Release Notes for UnderRail
Patch 1.1.5.0 (31/01/22)
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
Patch 1.1.4.0 (02/07/21)
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
Patch 1.1.3.0 (26/02/21)
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
Patch 1.1.1.6 (29 January 2020)
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
Patch 1.1.1.5 (17 December 2019)
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
Patch 1.1.1.4 (15 November 2019)
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
Patch 1.1.1.3 (08 November 2019)
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
Patch 1.1.0.12 (01 August 2019)
Feats
- Quick Tinkering - Setting traps while in combat will now cost 25 action points
- [Expedition] Sixth Shell - will now also grant 10% (+2% per specialization) damage bonus per "shell count" buff stack; the final damage will not be changed
- [Expedition] Spear Throw - Base damage changed to 125% (down from 150%) and damage per unit of range changed to 20% (down from 30%)
- [Expedition] Continuum Ripple - Chance changed to 25% (down from 35%)
Specializations
- Added Quick Tinkering: Action Points specialization - Decreases action point cost of setting traps using quick tinkering by 5 for each specialization point. Can be taken 5 times.
- [Expedition] Spear Throw: Action Points - Changed action point reduction to 3 per spec point (down from 5)
- [Expedition] Spear Throw: Damage - Increased damage per range per spec point changed to 1% (down from 2%)
- [Expedition] Continuum Ripple: Chance per spec point changed to 2% (down from 3%)
Items
- Supersteel Sheet will now grant mechanical resistance and threshold bonus against all edge melee weapons; this will not be applied retroactively to already crafted/generated armors
- [Expedition] Vehicle parts are now counted as "crafting" item for the purpose of inventory filtering
- [Expedition] Shotgun damage reduced by 10% (both combat and regular)
- [Expedition] Shotgun optimal ranged changed to 4 (up from 3) (both combat and regular)
- [Expedition] 6p Shotgun Shell (Boarshot) - each pellet now does 15% of the nominal damage (up from 14%, even though the tooltip suggested it was 13% previously) and ignores 30% of the mechanical damage resistance (up from 25%)
- [Expedition] 12p Shotgun Shell (Houndshot) - now ignores 55% of mechanical damage threshold (down from 65%) and no longer ignores any resistance (down from 10%)
- [Expedition] 20p Shotgun Shell (Hoppershot) - now ignores 40% of mechanical damage threshold (down from 60%)
- [Expedition] 3p Shotgun Shell (Trainshot) - each pellet now deal 25% of the nominal damage (up from 20%), ignores 80% of mechanical damage threshold (up from 75%) and 50% of mechanical damage resistance (up from 40%)
- [Expedition] Shotguns are now perfectly balanced and there's no need to think about it further
Tweaks
- [Expedition] Limited Temporal Increment no longer affects Fatal Throw and Commando "once per turn" rules
UI
- Observable object cursor will now indicate if the observable has multiple lines to show (with three dots) so you don't miss out on it
Bugs
- Fixed the discrepancy between stealth detection in turn-based and real-time mode; TB should now be much closer to RT one, especially when it comes to movement
- Fixed the bug that caused NPCs to not try to escape fire while also feared
- Fixed a bug that sometimes caused NPCs to pass their turn trying to reactive their empty energy shields
- Splitting items will now accept input from the numpad
- Fixed the bug that caused a lot of random loot containers to be reseeded on entering the area
- Fixed the bug that caused a store to be mostly emptied out due to some new shipments
- Updated some old barrels
- Fixed Vera's infinite money glitch
- Fixed Arda's mercantile check (it checked base value instead of modified)
- [Expedition] Temporal Distortion will now properly break incapacitation/freeze
- [Expedition] Fixed the bug that caused a shotgun attack to always be reported as a crit when only a single pellet hit the target
- [Expedition] Fixed the bug that caused the combat shotgun currently being crafted to indicate it can burst as many shots as your current shotgun weapon if it's equipped
- [Expedition] Fixed some dialogue branching issues after rescuing a certain important person and talking to them afterwards
- [Expedition] Fixed being able to repeatedly report to Professor Oldfield about the Crimson Meadow Horticulture Center
- [Expedition] Fixed Cruzer not appearing during the Rig mission report in a certain instance
- [Expedition] Fixed the muties getting angry at the player too early for not delivering them the promised medications
- [Expedition] Fixed a certain person not towing a certain vessel if told to do so over the navcom
- [Expedition] Fixed a bug with the professor not following you in a certain instance
- Various minor dialog and map fixes
Patch 1.1.0.11 (25 July 2019)
- Concussive shots feat will no longer crash the game when you miss an attack with a crossbow.
