not always giving the player the reward for helping Rail Crossing, depending on the dialog branch taken
- Fixed Lenox sometimes not being willing to fight when the moment is right
- Fixed Lt. Stratford incorrectly telling the player that they're being rewarded with an assault rifle when they're actually getting a submachine gun
- Fixed not getting the option to tell the Rejects to leave if the player manually hacked every single cell door
- Fixed Jumping Stilts appearing as an unknown headwear item
- Fixed Myles incorrectly stating that he requires a 115q (instead of 120q) Impala frame to refurbish Tommy Gun
- Fixed riot gear sometimes being generated with shields on npcs who wield weapons incompatible with it
- [Expedition] Fixed the jet ski towing to not constantly detach due to lagging of the towed vessel
- [Expedition] The Blinding Poison will now properly state its damage (7) when coating a weapon
- [Expedition] Fixed the Boarding Up feat to only be triggered when the attack lands instead of any time the attack is launched
- [Expedition] Fixed Jon sometimes telling you that a person wants to see you even when that person is no longer present
- [Expedition] Fixed player not always receiving proper bonus money when doing missions for the Grim Jetters
- [Expedition] Doctor Savage will now properly smoke the cigar player gave him
- [Expedition] Fixed Donnie constantly reminding the player about new merchandise after passing his mercantile check
- Minor dialog/zone fixes
-
Version 1.2.0.0
Features
Items
- Increased the cost of Hexogen
- Scopes, crossbow superstring, pneumatic reloader and laser sight are now stackable
- Praetorian heavy armor acid resistance changed to 0% / 5 (down from 20% / 10). This was a mistake, regular metal armors have minimal fixed acid resistance
- Praetorian heavy armor health bonused changed to 35 (up from 20)
- Reduced the mechanics required for a number of different gun barrels (7.62, 8.6, .44, 12.7)
- Increased durability of TT 3000 from 690 to 2220, and Balor's Hammer from 1770 to 3570
NPCs
- Rathound King and What now have custom combat taunts
- Doctor Merrick will now treat injured players
- Gorsky is now immune to fear
- [Expedition] Becket will now sell spears and offer them as a reward; also, he will now always buy some medical items per restock (was random before)
Tweaks:
- Reduced the spread angle for assault rifle/SMG bursts
- Echoing Soliloquy persuasion buff will now work a lot more reliably on higher difficulties
- Tchortlings will now despawn (go back to their wretched holes) if the player returns to Hollow Earth zones without being affected by the Eye of Tchort debuff
- Protectorate Dreadnought's minigun now behaves like a proper minigun; also, the shoot rocket ability's AP cost has been reduced from 30 to 20, whereas cooldown has been increased from 2 to 3 turns
Bugs
- Item macro stacking (1000 = 1k, 1000000 = 1m...) will now properly work with the new UI settings (was Classic-only)
- Fatal Throw should no longer provide any benefit when throwing acid vials
- Fixed the UI bug with certain vehicle slot background icons in some UI sizes
- Updated HARP rocket explosion to use the same sprites as High Explosive grenades, instead of the old one
- Commando will no longer trigger when destroying inanimate objects
- Certain special acid attack will now count towards "Acid Trip" achievement
- Fixed being able to tell Lt. Garren that a certain sneaky person is located somewhere despite the fact that he isn't
- Fixed Leo sometimes not leaving his hiding place properly and thus not being accessible for the rest of the playthrough
- Fixed Epione Lab cameras sometimes tracking the player despite them having been allowed access by the front guard
- Fixed Gorsky staying in Tanner's office even after certain events that should prevent their conversation from happening have taken place
- Fixed being able to pickpocket femurs from hunchback mutants
- Fixed certain Mushroom Root parts being selectable from outside of the actual sprite
- Fixed thrown oil barrels doing acid damage on direct impact
- Fixed being able to daze machines while under the influence of Scrapperac
