Changelog for yesterday and today:
Improvements
- New map screen with lore snippets;
- New stimulant: Zen - Removes Panic and increases neural resistance by 50;
- New area: Mission control;
- New enemy: Mind worms;
- Added Num1-9 keyboard shortcuts to dialogue answers;
- Key rebinding screen now detects bindings that are already used and offers to erase them;
- Added special cursor and text for characters that can't be taken down;
- Added combat queue item highlighting when pointing at the character in the world;
- Added "electric shock" visual effect for some attacks;
- Implemented small versions of main panel ally boxes (no portraits) for combat;
- Limiting object outlines to current floor only if PC is in a building;
- Limiting object outlines by distance;
Changes
- Increased helmet DR;
- Increased enery weapons cell consumption. Pistols use 3, rifles use 4. Magazine size increased to 12;
- Energy pistols damage reduced to 15-17 (standard), energy rifles to 20-22;
- Prices rebalance. You can sell for 20% now, prices for common loot items is lower;
- Cloaking field gadget now replaces sneak ability, doesn't add to it. This means it's 100 on the first turn, then starts going down depending on the gadget stats. If your skill is higher than the cloak value, it's used instead;
- Re-arranged the map list in the Pit, separating them in Main Street and Camptown locations, and adding indents and alphabetical listing for more clarity;
- Creeper is not draining HP anymore if it didn't do any damage;
- Turrets now prioritize targets by THC, then range;
Fixes
- Fixed lack of Biotech reward on the stimlab machine;
- Fixed lack of XP from turret fight;
- Fixed collisions creating an invisible wall on barnacle fight;
- Fixed combat not starting when killing a scav in MCT and then being found;
- Stealth now ends when killing all scavs;
- Fixed some prices being higher than intended (energy weapons, energy cells, light riot armor);
- Fixed Manny not taking your money;
- Caleb properly gives ammo;
- Fixed being able to start combat while sneaking inside Camp Reid Room;
- Fixed being able to repeat regulators and Camp Reid room sneak over and over;
- Specialist is now checked when trying to remove the targeting control module to repair the turret;
- Fixed typos;
- Fixed AI spending incorrect amount of AP for opening a door;
- Fixed melee fighters skipping turn if they're supposed to attack from closed door's tile, and you stand right behind the door;
- Fixed characters sometimes walking through doors;
- Fixed key rebinding window sometimes becoming unresponsive;
- Fixed stealth info panel not being updated with active character's stats;
- Fixed animation-related AI freeze;
- Fixed weapon not being set as activate when unequipping both weapons, then equipping one;
- Fixed items not usable from the inventory screen's inventory grid;
- Fixed an inability to switch back to PC via combat queue item, when double-clicking on it in placement phase;
- Fixed wrong specialist character being selected in dialogue actions;
- Now can't equip an item if it blocks the slots that are already blocked;
- Fixed larger initiative penalty shown as green in item comparison;
- Added Creeper grab attack textbox reports;
- Fixed displayed reaction values and tooltips in several UI screens;
- Fixed incorrect implants value in HP tooltip;
- Fixed Chance quest crash;
- Pulse grenade now affects turrets;
- Fixed lost focus in dialogue screen when you click away into game viewport;
- Fixed turret MaxAP reset to 0 after reloading;
- Fixed character creation screen layout slightly moving when player changes stat values;
- Fixed character creation screen showing "unspent points" message only if there was > 1 point (should be > 0);
- Accuracy from wearable items (helmets, goggles, etc) now stacks with accuracy from implants;