Patch 1.1.0.10 (23 July 2019)
Bug
- Fixed the bug that cause the game to crash during ending slides in certain situations
Patch 1.1.0.9 (22 July 2019)
Mechanics
- When returning to an area after fleeing it during combat, your initiative penalty will be -1000 (up (or down?) from -10)
- Cryokentic Orb can now counts towards fulfilling Hypothermia's psi ability requirement
Items
- Lifting belt now increases carry capacity by 30, but the mechanical damage reduction is changed to 5% (down from 10%)
- Changed the riot gear mechanical damage resistance and threshold bonuses against melee attacks to 100% (up from 75%). Will be applied retroactively.
- Riot gear will now receive flat mechanical damage threshold of 2. Will be applied retroactively.
- Tweaked the description of ballistic panels to better fit their use in different armors (will not be retroactively applied to already crafted items)
UI
- Listed starting action and movement points in the combat stats window
Bugs
- Fixed the bug that sometimes caused player to receive fear status effect (though it doesn't affect player in any way)
- Fixed the bug that caused the item immunity effects to appear as though they are not being applied in the tooltip (darkened label) even if they were
- Thermodynamic Destabilization no longer ignites targets on explosion when invoker doesn't have the Pyromaniac feat
- Chill and freeze status effects will now always properly remove burning effects
- Cryogas will no longer affect characters that are immune to chilling
Patch 1.1.0.5 (09 July 2019)
General
- Added the ability to speed up the game while out of combat
- Added achievements to the GOG Galaxy version
Feats
- Kneecap shot bleeding percentage no longer scales from perception, but base bleeding damage percentage changed to 125% (up from 75%)
Mechanics
- Unarmed and fist weapon attacks now incur 140% of target's damage threshold and resistance (up from 125%)
- Increased the damage reduction factor of resolve against neural overload
- Resolve will now reduce the damage received from doppelgangers
- Changed the way the burning damage stacks (in cases when it stacks) - the new burning time left equals either the time left of the existing effect or the duration of the new effect - whichever is longer; the old and the new periodic damage are adjusted so that they produce the same total damage over time; one of the major effects of this change is that you can no longer increase the amount of original damage by constantly resetting the timer
- Separated fear effect caused by burning into a separate status effect and limited it to 2 turns regardless of how long the burning lasts (or if it's extinguished early); this will prevent the fear from lasting too long either from a long burning effect or because of the burning effect being refreshed; also this fear only occurs when a non-burning target is ignited and not when burning is being prolonged/refreshed
Items
- Throwing nets now last up to 2 turns (down from 3) and have a cooldown of 4 turns (up from 3)
- Bullets have new icons
- Increased the chance to entangle enemies when firing acid blob pistol
- Increased the chance to freeze enemies when firing cryo blob pistols
- Reduced the chance to ignite enemies when firing incendiary blob pistol; the total burning damage done from igniting the target will remain the same, but will be spread over more turns (one turn per each
- 80% of the original damage repeated)
- Reduced the weight of chemical ammo
Nice Things
- Containers that you opened once will now have darker labels
- Organic enemies that die while burning will now be smoking and appear charred
- HE grenades and some other explosions will leave temporary marks on the ground
- Gas clouds will now fade in/out
- New barrels
Bugs
- Fixed the bug that would allow player to cancel leveling up without being able to reattempt it
- Fixed the problem that caused the items to take up weird positions in the filtered inventory when the player attempted to reorder them manually
- Cut Throat no longer bypasses stun immunities
- Corporeal Projection feat now has a proper icon (instead of using the one from Fast Metabolism)
- Throwing knife will now again properly play impact sounds and effects
- Fixed the bug that caused expertise to add the damage bonus for each separate mechanical damage listed for the weapon, instead of just once (you thought I'd never find out, did you?!)
