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Patch Notes

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Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Version 1.1.1.0

Tweaks

  • Cooked shot with incendiary chemical blob pistol will now apply fear effects to the fire-fearing creatures
  • Fence door made a bit easier to click
  • Reduced the maximum combat and movement speed up while in turn-based mode to 500% (down from 1000%) to avoid it glitching out some abilities
  • Kareem and Freddy now also sell fish
  • Sapke now uses W2C bullets
  • Loot from Arena matches will now be stored in the loot locker behind Lanista
  • [Expedition] Locusts will now spawn out of the hive every second turn instead of every turn
  • [Expedition] The sounds of crabs poping out of the ground will no longer stack in order to burst your eardrums
Creatures
  • Added Mole Cricket - a puny early game insect
  • Added Young Psi Beetle - a weaker version on regular psi beetle to be used in the early game on lower difficulties
  • Added Small Sentry Bot - a weaker version of the regular sentry bot to be used in the early game on lower difficulties
  • A certain evil robot assistant has been upgraded
  • Balor and Cornell now have unique models
  • Core City faction members now have distinctive looks

Crafting
  • Added a throwing net blueprint. One net requires 50 fabric scraps.
  • Added a thin and frag grenade and mine case blueprints. Create multiple cases from a metal plate (scales with plate quality).
  • Added lockpicks blueprint. They can be crafter from any type of metal plate and lockpick level scales with metal quality. Also at very high levels of metal quality you'll create bonus lockpicks. This is a rare blueprint.
  • Changed the required amount of scraps when creating a repair kit to 40 (up from 20) per stack
  • When recycling an item, the total weight of the scraps will always be less than the weight of the original item

Items
  • Added a faction specific armors and item for JKK, Coretech, Praetorian Security, Protectorate, Free Drones, and [REDACTED]
  • TNT Charge value changed to 800 (up from 350)
  • Added digital timer and cardboard container as a static merchandise to several traders
  • Huxkey can now be sold as electronic device
  • Improved Jawbone crossbow
  • Added a new unique crossbow somewhere out there
  • Changed the weight of repair kits to 1 and advanced repair kits to 2 (up from 0.25)
  • Changed the value of .44 JHP bullet to 52 (up from 20). No idea why it was so cheap before.
  • Fishing rod made a bit easier to click
  • Fishing rod's range has also been increased, making it possible to fish from some elevated platforms
  • Dismantling the fishing rod will now be done by right clicking and choosing that option
  • Added graphite as static merchandise to couple of stores
  • [Expedition] By popular demand the certain fancy armor will now sport the hood and mask on the player character also
  • [Expedition] Added bison milk consumable
  • [Expedition] Sormirbaren Spirit Staff no longer reduces psi costs
Quests/Areas
  • Added a couple of mini-dungeons that may randomly appear in the early game
  • The player can now ask Quinton for another set of putrefying bolts in case they used them up and still haven't managed to finish the quest
  • Fixed a gate leading to Depot A not being lockpickable
  • Added an agility check for climbing over the fence near the Protectorate embassy in Junkyard
  • [Expedition] Added a few extra visual clues to that cool dude's first old home; also lowered safe's required lockpicking skill to 60
  • [Expedition] Added an agility check for climbing over a wall in JSHQ's barracks
  • [Expedition] Tweaked the way camp loses supplies over time (slowed down and made a bit more consistent and dependent on more factors)
Feats
  • Cut-throat action point cost changed to 25 (down from 30) and can now also be performed out of stealth against incapacitated targets