- Fixed the game not acknowledging you had paid for the Wormhole access if you did so through a mercantile check
- Fixed Tchortling Sower Tentacles sometimes dropping their bio attack weapon items for the players to pick up
- Fixed SRO assault squad not returning to home base upon victory
- If the player manages to survive the electric shock and subsequently kill the other runners in the Gauntlet's final area, they will no longer be able to enter other lanes and go out of bounds
- Buying drapes for your house will now properly remove 300 charons from inventory (as stated in Jyles' dialog) instead of 350
- Death of reclined characters lke the wounded sec-trooper will no longer be displayed as destruction in the text feed
- [Expedition] Fixed not being able to disembark at a destroyed wall section in Port Ceto during certain events
- [Expedition] Updated Elemental Bolts feat description to include energy bolts. The text remains the same for the base game, as it does not feature this kind of bolts
- [Expedition] Fixed the camp defense quest note not being marked as completed in certain situations
- [Expedition] Fixed not always getting extra xp for doing the final pirate mission solo (and some other minor dialog inconsistencies)
- [Expedition] Fixed Ladelman not selling vehicle repair kits
- [Expedition] Fixed quests related to joining the expedition not always being marked as failed when the ship returns to the Black Sea without the player
- [Expedition] Fixed a broken electronics check when attempting to fix an Abandoned Waterways Facility console
- [Expedition] Fixed not getting a bonus for revealing a certain threat to the expedition
- [Expedition] Fixed behavioural issues with Ladelman and Doc Savage when they join the camp defenses at the beach
- [Expedition] Fixed a broken option to call for reinforcements during kidnapping negotiations
- [Expedition] Fixed the respawning jet ski in Abandoned Waterway Facility
- [Expedition] Fixed The Rig guard dogs engaging players riding jets skis (will occasionally growl at them only)
- [Expedition] Fixed junk jets taken from members of a few factions still displaying red/protected cursor
- [Expedition] Room 3 at The Rig will no longer display red/protected cursor even if Murky gave you its key
- [Expedition] A certain persuasion option will no longer break Todd's dialog
- minor dialog/zone fixes
-
Version 1.2.0.8
UI
- Added 3840x1600 resolution to video options
Bugs
- Fixed the psi innervation window bugging out when you have more than 9 psi slots
- [Expedition] Certain special sewer blockade can now be properly cleared (was broken by a previous patch)
- [Heavy Duty] Fixed the Shell Shock status effect duration
- [Heavy Duty] Fixed Gunslinger disappearing in a specific instance if left near the railcar outside the Compound
- [Heavy Duty] Fixed the Warthog refurbishment text incorrectly stating that a muzzle brake is required alongside other components
- minor dialog/zone fixes
-
Version 1.2.0.9
Bugs
- [Heavy Duty] Fixed black screen issues when leaving for dark territory
- [Heavy Duty] Fixed Gunslinger still following the player in instances in which he shouldn't
- minor dialog/zone fixes
-
Version 1.2.0.10
Tweaks
- [Heavy Duty] LMG names will now indicate magazine capacity (not applied retroactively to existing weapons)
Bugs
- Fixed level transition failure in one of the caves south of SGS for players without Expedition installed
- Text in the feat search bar will now again be visible in Classic UI mode
- [Heavy Duty] Fixed the area of effect radius of a certain energy weapon
- [Heavy Duty] High-Technicalities will now properly apply to certain AoE energy weapon
- [Heavy Duty] Fixed the bug that caused Tricky Trajectory to interfere with other bonus damage sources
- [Heavy Duty] 12.7mm miniguns will now properly show attachments on icons
- [Heavy Duty] Heavy Metal feat will now properly take into account all heavy weapons
- [Heavy Duty] You can no longer level past level 25 without Expedition DLC
- [Heavy Duty] Intercessor Exoskeleton resistances fixed
- [Heavy Duty] Fixed a bug where a certain grenade launcher spawned loaded beyond its possible capacity
- Minor dialog/zone fixes
-
Version 1.2.0.11
Bugs