- Fixed the hole jump crash in Institute
- Heavyweight will now always apply before Critical Power
- Certain giant appendages can now be hit by cryokinetic orb
- Changed the way the cryokinetic orb shards interact with the orb impact tile so now the creatures occupying the tile can also get hit by some of them
- Punching bags will no longer bleed when you punch them
- Global entities (those that can travel between maps) will now also have their suspicion meter drain with time
- Incendiary chemical pistol burning effect will now stack damage with existing burning effect
- Fixed the Nimble bug that would in certain situation give bonus movement points
- Various minor map and dialog bugs
Patch 1.0.4.17 (13 February 2019)
- Fixed the issues causing grenades, throwing nets and such to be able to fly through fences in SGS outposts. If this happens in other areas let us know which so we can fix them.
- Fixed the bug that caused Electrokinesis to bypass crit immunity when used with Psionic Mania
- Fixed the problem with plasma turrents not being untraversable in a lot of places
- Fixed various minor map, dialog and quest issues
Patch 1.0.3.20 (29 December 2017)
Mechanics
- Slow immunity will now affect the following status effects (it will only negate the slowing part, not the whole status effect): chilled, knee wound
Bugs
- Fixed a rare bug with canceling a level up through the game menu
- Fixed the bug that caused the game to crash when destroying cameras, burrower eggs and other inanimate object in turn-based combat with acid gun when the combat speed is increased
- Fixed the bug that caused the cameras in SGS to repeatedly put you in turn-based combat when you try lockpicking/hacking in their presence
- Added the missing stunned animations for hunchback mutants that are carrying objects
- Fixed the bug that enabled the player to close a double door while an NPC is standing in the doorway
- Minor dialog and map fixes
Patch 1.0.3.19 (29 December 2017)
Bugs
- Fixed the bug that caused bladelings and boars to travel at 30 times the regular speed when affected by adrenaline
- Fixed the bug that would apply -10 to player initiative when loading a save
- Advanced catalyzing belt will now property work with XAL-001
- Deep Worms will now properly follow the player instead of just burrowing once the player has moved out of their range
- Fixed the usage cursor for Foundry mine cart levers
- Fixed not being able to report your findings to Captain Blackwall in certain instances
- Fixed some buggy dogs
- In the instance where you cure Jenny and Cliff hasn't already succumbed to his wounds, he won't spontaneously start bleeding upon their meeting.
- Fixed a few minor glitches with Grover's quest
- Minor dialog fixes
Patch 1.0.3.18 (29 December 2017)
Bugs
- Fixed the bug that caused triggering thermodynamic destabilization death to crash the game
Patch 1.0.3.17 (29 December 2017)
Bugs
- Fixed the bug that caused the sniper rifles to add some of its components' value to its weight
Patch 1.0.3.16 (29 December 2017)
Crafting
- The price and weight of a crafted/generated sniper rifle will now also take into account the price and weight of the scope and barrel (not retroactive for already crafted/generated items)
- The price and weight of a crafted/generated assault rifle will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
- The price and weight of a crafted/generated SMG will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
- The price of a crafted/generated boots now also take into account the price of soles (not retroactive for already crafted/generated items)
- The price of a crafted/generated energy shield emitters now also take into account the price of secondary emitter (not retroactive for already crafted/generated items)
Bugs
- NPCs will no longer attack you because they were damaged by an explosive barrel that you did not destroy
- Fixed new GMS sentry bots not being hostile to the player
- Minor map and dialog fixes
Patch 1.0.3.15 (29 December 2017)
Bugs
- Health and healing modifiers will now properly be applied on DOMINATING difficulty
- Fixed some tooltips
- Minor dialog fixes
Patch 1.0.3.14 (29 December 2017)
Items
- Changed the damage of XAL-001 acid pistol to 40-50 (up from 25-35)
- Changed the damage of Phase Gun to 40-55 (up from 30-45)
Bugs
- Fixed Newton dying in the Mushroom Cove base no matter what the player does
- Lucas will now properly give the player a .44 pistol and ammo upon passing the persuasion check
- Fixed the attack option in a certain mugger's dialog
- Fixed a instance in which Gorsky would not give the player the GMS vault card
- Fixed the dialog ending suddenly if you fail Pasquale's psi booster persuasion check
Patch 1.0.3.13 (29 December 2017)
Interface
- You can now configure transparency of transitions (also increased the default transparency)