UI
  • You will now see which targets qualify for Ambush feat proc based on their and your current location. The indicator will be placed left of the target's health bar.
  • Fixed the small offset of different chemical ammo icons that are show above the XP bar
  • The log will now write "is destroyed" for non-living targets
  • [Expedition] Fixed the vehicle weight display bug
Bugs
  • You will no longer be able to export your character while riding a vehicle
  • When casting electronic imprint on a "melee" trap, such as bear or blob trap, the trap will no longer jump to your location to trap you, but instead be destroyed in a regular manner; However, in addition to this, the electronic imprint will also automatically backfire in case you attempt to place it on top of any trap and apply its damage and stun to the invoker
  • Fixed the bug that would sometimes cause the game to crash when fighting t-lings in DC
  • Fixed the bug that caused the Expose Weakness tooltip to sometimes show the wrong reduction value when specced into it
  • Fixed transition problems with the rocks gap on the Forsaken Island
  • Fixed the exploit that allows Forcefield and some other abilities to be used to determine if there are hidden NPCs on targeted tiles
  • Hyperallergenic will now also trigger when consuming psi boosters
  • Fixed the bug that caused a certain popular NPC to kill you in the end for no reason
  • Industrial bots are now immune to immobilization
  • Fixed the bug that caused knife to be invisible when wearing a riot armor with a shield and a cloak
  • Fixed the bug that caused chemical destabilization to expire before the damage over time effects (such as acidic entanglement) are applied for that turn; from now on, when resolving a turn, all damage over time effects will be applied before affecting the expiration of any status effect
  • Fixed the bug that caused the cameras to sometimes not detect your various thieving shenanigans (such as the case sometimes was in Ray's shop).
  • You can no longer decapitate the last boss
  • Fixed the bug that caused the keybindings to stop working when the map window is closed (by dialog or opening a container, for example) while you're entering a custom note
  • Fixed the bug that would cause the crawlers and deathstalkers to subtley hint at their future hiding location when escaping by using the ceiling
  • Fixed hostilities with Gorksy in CC propagating to SGS even when they shouldn't
  • Fixed a bug in Foundry prison where erasing security footage didn't prevent hostilities with the rest of the settlement in certain cases
  • [Expedition] Fixed the bug that allowed the special ability of a certain unique armor to be turned on even when not wearing it
  • [Expedition] Fixed the bug that caused Razor to become invisible when using the shotgun
  • [Expedition] Fixed the bug that would cause multiple paranormal entities to spawn from a certain corpse instead of just one
  • [Expedition] The expedition will now leave the items from the player's locker behind upon undeployment
  • [Expedition] Fixed Ethan being able to teach the players temporal manipulation abilities without them having psi empathy
  • [Expedition] Fixed a certain agent not recognizing you gave him Something Important(tm) in certain instances
  • [Expedition] Fixed some minor ending slides issues
  • [Expedition] Fixed an instance in which a certain kidnapping event can occur even when it shouldn't
  • [Expedition] Fixed a scripting bug that in some instances caused a transition error when entering the Arch Island docks map
  • [Expedition] Fixed being able to get a new mission even after being fired from the expedition
  • [Expedition] Fixed a group of sec-troopers appearing inside an important building in the camp when they shouldn't
  • [Expedition] Fixed Seeger sometimes hanging out in front of the Arch Island Keep when he should be in his tent
  • [Expedition] Fixed an issue with certain attacks occurring even after the defenders have left the Black Sea
  • [Expedition] Fixed the bug that caused the crash after completing the Crimson Horticultural Center (potentially can be triggered on other points during the course of the main quest)
  • [Expedition] Fixed being able to kill a certain man hanging out in the Dominating Bar in Core City with gas grenades, traps, etc.
  • [Expedition] Choosing to destroy a certain robot in Lemurian Health Center no longer breaks the quest
  • [Expedition] Fixed the bug that prevented the Sormirbaren Ballistas to not be able to detect you fully on their own
  • [Expedition] Increased the range of Sweep attack to at least match the range of regular spear attacks
  • [Expedition] Plasma mines will now have the proper explosion radius of 2, instead of 3
  • [Expedition] Fixed the bug that caused Shield Bash (and possibly some other special melee attacks) to use the current weapon crit chance and bonus stats
  • [Expedition] Shotgun will no longer trigger Ambush since it's not a single target weapon
  • [Expedition] Opportunist will no longer trigger on sea snakes
  • [Expedition] You can no longer mount jet skis while immobilized
  • [Expedition] Fixed bunch of locust hives that were inaccessible for melee attacks (this will not affect the current playthroughs in which you've already visited the area of the hive)
  • [Expedition] Fixed the bug that prevented the paranormal phenomena in certain graveyard to chill out if you leave the area for a while
  • [Expedition] Fixed a bug with a certain kidnapping event which was introduced in 1.0.1.13 experimental
  • [Expedition] Fixed a certain captain's visitor coexisting in two places at once
  • [Expedition] Fixed the certain infinite trading profit bug that was available to the master merchants
  • [Expedition] Psycho-temporal Contraction will no longer be affected by armor penalty on following turns
  • Various minor dialog and map fixes
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Version 1.1.1.1