- Fixed the bug that would sometimes prevent a save being loaded on Steam Deck or on PC if it was saved on Steam Deck
- [Expedition] Fixed Kzozel Yantar missing status effect text
- [Heavy Duty] Fixed strength requirement (changed to 1 from 2) and crafting visuals of 80-round Ammo Belt
- Minor dialog/zone fixes
-
Version 1.2.0.12
Bugs
- Fixed not being allowed entrance to Epione Lab in a certain instance. Talking to the guard again will resolve the issue
- Fixed an instance in which the player could get vision inside the Battery Recycling Plant even when nowhere near the surveillance monitor
- [Expedition] Fixed missing trapdoors in a laboratory the player visits while being in a very special state
- [Heavy Duty] Fixed the idle animations for Protectorate Marine when holding a grenade launcher
- [Heavy Duty] Fixed a certain boutique owner not offering special merchandise when he should
- Minor dialog/zone fixes
-
Version 1.2.0.13
Bugs
- Fixed one noise-related way of breaking Zaman's introductory cutscene; also, Chop Chop will now properly go to his guard spot after certain things happen
- Fixed the bug that prevented the player from toggling off auras when they do not meet the requirements for turning it on (e.g. not being able to turn off Precognition because you don't have enough psi points)
- [Expedition] Text in the specialization list search bar will now again be visible in Classic UI mode
- [Heavy Duty] Fixed the bug that caused a certain special weapon not to trigger on hit effects such as Hit and Run
- [Heavy Duty] Secondary ammo belt on miniguns will now properly increase weapon's value and weight
- [Heavy Duty] Fixed railcar still having full power even after getting EMPd
- [Heavy Duty] Fixed an occasional crash in one of the Compound zones
- [Heavy Duty] Fixed missing music in the zone you meet the crew after returning from the Compound
- [Heavy Duty] Fixed incorrect music and portrait background while in Rag's boutique
- [Heavy Duty] Fixed technomedic armor's injection and recharge abilities only working on some npcs
- Minor dialog/zone fixes
-
Version 1.2.0.14
Items
- [Expedition] Added a new unique spear
Bugs
- Jumping stilts will now provide additional movement points as stated
- Robots are no longer completely immune to nail bombs, just to the bleeding
- A couple of daze triggers that weren't resistible before, can be resisted now, such as the Quake's shockwave
- Fixed Dreadnoughts not being immune to caltrops
- Fixed secondary modulators for generated energy shield emitters not having their quality properly set
- [Expedition] Fixed Protectorate patrol dobermans sometimes not participating in combat with hostile factions
- [Expedition] Fixed the Ferryman sometimes not recognizing that the player has towed a certain vessel to his ferry, instead asking for map location
- [Expedition] Fixed a certain door in the Mutie Refuge being unintentionally lockpickable
- [Heavy Duty] Fixed the bug with sledgehammer not showing when wearing the psionic exoskeleton
- [Heavy Duty] Fixed the bug that caused hit and run and some other on hit effects to not trigger when the target is killed with the grenade's second damage when using grenade launchers (such as with HE launcher grenades)
- [Heavy Duty] Fixed Gunslinger sometimes not equipping weapons given to him by the player if they are weaker than his default energy pistol
- [Heavy Duty] Fixed Gunslinger exiting and reentering stealth on zone transition
- [Heavy Duty] Fixed an Exoskeleton Assembler zone issue which caused occasional crashes or the Gunslinger to disappear if left to wait there
- [Heavy Duty] Fixed railcar roof not being revealed properly at the final destination
- [Heavy Duty] Fixed a certain split gate in The Compound failing to open under specific conditions even if the player passed the strength check
- Various minor dialog/zone fixes
-
Version 1.2.0.15
Items
Feats
- Added Sap: Grants 20% bonus when attacking with crowbars and allows you to perform a special crowbar attack from behind the target that bypasses all resistances and shields and incapacitates the target for up to 5 turns. You must either be hidden from your target through stealth or the target needs to be incapacitated. Only works on humanoids.
