Author Topic: Patch Notes  (Read 56101 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

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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 »

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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

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Re: Patch Notes
« Reply #54 on: June 30, 2021, 12:15:10 pm »
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

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Re: Patch Notes
« Reply #55 on: July 02, 2021, 11:37:02 am »
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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Re: Patch Notes
« Reply #56 on: July 06, 2021, 01:58:14 pm »
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

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Re: Patch Notes
« Reply #57 on: July 08, 2021, 12:56:50 pm »
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

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Re: Patch Notes
« Reply #58 on: July 15, 2021, 02:21:07 pm »
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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Re: Patch Notes
« Reply #59 on: September 06, 2021, 12:15:53 pm »
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