Bugs
  • Fixed the bug that caused a certain special random event to occur way early in the game
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Version 1.1.1.2

Bugs
  • Fixed the bug that caused the the Core City area where the Coretech entrance is to slow down over time and later cause a transition error when attempting to enter it
  • Fixed the bug that caused the transition error when attempting to enter one of the new early game dungeons through certain transitions
  • Fixed Praetorian Guardian model and gear not updating
  • Fixed the energy and chemical pistol animation bugs on new models added in 1.1.1.0
  • [Expedition] Fixed a bug with camp supply depletion introduced in 1.1.1.0
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Version 1.1.1.3

Tweaks

  • [Expedition] Added an alternative way to reach the Nexus through a certain fetid place
  • [Expedition] A certain end-game faction will now also provide free shotgun shell packages if Expedition is installed
Bugs
  • Fixed the bug that caused some female JKK officers to become invisible
  • Fixed the bug with the vanishing powder grenade not working correctly
  • [Expedition] Fixed a crash when entering the expedition docks zone
  • minor dialog and map fixes
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Version 1.1.1.4

Bugs
  • Fixed Jawbone crossbow tooltip
  • Fixed the vanishing powder grenade not granting you movement points from action points... it will work fully as intended one day, I promise
  • Fixed the passage to a certain early-game dungeon not appearing in some cases
  • Fixed being unable to finish a JKK quest by killing a certain wanted man before talking to him first
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Version 1.1.1.5

Tweaks
  • Added an option to manually move the barrier at the GMS entrance in case the guard dies
Bugs
  • Reinforced bison leather boots will now have an icon
  • Stealing mushrooms from SGS will now be properly punished by death (the change will not affect the running play-throughs)
  • Dirty Kick will now properly add its critical damage bonus when critical hit occurs; the critical damage bonus is fixed to 100%
  • Fixed the bug that caused zone transition error when exiting a zone while a mine is exploding
  • Fixed a few more new Core City models not appearing
  • Fixed yet another reason why a certain early-game dungeon wasn't appearing
  • [Expedition] Fixed the bug that would mess up the player vision when triggering a zone transition while using a spying endoscope
  • [Expedition] Fixed Protectorate jet patrols and waterway outposts not turning hostile in certain instances
  • [Expedition] Fixed Cruzer and Razor not being present when reporting a certain mission and/or the mission not being marked as completed
  • [Expedition] Fixed Razor being present when he shouldn't be during a certain raid
  • [Expedition] Fixed Aegis jet patrols retreating to the camp prematurely in a very specific case, which disrupts a certain mission
  • [Expedition] Burning up the giant weaver web will now work properly (not just visually)
  • Minor dialog and map fixes
 
Last edited:

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Version 1.1.1.6

General
  • Added Ultra HD resolution (3840x2160) as an option

Bugs
  • Fixed the bug that caused some of the random dungeons to never trigger due to a bug with difficulty restriction
  • Item selling value modifier on easy difficulty changed to 100% (down from 150%)
  • Combat Stats window will now properly display tooltip text for movement points (MP)
  • Fixed the bug that caused Jookhela's cutscene to glitch when using gas grenades before the fight
  • Doppelganger attacks will now properly ignore electrical damage resistance even if it's 100%
  • Fixed the bug that caused the game to crash when attempting to fish from the ferry's north side while in northeastern waters; keep in mind that the bug will persist until you re-enter the area
  • Fixed members of a certain faction getting killed by someone other than the player counting towards the kill count attributed to the player in an end-game encounter
  • Fixed a number of end game slide bugs
  • Fixed Bogdan stepping into his own traps
  • Fixed grey army spec ops sledgehammer sprite
  • [Expedition] Fixed a zone trasition error occuring when pirates spawn at a certain flooded place
  • [Expedition] Fixed pirate allies turning hostile to the player in a very specific case during an important event at the Arch Island Keep
  • [Expedition] Traveling in a certain vessel will no longer repeat text and sound events when returning from [REDACTED]
  • Minor dialog and map fixes
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Version 1.1.2.0