Tweaks
- Initial merchant sell price modifier was too low in most cases and mercantile tended to floor it too quickly. Now it will be both higher and more dependent on the faction standing.
Bugs
- Fixed Gorsky's new base toilet
- Fixed the bug that allowed certain special armor abilities to persist even when you unequip the armor
- Interloper feat will now properly retain your movement points even when combat is initialized from real-time mode
- Rifle Barrel Retractor will now properly stack like other such components
- [Expedition] Fixed one Pirate Chucker sometimes spawning invisible in the zone where you meet Razor for the first time
- [Expedition] Fixed Aegis sec-troopers and Naga Protectors not being hostile to each other in the rare occurrences of them meeting
- [Expedition] Fixed the game sometimes not registering that the Black Eels on The Rig have been wiped out by the player
- [Heavy Duty] Psychophract Exoskeleton will now properly compensate the agility penalty when powered on
- [Heavy Duty] Fixed Myles incorrectly stating that The Warthog requires a 120 quality Guardian frame when the required quality is actually 130
- Various minor dialog/zone fixes
-
Version 1.2.0.16
Items
- Hyperallergenic can now be extracted from its gland that can sometimes be obtained from Death Stalkers
Tweaks
- Scrapperac self-daze will no longer trigger with ranged attacks; also increased its duration to 2 turns.
- [Expedition] All energy-based jet ski weapons should now properly work with High-Technicalities feat
Bugs
- Fixed several minor npcs not staying hostile when the game is saved, instead reverting to their default attitude on load
- Fixed Creeping Dread and Eye of Tchort status effects not applying penalties to Heavy Guns and Temporal Manipulation
- Fixed Heidi not taking money for providing medical services
- Fixed zone transition problems with some random encounters featuring holes in the ground
- Fixed Abram not being treated as a member of a certain faction when located in a certain secret place
- Caltrops can now properly land on bridge tiles
- Acid can now be spilled onto bridge tiles
- Scan Call Overload modifier will no longer reset to 0% on save/load (effects that are applied before the update will still be bugged)
- Vanishing powder grenade will no longer fail to put you in stealth if you didn't have 10 remaining AP after its usage
- Crossbow super string will now properly stack like other such components
- Molotov cocktail and other incendiary hand grenades will now remove chill and other frost based effect of the targets caught in the blast even if they are not set on fire
- Fixed the bug that would cause the turn-based UI control to not show all the movement points in some specific cases
- The maximum zoom out for the world map has been reduced as the previous one was bugged
- Sap will now properly work on targets that are immune to bleeding or poison
- Certain chemical accident should now properly prevent you from using psi abilities
- Fixed the bug that would can an item to disappear when swapping in held weapon into certain crafting recipes while using a riot shield (basically if the weapon getting swapped into the hand was two-handed, it would just disappear)
- When an NPC throws a large object in turn-based combat, the turn will not pass to the next participant until the object lands; though it was fun seeing mutants count-cheese the stasis play
- Taste for blood should now properly trigger when killing the target with damage from armor
- [Expedition] Psi-somatic Agent will now have the correct icon
- [Expedition] Fixed magnifying neuroscopic filters for plasma beam and cryogenic barrier not appearing in the world
- [Expedition] Fixed some cocktails stacking indefinitely in Mixer Jesse's store
- [Expedition] Fixed a rare crash that occurs if the player receives a call from Aegis - after dying
- [Expedition] Fixed Servants short-circuited by the MRI field sometimes becoming neutral to the player after the field has been turned off
- [Expedition] Fixed being able to see through a covered section of Eldrän's tent
- [Heavy Duty] Fixed Gunslinger ignoring hostilities directed at the player in a few specific instances
- Various minor dialog/zone fixes
-