- Objects that transition you between areas (transition that requires loading) when you use them should not display the transitioning cursor
- Added transparency to NPC health/psi/shield/cast bars on the map
Items
- Added new high-energy battery type
- Increased the weight of the fishing rod
- Removed cooldown for placing fishing rods
- Increased the damage and critical damage bonus of Quake
- Significantly increased the value of a lot of unique items (mostly weapons)
- Nerfed Power Fist
- Increased the max stack size of scraps to 999
- Trapper's Belt will now increase Traps skill by 15% (up from 10%); it will no longer reduce trap arming cooldown
- Added two new belts that augment chemical pistol attacks
- Regenerative Mixture will now be affected by game difficulty
- Special bolts affected by Elemental Bolts feat will now display the modified damage in the tooltip
- Reduced the infused leather quality slightly overall and also added diminishing returns when making infused leather above 100 quality
- Infused siphoner tabi boots will now give immunity to slow instead to immobilization
- Junkyard surprise can no longer increase perception, will or intelligence
- The following items will have their max stacks increase to appropriate amount: .44 Explosive Round, 8.6mm Incendiary Round, 12.7mm Contaminated Round, 7.62mm Micro-shrapnel Round, Corrosive Acid Vial, Incendiary Vial,
- Halved the move and shoot and action point cost penalties when attaching bipods to assault rifles (not applied retroactively)
- You can now use High Efficiency Energy Converter to reduce the energy cost of firing energy pistols
- Energy Pistols now have two enchancement slots when crafted
- Plasma pistol damage increased by 25%
- Laser pistol base action point cost changed to 15 (down from 22)
- Laser pistol usage energy cost reduced by 20%
- Changed the base value of psi boosters to 275 (down from 350)
- Changed the maximum duration of throwing net entanglement to 3 turns (down from 4)
- Increased the amount of EMP dischargers generated as loot/merchandise
- Changed the number of unsaturated psionic catalyst required to craft a psi booster to 3 (down from 5)
- Fixed the armor description when crafting riot gear and tactical vests from super steel sheets (will not be applied retroactively to the already crafted items)
- Changed the psi regen reduction of Mushroom Brew to 30 (up from 1). The previous value was geared towards non-regenerating psi pool of alpha version.
- Fixed incorrectly set impact speed of unique assault rifles (raised from medium to high, as should be the value for all assault rifles) and corrected the lack of move and shoot precision penalty for those guns
- Fixed Jawbone lacking move and shoot precision penalty (now set to 15%) as well as close quarters precision penalty (now 10%)
- Fixed low durability of armor worn by Tchortist rassophores and recombinants; only applies to npc armor (armor in the player's possession will remain unchanged)
Creatures
- Increased Coil Spider psi points and psi regeneration
- Coil Spiders now have darkvision
- Added Greater Coil Spiders
- Added a new machinegun turret to replace the regular auto-turret in certain places and on certain difficulties
- Increased dodge and evasion of burrower spawns, but also increased their susceptibility to AoE attacks
- Dogs will now attempt to bump you out of stealth when the detection gets into ALERTED state, just like human NPCs (on normal difficulty or higher)
- Added a stronger version of psi beetle
- Increased crawler attack damage a bit; they also regenerate health now (even in combat) and have dark vision
- Added a stronger version of crawler
- Added stronger version of mutants Hunchback mutants
Mechanics
- Added the global map
- Added DOMINATING difficulty, mechanically it inherits the modifications of hard difficulty and also increased NPC health by 50% and skill levels by 30%.
- Changed the way hit change display handles oscillating lighting or otherwise dynamic lighting. This also should fix some anomalies like the hit chances changing when saving/loading or transitioning.
- Removed cooldown for arming traps
- Removed cooldowns from lockpicking and hacking
- Reduced the time it takes for the game to yield the control back to the combatant after he kills the target; it doesn't wait for scrolling text and sounds to end now
- Hostilities will now instantly be triggered when you've been detected lockpicking (instead of at the end of the action)
- Increased the damage of chemical pistols by 50% (will be applied retroactively on exisiting items)
- Ground fire will now remove cryogas
- Starting pickpocketing (opening the pickpocketing window) will now require a certain amount of pickpocketing skill depending on the target's detection so not every character can inspect any NPC's inventory (without killing them!)