General
  • Improved the start up time for the game
  • Initimidation now scales off either Strength or Will (whichever is higher)
  • [Expedition] Halved the cost of most jet ski frames, engines, batteries and suspensions
  • [Expedition] Increased the damage of all jet ski weapon attacks
Psi
  • You now have to "innervate" psi abilities that you plan to use and you're limited in the number of innervated psi slots (1 + 1 per 3 intelligence, up to maximum of 6). Existing psi characters can use Will stat instead for the number of slots with some downsides, or they can opt to switch to Int by consuming a pill that's been subtly slipped into their pockets.
  • Innervating psi abilities from multiple psi schools will now incur global 15% psi cost penalty per additional school
  • Introduced psi reserves, which is the long term psi resource that does not regenerate naturally, but through the usage of psi inhalant which can not be done in combat. Psi reserves are depleted when you regenerate psi naturally or through psi boosters. Maximum amount of psi reserves is equal to 5 times the maximum psi points.
  • Psi inhalant is craftable with some skill in biology and chemistry.
  • All existing player characters will get generous amount of psi inhalants first time you load the game in new version
  • Upon loading the game for the first time in the new version, a random set of psi abilities will be pre-innervated for you. If you don't like the random selection, just reload the same save.
Psi Abilities
  • Force Field psi cost changed to 40 (up from 25)
  • Force Field is now destructable and has its health points scale with invoker's skill. Each segment of the force field has separate health, but destroying one will destroy all of them.
  • Thermodynamic Destabilization base damage percentage changed to 30% (down from 50%) and it now scales by 0.5% (down from 1%) per skill point and is capped at 100%.
  • Thermodynamic Destabilization action point cost changed to 10 (down from 20)
  • Enrage maximum duration changed to 2 (down from 4)
  • Increased the amount of damage of Neural Overload and Psi-cognitive Interruption blocked by resolve
  • Added psi mentors for all psionic abilities in the game (except one) to the random loot table
  • [Expedition] Psycho-temporal dilation and Limited temporal increment learning requirements swapped to their correct positions
  • [Expedition] Psycho-temporal contraction now has a high chance of causing its opposite (with randomized power) when it expires
Items
  • Biohazard suit now provides full protection from a certain very, very bad gas
  • Spearhead sniper rifles will now have base action points of 32 (up from 30)
  • Rapid Reloader firearm enhancement will now also have a 25% chance of restoring a random amount of action points ranging from 50% to 100% of the base action point cost of the weapon (but capped at 20ap); this can only trigger once per turn
  • Dragunov now costs 30 ap to fire (up from 25) and has 60% chance to restore 10-20 ap once per turn; also has slightly increased damage
  • Added shiv blueprint
  • [Expedition] Psionic Accelerator now increases psi regeneration by 50% (up from 20%)
  • [Expedition] Added Kzozel Yantar, a stronger version of Kzozel
Creatures
  • Reduced the throwing precision of hunchback mutants
  • Mutant dog's acid blob attack will now deal some of its damage directly
Quests / Areas
  • Added a mercantile check when paying to use the Wormhole
  • Silas' death will no longer fail the attack on Scrapper base quest; the player can now speak with Colton to get the reward instead
  • Added shiv components to certain encounters in which the player loses his inventory
  • Added new graphics for a few secret cave doors
  • [Expedition] Added more content for the waterways - one big new dungeon, a couple of smaller locations, many new random encounters and other stuff
  • [Expedition] Added some new ways to escape from a jail guarded by a hefty knife thrower
  • [Expedition] Added a vending machine to the Gray Army base; it accepts zlatortiyas only
  • [Expedition] In the same base, it is now possible to translate messages on one of the computers with sufficient intelligence
  • [Expedition] Added a tool with which the player can repair/configure a certain camp defense asset; found in multiple locations in the Black Sea
Visual
