Author Topic: Patch Notes  (Read 124473 times)

Styg

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Re: Patch Notes
« Reply #75 on: November 03, 2023, 11:44:37 am »
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

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Re: Patch Notes
« Reply #76 on: November 06, 2023, 01:02:42 pm »
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

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Re: Patch Notes
« Reply #77 on: November 08, 2023, 04:15:20 pm »
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

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Re: Patch Notes
« Reply #78 on: November 15, 2023, 03:18:27 pm »
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


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Re: Patch Notes
« Reply #79 on: November 29, 2023, 04:03:37 pm »
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


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Re: Patch Notes
« Reply #80 on: December 18, 2023, 04:29:25 pm »
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

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Re: Patch Notes
« Reply #81 on: March 05, 2024, 11:45:20 am »
Version 1.2.0.15

Items
  • Added 3 new crowbars
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