- Targets will no longer be able to block (in regular way) if stunned, incapacitated or frozen
- You can now unload chemical pistols
- As long as you haven't been fully detected by a NPC, that NPC's detection will be reduced back to zero when you get back into an area where you've been sneaking
- Uncanny Dodge will no longer work while you're stunned or incapacitated in some way
- Dirty Kick will now be subject to Uncanny Dodge and other special defense mechanisms
- You can now root turrets (which makes them susceptible to acidic entanglement)
- On normal difficulty and above, transitioning between areas (red transitions) will now cost action points
- Improved NPC pathfinding slightly
- Primary non-mechanical damage (not caused by on-hit effect) on melee weapons will now scale with weapon skill (like the bio damage on The Claw), but will no longer scale with strength
- On hard difficulty EMP will drain energy (and subsequently deal damage to the holder) from all items in the inventory (not just equipped ones)
- Reduced the ranged weapon precision reduction from low light slightly
- Antidote will now randomly choose the order of poison removal, instead of going in the order they were applied
Tweaks
- Turn-based mode will no longer automatically end at the end of the turn if there are incapacitated enemies near
- Reduced the alpha on energy shields
- Removed the movement animation reseting when rapidly clicking (there's still a very slight stutter if you click very fast, though)
- You cannot change armor suit while in stealth or while stealth is on cooldown on hard difficulty or above
- Turrets will now drop aggro faster
- Getting additional burning damage will reset the burning debuff remaining time
- New combat taunts for military personnel
Psi
- You can now cast Cryokinetic Orb on any non-obstructing tile (such as water and other regularly non-traversable tiles)
- Improved the shard distribution of Cryokinetic Orb on impact
- Changed the range of Frighten psi ability to 5 (up from 3)
Feats
- Steadfast Aim strength requirement changed to 5 (down from 6)
- Cooked Shot special chemical pistol AoE attack with radius of 1
- Three-Pointer Changed Throwing skill requirement to 50 (up from 45); The crit chance will now scale by 1.5% per ten throwing skill points above 50, instead from dexterity
- Doctor will now also work with Regenerative Mixture as it should
- Expertise changed the max bonus to 20 (down from 25)
- High-Technicalities increases damage with energy pistols by 7% for each point of intelligence above 5
Quests/Maps
- Because of the global map, some areas had to be added and some had to be reorganized (especially around the starting cave areas) in order to achieve geographical consistency
- Added a number of possible random events around the world
- Reworked a lot of encounters to scale with game difficulty (from easy to dominating). Normal was mostly kept as it is, but some encounters (typically mid-late and late game ones) were made more difficult on that level.
- Reworked the Free Drone's final mission debriefing dialog with Trenton in order to better handle a certain optional outcome
- DC mindreading will now take into account the number of killed Faceless, which will have negative effects of varying degrees depending on that number; however, kills during certain story-related events where combat is unavoidable will not be counted
- Expanded the Hanging Rat bar and added a base ability check
Bugs
- Corrosive acid bolt crits will now multiply the acid damage done just like the regular acid ones
- Focus Stim will now properly display duration in the item description
- Fixed the Crippling Strike tooltip
- Fossilized Egg Oddity max studies changed to 3 as it should have been from the start
- Spore Turrets marked as ribles, kneeless and immune to critical hits
- Fixed the bug that caused NPCs to not properly react to being alerted (orange eye) to player's presence
- Fixed spelling errors in special ammo hit effect descriptions
- Fixed the bug that caused Eviscerate to do less damage than stated
- Fixed the rounding error with Critical Power feat
- Fixed a sneaky bug regarding status effect stacking
- Black Dragon poison icon fixed
- Fixed the bug that would sometimes cause player to become undead during cutscenes in which he unpredictably dies (this will apply retroactively, RIP)
- Fixed the 8.6mm Incendiary Rounds (they weren't igniting)
- Jookhela should now be immune to stun and incapacitation like the rest of senior raties (will not update for those who already encountered him)
- Removed Gauntlet advertisement from DC
- Crawlers and other NPCs should no longer unwittingly bump their own kind/faction out of stealth
- Suppressive fire will now only be applied to enemies, as intended
- There was a mess up regarding player's increased chance to get critically hit. Contrary to what the game has been saying, there is no universal to-get-crit (TGC) modifier, instead it only applied for weapon and unarmed attacks, which made things like Psychostatic Electricity rather useless. I've now added psi TGC modifier, so recklessness and psychostatic electricity will now apply to psi abilities as well. Everything else will only work for unarmed and weapon attacks. Tooltips have been updated to reflect this.