  • You can now zoom the game in by holding shift while scrolling the mouse button, but the feature needs to be enabled in the options first
  • High explosive and frag greandes and mines now have new visual effects
UI
  • Made a new death screen that will allow you to scroll through the combat log to see exactly what killed you if you didn't catch it during combat
  • Fixed the scroll bars so they can be mouse scrolled when moused over
Feats
  • Locus Of Control - Change AoE radius to 2 (down from 3)
  • Force User - now also increases health of force field by 50% (plus 5% per spec, max 5 spec points)
  • Critical Power - Base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%); I'm not happy with this feat in general. Straight unconditional passive damage boost feats is something I'm going to avoid in the future for sure
Tweaks
  • Acid pistols (and other acid attacks) will now spill acid on the ground regardless of whether they hit the primary target or not
  • Certain random encounters will no longer appear in low-level zones (Arsonist in early under-passages, rabid dogs in Crossroad Caves, etc.)
  • Balor now has Sprint, and gets an adrenaline shot on higher difficulties
  • Cliff can now be given a coagulation shot to stop him from bleeding to death
  • Kareem now needs his "memory refreshed" when asked about certain things
  • The Black Eels questline can now be started after you've found the drill rotor circuit board
  • Halved the amount of money Mykola needs to repair one big machine from 2000 to 1000 charons
  • Some dialogs tweaked to reflect the new psi changes
Bugs
  • Fixed the bug that cause the energy shield to dissipate at 2% instead of the nominal 10% rate every turn, but I set it to 5% base now instead because 10% just seems a bit too severe to me now; also changed the minimal dissipation rate to 1.5% (down from 2%)
  • Explosive barrels and various misc. explosions should now properly trigger volatile entities such as mines
  • Throwable barrels and rocks will now behave properly when throw in water (they will not detonate on impact)
  • You can no longer double-click while holding a modifier key (shift, alt, or ctrl). This is to prevent situations such as rapdily alt-left clicking to transfer items from a container from also triggering the double-click event and transfering extra items. Let me know if this
  • causes any anomalous behavior.
  • Sledgehammer and machete handle now also count as metal components like knife one
  • Fixed the bug that would cause the caster tentacles to crash the game after the player dies or disengages
  • Ranged weapon innate precision modifier will now always be applied if it's negative
  • Fixed Gorsky's base not being renovated on easy difficulty
  • Fixed sometimes not getting a quest note (and subsequent xp once it's completed) from Kohlmeier when starting his quest
  • Fixed traps not despawning after Foundry mines have been cleared, which resulted in hostile miners
  • Fixed spears and nets not appearing in the loot locker in the Arena
  • Fixed Saban not properly receiving his spare W2C ammo
  • [Expedition] Fixed JSHQ bioscan not detecting mutagens
  • [Expedition] Fixed an entrance to a cave near a certain homestead being impassable, even if discovered
  • [Expedition] Fixed an important flag not being set when going through some branches during a discussion about a truly deathly topic with the Ferryman
  • [Expedition] Fixed electrified floor destroying auto-turrets in Water Treatment Facility in one of the variations; also added a sound effect during discharge as to give the player a warning
  • [Expedition] Fixed a bug where sleeping in the camp (and under very specific circumstances) triggering a certain crucial event even if the player, paradoxically, already prevented its occurence
  • [Expedition] Fixed the final quest note prematurely being marked as completed
  • [Expedition] Fixed a crash that may occur if the player obtains some floaty things for the camp too early
  • [Expedition] Fixed certain native weapons being non-equippable
  • [Expedition] Fixed Captain Grim sometimes ending dialog when telling him about some facilities
  • [Expedition] Fixed being able to sleep in the camp even after you got fired
  • [Expedition] Fixed the bug that caused players to get stuck on some hives after destroying them.
  • Minor dialog/map/scripting tweaks
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Version 1.1.2.1

