Author Topic: Patch Notes  (Read 123282 times)

Styg

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Re: Patch Notes
« Reply #15 on: January 20, 2017, 02:15:15 pm »
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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Re: Patch Notes
« Reply #16 on: February 06, 2017, 09:13:46 am »
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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Re: Patch Notes
« Reply #17 on: December 11, 2017, 12:59:35 pm »
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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Re: Patch Notes
« Reply #18 on: December 11, 2017, 01:00:23 pm »
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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Re: Patch Notes
« Reply #19 on: December 12, 2017, 10:41:45 am »
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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Re: Patch Notes
« Reply #20 on: December 13, 2017, 11:23:46 pm »
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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Re: Patch Notes
« Reply #21 on: December 14, 2017, 10:26:31 am »
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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Re: Patch Notes
« Reply #22 on: December 15, 2017, 11:35:54 am »
Version 1.0.3.18

Bugs
  • Fixed the bug that caused triggering thermodynamic destabilization death to crash the game

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Re: Patch Notes
« Reply #23 on: December 19, 2017, 11:32:50 am »
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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Re: Patch Notes
« Reply #24 on: December 26, 2017, 12:37:33 pm »
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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Re: Patch Notes
« Reply #25 on: July 12, 2018, 10:12:22 am »
Version 1.0.3.20b

Bugs
  • Fixed the bug that prevented Azif from transitioning

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Re: Patch Notes
« Reply #26 on: December 28, 2018, 03:17:24 pm »
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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Re: Patch Notes
« Reply #27 on: December 28, 2018, 03:18:36 pm »
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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Re: Patch Notes
« Reply #28 on: January 23, 2019, 02:50:35 pm »
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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Re: Patch Notes
« Reply #29 on: July 09, 2019, 03:18:36 pm »
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