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Development Log / Re: Dev Log #56: Experimental Branch with Version 1.0.3.13
« on: December 08, 2017, 02:27:59 pm »At first I was concerned about this, but then I saw your bullet later on in the Mechanics section about how you're removing the trap arming cooldown entirely. I like it!
- Trapper's Belt will now increase Traps skill by 15% (up from 10%); it will no longer reduce trap arming cooldown
Yeah, I saw these changes coming. The immobilization immunity was way too powerful, and everyone knows how abusive Junkyard Surprises were.
- Infused siphoner tabi boots will now give immunity to slow instead to immobilization
- Junkyard surprise can no longer increase perception, will or intelligence
I guess it's time for me to change all of my builds. ;)
Any chance you'll implement hypercerebrix into the game before the rest of the DLC? :P
Ouch. The Jawbone was already useless for most crossbow builds, but now it's even more so. Why nerf it? I don't recall it having any extraordinary stats outside of the previous lack of penalties.
- Fixed Jawbone lacking move and shoot precision penalty (now set to 15%) as well as close quarters precision penalty (now 10%)
All of this looks awesome and I'm really excited to see how strong the new enemies are. I hope that the black crawler has been similarly buffed? He's presently such a wimp for so unique an enemy.
- 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
Woah! A new difficulty? Sweet. That 30% increase to skill levels is mighty attractive (if I am understanding it correctly). I will have to try this out immediately.
- Added DOMINATING difficulty, mechanically it inherits the modifications of hard difficulty and also increased NPC health by 50% and skill levels by 30%.
(inb4 dominating ironman run)
Yesssss. I love you guys right now.
- Removed cooldown for arming traps
- Removed cooldowns from lockpicking and hacking
Welp, I guess that means we can't abuse transitions during battle anymore (or at least not as easily). That's fine by me; it always felt like I was cheating, anyway.
- On normal difficulty and above, transitioning between areas (red transitions) will now cost action points

lol
- Improved NPC pathfinding slightly
PsiWoah. Does this mean that we can freeze water now? I know that the answer is no, but I'm really hoping it's yes. :P
- 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
I'm really liking all of these buffs to pistols, especially the chem and energy pistols. Time for an INT 16 energy pistols build.
- Steadfast Aim strength requirement changed to 5 (down from 6)
- Cooked Shot special chemical pistol AoE attack with radius of 1
- High-Technicalities increases damage with energy pistols by 7% for each point of intelligence above 5

Yay! We finally have random events in the game! And a map! And new encounters!
- 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.
It's like a whole new game! :D
Welp, I guess that the families of the 200 Faceless I murdered out in front of the blockade have finally complained.
- 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

Intriguing!
- Expanded the Hanging Rat bar and added a base ability check
Overall, I'm super excited to see how all these changes play out in-game. You guys are doing great work here, and we definitely appreciate it.
Keep fighting the good fight, StygSoft! :)


