Author Topic: Patch Notes  (Read 47795 times)

Styg

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Re: Patch Notes
« Reply #45 on: July 27, 2020, 11:47:48 pm »
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

Styg

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Re: Patch Notes
« Reply #46 on: July 31, 2020, 07:04:51 pm »
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

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Re: Patch Notes
« Reply #47 on: August 31, 2020, 09:11:20 pm »
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

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Re: Patch Notes
« Reply #48 on: February 27, 2021, 05:48:37 pm »
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

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Re: Patch Notes
« Reply #49 on: February 27, 2021, 06:16:08 pm »
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
« Last Edit: February 27, 2021, 06:18:21 pm by Styg »

Styg

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Re: Patch Notes
« Reply #50 on: March 12, 2021, 04:24:05 pm »
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
« Last Edit: March 12, 2021, 04:46:19 pm by Styg »

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Re: Patch Notes
« Reply #51 on: March 16, 2021, 03:40:56 pm »
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

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Re: Patch Notes
« Reply #52 on: April 15, 2021, 10:44:40 am »
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

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Re: Patch Notes
« Reply #53 on: April 21, 2021, 01:58:28 pm »
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