- Thought control psi abilities can now be properly centered onto non-traversable (but penetrable) terrain
- Disruptive Field will no longer get bugged out by Locus of Control
- You will no longer hear the sound of NPCs stealthing when you enter an area for the first time, unless you can see them already
- Swapping between two energy weapons while recharging the current weapon will now properly cancel the action
- Fixed the bug with plasma sentry when leaving the area while it's deployed in cannon mode
- Fixed an issue with player's house containers (lockers, shelves, etc.) wherein the items from upgraded or changed containers wouldn't transfer to an always-present shelf in the northeastern corner of the ground floor
- Fixed certain quest notes not being set as completed/failed properly
- Fixed a number of skill checks that used base instead of effective required value or had no value set at all
- Fixed Sneaky not registering the death of one important npc
- Expanded or reworked certain parts of npc dialogs (some more, some less) and also added a few new skills checks to some
- Replaced a few windows in fo_prison with solid walls so that the cameras inside the cell block can't see inside the security room. This was done to prevent the cameras from dispatching all the guards into the room even if the player had been granted access to it
- Fixed a minor issue with a certain Hathor Mine-related cutscenes
- Various minor map and dialog fixes
Patch 1.0.2.4 (06 February 2017)
Quests/Maps
- Fixed a bug where a certain armored commander in DC did not properly react to the player being a member of the Institute of Tchort
Patch 1.0.2.3 (06 February 2017)
Quests/Maps
- Fixed a certain flag not being set properly when talking to Luben during the ICPD quest
- Marcos will no longer get cloned
- Supplies to Rail Crossing will no longer appear even if the train had never been recovered
- Fixed the visual issues with the new super steel, siphoner and ancient rathound armor variations
- Options window will no longer reset dialog background alpha slider
Patch 1.0.2.2 (06 February 2017)
Feats
- AP reduction from Gunslinger feat will now properly affect only firearms
- Added feats: Bowyer (crossbow crafting)
- Ripper feat will now properly work with serrated knives
Visuals
- Added a new visual model for siphoner, ancient rathound, and super steel armor
- Telekinetic proxies and electrokinetic imprints will now be visible behind walls
Interface
- Added tooltips for empty gear slots
- Forcing the vent with crowbar will now be done through Quick Invoker (once the crowbar is equipped, you'll get the ability there)
- Changed the "Focused" tooltip to be gender neutral (tested for all 99 genders)
Mechanics
- Cats nerfed
- Dreadnoughts buffed
- When a character that has nightvision turned on gets flashbanged, they will also be dazed for 5 turns
- Some of the merchants now have additional mercantile checks which (if passed) will expand that merchant's store inventory
Items
- Borer Gizzard renamed to Metaworm Gizzard and is now also dropped by Latchers
- Most special bullets now also require TNT to craft
- Added blueprints for standard, W2C and JHP bullets
- Mechanical bolt blueprint renamed to Serrated bolt blueprint
- EMP mine case now counts as electronic component
- Added a couple more instances of Black Eye, Loaded Dice, Train Driver Manual and Train Log oddities
- Increased the drop chance of Quad Damage Module oddity
- Changed the Electronic Idol oddity to provide 3 xp for a max of 1 study as it should have been
Bug fixes
- Generated metal armors enhancements will have quality other than 1 now
- Quick load will now work during enemy's turn
- Closing interface help window by right clicking will no longer disable keyboard commands
- Fixed the dialog window option highlighting when there's 10 or more dialog options
- Fixed the cut-off tooltips on smaller resolutions with small font size (on most tooltips; there still might be some that just have too many lines)
- Fixed the bug that caused caltrops to drain action points immediately instead of movement points first
- Fixed the minor glitches with trap detection calculations
- Crawlers and Faceless Gaunts will no longer land on occupied tiles when escaping from sight
- Telekinetic Proxy now properly removes Premeditation when it makes use of it
- Fixed the bug that caused Dreadnought to keep moving if you attempted to dismount during movement
- Fixed the bug that caused the player to receive experience when an NPC was killed by a doppelganger that someone else created
- Expose Weakness will now properly count as a melee attack (it will be affected by Uncanny dodge for example)
- Pyrokinetic Stream and Pyrokinesis should now always properly invoke "heating effect"
- Heating effects should now properly remove Cryo-shield
- Cooling effects should now properly remove Exothermic aura
Quests/Maps
- Fixed a certain zoner appearing later in the game in some cases even if Rista's quest concerning him hasn't been completed