Psi
  • Changed the psi empathy health reduction to 20% (down from 25%)
  • Changed the maximum number of psi slots to 8 (up from 6)
  • Changed the psi slot requirement to 2 int per slot (down from 3), and you get 2 slots for free (no requirements) (up from 1)
  • Changed the multischooling psi cost penalty to 10% (down from 15%)
  • [Expedition] Psycho-temporal contraction base psi cost changed to 50 (down from 75)
Feats
  • Shooting Spree - Will now grant an ability that, when activated, will cause your sniper kills to refund 100% their action point cost. This can happen twice and will expire after the turn ends. All your sniper rifle kills will now also reduced the cooldown of Shooting Spree in addition to Aimed Shot. Cooldown: 8 turns.
Specializations
  • Added Shooting Spree specialization that reduces cooldown of Shooting Spree by 1 turn per point. Max 2 points.
Bugs
  • New death screen actually enabled now
  • Fixed some of the new cave doors not being properly patched (old doors will remain instead and sometimes block the player from moving through)
  • Fixed an unknown item sometimes appearing among generated items
  • [Expedition]Fixed new quest cutscene on The Rig
  • Minor dialog and map fixes
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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 edited:

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Version 1.1.4.1

General
  • 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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
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
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Version 1.1.5.0

MAJOR STUFF

  • Implemented, new slightly visually touched up, UI that is available in 3 sizes; classic UI still available
  • The game will now automatically be zoomed on higher resolutions (which can then be changed through manual zooming if it's enabled)
  • Introduced a brand new Core City questline as an alternative to joining an oligarch
  • Improved nearly all unique and some rare weapons and armor - go check them out
  • You can refurbish your old world firearms at one of the firearm enthusiasts
  • Characters can now save up to 10 action points at the end of their turn and add those to their next turn
  • Base ability values are no longer capped at 20, but instead the maximum bonus on top of the base value that you can accumulate is 10
UI
  • Implemented borderless windowed display mode
  • Item's special abilities/attacks will now have icon in the item's tooltip next to the description
  • Fixed character's speech bubble and health bar offsets when zoomed in
  • Zooming step changed to 25% (down from 50%)
  • Added an option to follow the player character (default hotkey: F3). This is kind of an experimental feature, so be sure to let me know if you discover any bugs
Feats
  • Opportunist - description now specifies it only works against living targets
  • Pummel - will now list the action point cost
  • Fend - Base action point cost changed to 60% of normal attack ap cost (down from 100%)
Specializations
  • Fend: Action Point Cost - Ap cost reduction per point changed to 8% (down from 10%)
Items
  • Item effects (such as poisons and gun oil) will now display a small icon in the corner of the parent item
  • You can now use poisons to coat suitable melee weapons if you have the required Biology skill level; the poisoned weapons will then apply that poison in a certain number of attacks; you can coat a weapon with only one poison at a time
  • Added Sharpening Stone - Can sharpen a bladed melee weapon, increasing its damage by 10% for the next 30 strikes, but permanently reducing its max durability by 5%
  • Added Firecracker Cap item enhancement that can be applied to sledgehammers and crowbars to cause an explosion on the next hit
  • All-in now decreases intelligence by 3 instead of increasing it
  • Commando Belt moved to static loot
  • [Expedition] Frogfish biology requirement changed to 50 (up from 25)
  • [Expedition] Add a new unique spear and sword that can be found before going to Black Sea
Ammo
  • W2C bullets now ignore 35%-45% of mechanical damage resistance depending on bullet caliber (down from fixed 65%), threshold interaction remains he same
  • 5mm Shock Round - Damage changed to 8-15 (up from 5-10) and now has 3% chance to daze target for 1 turn
  • 7.62mm Micro-shrapnel Round - The damage that penetrates the armor is increased by 25% against organic targets
  • 8.6mm Incendiary Round - Now also deals 10-20 heat damage on impact
  • 9mm Acid Round - Acid damage changed to 15-30 (up from 10-20)
  • .44 Explosive Round - Heat and mechanical explosion damage changed to 23-45 (up from 15-30)
Crafting
  • Steel and tungsten plates requirement is now capped at 30 mechanics when crafting bullets
  • W2C Bullets blueprint now requires hexogen instead of raw tnt and produces 20 bullets (down from 30)
  • JHP Bullets blueprint now produces 20 bullets (down from 30)
  • Changed enriched health hypo critical chance to 10% (up from 5%)
  • Large intestine biology requirement changed to 45 (down from 50)
  • Taurine biology requirement changed to 45 (down from 50)
  • Anglerfish biology requirement changed to 90 (down from 100)
  • Fusing Enzyme biology requirement changed to 90 (down from 100)
Quests/Zones/NPCs
  • Increased t-boss health on dominating difficulty, and his damage resistance on all difficulties
  • Expanded upon Motion and Motioners; this drug is now both better and worse
  • You can now bring Gorsky high-quality energy shields from other sources as an alternative to raiding Port Zenith
  • Added an agility check that allows you to climb up and down between the Caerus Residential Block square and SW building second floor
  • Added fireplaces to certain locations in Deep Caverns
  • Added a hacking check to Cytosine Outpost storeroom
  • Added more hydraulic fluid canisters to Deep Caverns
  • Certain gate components can now be found at multiple locations in Deep Caverns
  • You can now use electronics skill to optimize Arke power plant turbine output for more total power
