If you want to take a look at the upcoming changes:
- Right click on Colony Ship in your Steam library and select Properties, then click on Betas.
- Select Public Testing from the drop-down list
Here's what's in the update:
Party Management:
- Click on the red icon next to the inventory icon to open up the party management screen.
- Set designated specialists to handle skill checks when clicking on objects (to avoid switching characters manually)
- Heal your characters with medkits (the amount healed is modified by your biotech skill)
- Set auto-heal after combat (using the available medkits).
- Set auto-reload weapons after combat (starting a fight with an empty gun is a thing of the past now)
Improvements
- You can now give implants to your party members based on their preferences
- Added more party banter in the Armory and Hydroponics
- Added new interactions when exploring Hydroponics
- Added an option to steal a badge in the Regulators HQ
- Added a sneaking opportunity in Camp Reid in Hydroponics
- Added some loot in Zeke's backroom, with a different way in
- Added two extra stashes in the Pit
- You can now train party members (same trainers as before, for now)
- Can't see beyond the vault door in the Armory before you open it (limited 'fog of war')
Changes
- Removed a few climbing events in the hydroponics area.
- Cloaking field base thermal detection resistance is 10 (from 25).
- Cloaking field base detection chance is 35 (from 25).
- Thermal vision is now properly reduced by thermal detection resistance
- Starfish now recovers 10 HP when draining.
- Starfish DR is now 10/8/6 (from 6/4/3).
- Added +1 damage to shotguns.
- Tweaked scanner's and worker googles' stats
- Minor increases to DR and penalties to armors.
- Changed Faythe assassin feat. Bladed THC +10, CS Chance +5, Penetration +10, Takedown +15.
- Added check value to doors and containers cursor text.
- Bulldog II is a bit harder to get, but it's a bit more powerful.
- Tweaks to exploration reputation.
- Increased weight of misses on defense xp distribution.
- Slightly reduced skill gain from attack and defense XP.
- Items now sell for 10% of the price.
- Tweaked the prices of several items.
- Removed Master Trader feat and refunded 1 feat point to characters that had it
Fixes
- Fixed a door in the Armory being usable in stealth but not in combat.
- Power Vest properly reduces initiative instead of increasing it.
- Fixed issues with the Armory's elevator with a party member selected.
- Fixed scav stealth dialogue coming up twice if you clicked repeatedly when interacting with it.
- Removed infinite attack XP exploit on turret
- Fixed the character name text field caret bug
- Missed frog attacks now can trigger counter-attacks, reported properly in the textbox.
- Fixed some cases when grenades could be thrown through the floor (from the first floor to the second)
- Fixed T-pose animations happening in some rare cases.
- Starfish sounds are now affected by volume controls properly.
- Fixed Swing attack becoming unusable after spending AP on other combat actions.
- Fixed doors incorrectly executing opening/closing scripts on game start.
- Gadgets don't stay active after stealth end anymore.
- Fixed incorrect combat rolls when attacking turrets.
- Fixed shots sometimes missing starfish if it's displaced after the 'hug'
That's about it. Hope you'll enjoy it.