- Fixed positioning problems during the cutscene in which you lead Edgar to RK's lair that might occur when the player has increased his movement speed beyond a certain point
- Fixed the missing train quest bandits not becoming hostile if the player fails a certain skill check
- Fixed killing the old man in GMS crashing the game after the situation has been dealt with
- Fixed a bug which caused a transition error when entering the zone where Duff is supposed to spawn
- Fixed being able to give a certain man a certain helmet more than once and receive more than one reward
- Fixed a few unreachable dialog branches (Old Jonas, Leo and one notable heavily armored commander)
- Fixed some late game Tchortists not recognizing that you are wearing a certain type of robe
- Fixed a dialog bug which prevented the players from telling the Rejects how to escape
- Fixed some items disappearing from Fraser's store inventory after certain events take place
- Fixed a few bugs with the end game slides
- Fixed issues with one of the tunnelers in DC after it has been despawned
- Fixed being able to kill the Gauntlet runners before the event without anyone caring
- It is no longer possible to pay 1 charon to Silas for Grover's debt instead of 100 charons
- Arke cameras and turrets will now properly go offline after being shut down at the main console
- Edgar's quests will now properly fail if you kill him
- The player will no longer be able to start a civil war in Core City by fighting with the burglar in the house opposite to the Praetorian Security headquarters
- Added another option to acquire ICPD from Duff, plus some more flavor if you handle the situation in a certain way
- Added another way to capture hoppers for Bret
- Added another way to obtain Elwood's keycard
- Did some tweaks to the main quest in Foundry, added more dialog options and removed some of the backtracking; also, the miners will now return to the mine at the end of the quest
- Gaining access to Foundry prison security room will also remove protection from the security console there; added another hacking option as well
- Changed so that failing to intimidate Rubin will no longer make him not want to speak to you anymore
- Hathorians will occupy the area north of the camp after it has been cleared
- SGS soldiers and workers will now occupy the outposts after the player has cleared them
- A certain faction in DC will now be handing out better ammo than previously
- Fixed a faulty transition in one of the zones beneath the Mushroom Forest
- Fixed GMS jammed ventilation shaft being incorrectly positioned; also made some minor changes to the vent layout to accommodate this
- The usual minor stuff (map/dialog/quest tweaks and fixes)
Patch 1.0.1.10 (04 May 2016)
- Fixed the bug that caused the values in the skill list to be displaced.
Patch 1.0.1.9 (14 April 2016)
- Fixed the bug that caused the characters to be able to cast psi abilities even if they lack psi points
- Fixed the bug that put the player in combat when environmental effects that they caused hurt NPCs in controlled areas, even though the player is hidden
Patch 1.0.1.8 (12 April 2016)
- Noise emission from weapons should work properly now (previously it only worked for non-weapon sources such as grenades, psi abilities, etc)
- Some AI improvements on normal and hard difficulties
- Insulated and galvanic foam padding no longer add to stealth
- Fixed the bug that caused some of the on-hit effect to proc off even when attacks were resisted in full
- Handled the bug that caused certain special attacks and on-hit effects to remove fire effects from the target
- Games that are saved after this patch will also display the difficulty settings
- Pneumatic hammer and pneumatic reloader are now considered pneumatic components for the purpose of trading
- Supersoldier drug will no properly trigger the cooldown
- Healing effectiveness bonuses will no longer apply twice when using health hypos; also added healing effectiveness stat to the combat stats window
- Special attack damage bonus added to the combat stats window
- Compacted the feat list somewhat and added an option to filter it by entering text that is then matched against the feat's name, description and requirements
- Gunslinger feat now reduces firearm pistol usage ap cost by 3 (up from 2) and also increases initiative by 7
- Paranoia now also increases initiative by 5
- Taste for Blood no longer reduces AP cost
- Combo now has 20% chance to stun (down from 100%)
- Fatal Throw now only restores action points once per turn
- Lightning punches now requires armor penalty to be below 20% (up from 25%)
- Light weapon AP cost reduction changed to 3% (down from 4%) for each dexterity point above 5
- High Explosive grenades and mines now ignore 40% of damage resistance and threshold
- Riot gear shield base block chance changed to 35% (up from 30%) and block amount increased (base multiplier changed from 1.5 to 2.25) (not retroactive)
- Extra unarmed damage from boots will now also work with fist weapons