  • A certain important encounter with the Faceless will now feature some of them having their infusions active from the start (only on Dominating difficulty)
  • Added an extra Thought Control check to the DC mindreading that allows the player to conceal his mischievous behavior
  • You can now bring super steel refining data to Bernard in order to improve the quality of super steel plates; also raised the max quality from 160 to 180 for players who have Expedition installed
  • Leonie will now offer the Infused Leather blueprint as soon as you show her you have super steel plates (currently you have to do the melting process with Bernard first)
  • You can turn metal scraps into low-quality steel plates at Leonie's
  • Added more ways to learn about a certain Foundry arms merchant
  • Added more entries to the super secret organization database, and placed some of the existing ones behind higher access levels
  • Added more options to save Maura
  • You can now borrow (or "borrow") AK from Kokoschka
  • Becket now also offers psi inhalants alongside psi boosters when giving you your equipment package
  • Added Underrail Express tickets which can be pickpocketed from NPCs and used for a single ride
  • New models and portraits for Jon the Beautiful, Sergio the Wizard, and some super secret folks
  • New random events, some of them seasonal, and some related to the player's house
  • Introduced Jookhela's drawing skills to the world
  • Increased requirements for achieving Brutalizer/Brutalette gladiator nicknames, so they shouldn't be so predominant now
  • The Black Crawler now drops an oddity item when killed
  • New entries in the Institute of Tchort library, some of which contain blueprints and will require a special card
  • New skill checks for Octavia, Vuk and Kiro that will unlock certain items for trading
  • [Expedition] Naval mines will now be heard detonating in the distance when someone attacks the camp
  • [Expedition] Added ways to break yourself free from a certain man's mechanical grasp
  • [Expedition] Added certain dialog options to Doc Savage and Marcus that were only available through navcom
Tweaks
  • Optimized faction data relations serialization which should improve save/load times of mid and late game savegames somewhat
  • Fixed the pathfinding prioritization to prevent player from getting stuck in place when a lot of NPC pathfinding is taking place
  • Being in turn-based mode will now count as being in combat for purpose of changing equipment
Bugs
  • Game will no longer accept mouse clicks in windowed mode when the game window is not focused
  • Fixed the bug that would cause the carried weight to not immediately update when consuming/expending items in a stack
  • Pseudo-spatial Projection will now properly affect Spear Throw
  • Fixed the bug that allowed some items to make the player's mechanical resistance sometimes exceed the normal limit
  • Fixed the bug that cause the item tooltip to not correctly indicate which effects are unavailable due to unmet requirements when the item is not currently equipped
  • Fixed the bug that would cause Bone Breaker to trigger irrespectively of the amount of damage dealt
  • Negative effects of equipped items will now still properly apply even if you do not meet the item requirements
  • Fixed the bug that would cause assault rifle burst attack and pistol rapid fire to calculate each burst hit with the wrong bullet from the magazine (it was offset by 1)
  • Fixed the bug that would cause the Needler's Piercing Shot to hit the pass-through targets twice
  • NPCs will now properly use crossbow to fire special bolts instead of switching weapons when they are out of regular bolts
  • You can no longer trigger Escape Bonds when you're completely encumbered
  • Plasma Beam will now properly hit all targets in the target tile (the ones highlighted when targeting)
  • Fixed the bug that caused psi beetles to try to neural overload force fields
  • Fixed some esoteric explosion bugs
  • You can no longer climb a certain ladder before releasing the very, very bad gas in an under-passages hideout (unless you kill the person supervising you)
  • Captain Rastko will no longer charge double for a single ride
  • Fixed the Green Galaxy furniture set not appearing when switching between it and other bought sets
  • Fixed not being able to report Newton's death if he was killed in certain ways
  • Attacking Jack Quicksilver will now properly register who attacked him and will not instead be attributed to the player for certain quest purposes
  • Killing Vivian at a certain location will now fail the quest and prevent the player from doing certain things which might get them permanently stuck
  • [Expedition] Spear guard triggered from spear attacks will now properly replace a more powerful existing spear guard effect if the latter is about to expire
  • [Expedition] Spear throw will now destealth the thrower after the throw instead before
  • [Expedition] Fixed Improved Naval Combat checking for effective instead of base Agility value in Razor's dialog
  • [Expedition] Fixed a bug which in certain cases prevents players from sleeping in the camp bed more than once
  • [Expedition] Fixed Aran not despawning when he should in certain cases
  • [Expedition] Fixed Ferryman being stuck in the "I'm moving out." phase and not wanting to talk to the player
  • [Expedition] Fixed Dude sometimes not having certain dialogue options when waiting for the player to find something important in his cave home
  • [Expedition] Fixed Briggs getting stuck at the "Shouldn't you be looking for a microchip implant?" line in certain very specific instances
  • [Expedition] Fixed Professor Oldfield not following you when he should
  • [Expedition] Fixed receiving certain NavCom messages if you stole/looted it but never joined the expedition
  • [Expedition] Fixed being able to sail across certain cliffs in the Mutie Refuge zone
  • [Expedition] Fixed wrong closing sounds for one type of Lemurian boxes
  • [Expedition] Fixed infinite Black Eel jet skiers bug
 
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