Version 1.2.0.17
Tweaks
- [Heavy Duty] Minigun's wind up will now also reduce weapon AP cost by the amount equal to twice the amount of extra burst rounds granted by this status effect
Bugs
- Fixed the bug that allowed pyrokinesis and other explosives to go through force field
- Fixed the bug where Vanishing powder grenade would not work if it was last one in the stack or if stack was removed from the utility slot
- You can no longer use hyperallergenic in blueprints that do not support it (and thus wasting it)
- Fixed the bug that caused Cooked Shot to apply wrong acid on hit effects
- Fixed the bug that, in some rare cases, caused an item effect to be consumed from the other equipped weapon when using the currently equipped one without the effect triggering
- Fixed a rare instance of a bot not spawning during the RAF encounter and breaking the scripting
- Fixed yet another zone transition problem with a random encounter featuring a hole in the ground
- Securing a certain outpost will now be properly reflected in conversation with Harmost Stavros
- [Expedition] Lemurian Security Marine Armor is now considered a tactical vest for trading purposes (instead of a suit)
- [Expedition] Fixed Ray's dialogue text incorrectly stating that the player is selling the Shark when they are in fact selling the Glow
- [Expedition] Fixed various dialogue issues when a certain npc rampages through the camp
- [Expedition] Fixed some instances in which Aegis jet skiers could still be found patrolling around the camp island even when they shouldn't
- [Expedition] Fixed a way to steal an Aegis Patroller without being detected, which led to some unintended behavior
- [Expedition] Fixed a visual artifact seen while wearing a female version of the bison leather overcoat with a crossbow equipped
- [Expedition] Pirate Deucers and Sormirbaeren Pilkaesters are no longer immune to chill
- [Heavy Duty] Fixed Gunslinger returning some of his own items alongside the ones the player gave him at the end of the questline
- [Heavy Duty] Fixed some exosoldiers not despawning from The Compound after a certain event
- Various minor dialog/zone fixes
-
Version 1.2.0.18
Bugs
- [Heavy Duty] Fix the bug that would cause wind up to provide action point reduction to all weapons instead of that specific minigun
- [Heavy Duty] Fixed being able to summon exosoldiers at the training grounds in The Compound even if none are available
- Various minor dialog/zone fixes
-
Version 1.2.0.19
Items
Bugs
- [Heavy Duty] Fixed Rag's trapdoor displaying a "blocked" message if he opens it before the player does
- [Heavy Duty] Fixed minigun disappearing from female player's hands while wearing a tac vest with black overcoat
- Fixed the bug that would sometimes cause game to crash when thrown acid barrel kills someone
- Fixed Makeshift Chrono-repeater not being considered a psionic headband for trading purposes
- Core City station in Upper Underrail is now a controlled zone
- Various minor dialog/zone fixes
-
Version 1.2.0.20
Items
- [Expedition] Added Stone Bolas to Black Sea savages
Bugs
- Fixed the bug that caused Greaves to be generated with too low a level in the early game
- Various minor dialog/zone fixes
-
Version 1.2.0.21
Items
- Added Reflex Sight that can be added to Assault Rifles
Tweaks
- All assault rifles with scopes have their move and shoot precision decreased by 5%
- Spiked Chrome Brass Knuckles can now be poisoned, can no longer by used with CACS, and incorrect durability when found has also been fixed
Bugs
- Fixed a visual glitch with one of the old man sprites when moving with a crossbow
- Fixed the Vanishing Powder Grenade for real now, truly... for real this time.
- Fixed the bug that would allow the player to equip quick slot item for free under special circumstances
- You can no longer use hyperallergenic in caltrops bluerint (it doesn't do anything, it's just wasted that way)
- Fixed sometimes being able to use the Bullet Time ability without having picked the feat
- Various minor dialog/zone fixes
-
Version 1.2.0.22
Items
- Different crossbow sight will now be displayed on the weapon's icon
Bugs
- Added Reflex Sight to the random loot table so you can actually find it in game
- Various minor dialog/zone fixes