- Fixed the bug that caused temporary lock up in certain areas with certain elevators
- Fixed the bug that caused outlines to be visible beyond the camera view
- Added VSync toggle option to video settings
- Fixed Minister Percival sometimes not appearing at the Institute
- You can now place small animals inside the organic processor in DC
- The wardrobes in Mediant Samuel's and Principal Investigator Georgis' offices can now be accessed properly
- Fixed the Black Eels becoming hostile to the player after the SRO assault mission (happened if the player asked for Protectorate help during the Eels' final quest)
- Fixed unresponsive ladder in one of Upper Underrail's hidden passages
- Expanded the Renegade quest for the Underrail Protectorate
- Added one more way to sneak in the cybernetic spawn into the Protectorate embassy
- Added another way to kidnap a certain woman
- Did a few Rail Crossing invasion quest tweaks and added additional dialog options
- Added another way to learn about a certain man and his gang
- Fixed a certain someone not waiting for you at the beginning of DC in some cases
- Removed some of the unnecessary backtracking during the missing train quest; also added a few more options for handling the quest
- A Protectorate guard will occasionally remind the player to holster his weapons if using the SRO elevator to reach the embassy
- Some tweaks to the quest for the Faceless near Foundry
- Nerfed the Coretech warehouse mercenaries in the defense mission
- Fixed old hostage in GMS sometimes blocking the vent in the room with the ladder
- Numerous minor tweaks and fixes (maps, dialogs etc.)
Patch 1.0.1.4 (19 February 2016)
- Fonts - We've replaced one of the game's fonts to improve readability and also added more size options.
- Outlines - We've added character outlines which should improve visibility and make targeting somewhat easier when things are happening behind walls and other obstacles.
Inventory filters - We've replaced inventory filter combo box with icons and also regrouped item categories in a way we believe will be most practical.
- Combat stats tool tips - We've added descriptions for all the different stats in the combat stats window when you mouse over them.
- Combat speed settings - Combat movement and action speed can now be adjusted in the game's options.
- New save system - This is strictly under the hood thing and nothing is changed regarding how and when you can save or load the game (old saves are compatible with the new version). For those advanced users - we archived the separate zone files to improve save/load performance and also got rid of the temporary current game structure on the disk and moved it to memory.
Other minor stuff
- Critical crossbow hits now also affect elemental damage (acid, shock and incendiary) from special bolts
- When attacking in melee from stealth, target's dodge rating will be ignored if it hasn't detected you yet
- Added more crafting components and ammo to Deep Caverns
- Added a few more hints to certain Deep Caverns dialogues
- Quinton's mushroom growing room is now accessible
- Added a number of Lower and Upper Metro areas to better connect certain places
Bug fixes
- Critical damage modifier from items will now be properly applied to fist weapons (e.g. infused ancient rathound boots)
- You will no longer be able to snipe down certain obstacles that were not meant to be sniped down
- Jawbone will now correctly be considered a crossbow for the purpose of trading
- Nicolas will no longer return from the dead to haunt you
- Cut throat attack will no longer fail if you get detected during the attack itself (the eye wasn't read when you started performing the attack but the attack itself pushed it into red state)
- When incendiary bombs cause a character to burn they will now properly suffer 150% of the original damage as the description says
- You can no longer attempt to burst or rapid fire with an empty weapon
- Fixed Jerre Franz not healing the player in certain instances
- Fixed Fort Apogee zone security settings
- Fixed a certain important woman not properly reacting to a player's response regarding her husband's fate
- Fixed certain responses not appearing when speaking to the Faceless centaur near Foundry
- Fixed being able to start the Find Blaine quest even after certain events took place
Silas' questline will now properly continue questline after the player pays him instead of doing his initial quests
- Fixed a missing dialog option during Mediant Samuel's second mission
- Fixed the unintended failing of the Kill Rathound King quest after a certain event has taken place
- Crawlers and rathounds are now neutral to each other
- No more free repairs from Mykola
- Nicolas' and Olivia's quests will properly fail upon death
- Fixed Maura's faction id not setting correctly after you've helped her
- Accusing a certain person of committing a murder and then initiating combat through dialogue will no longer cause the whole station to become hostile
- Fixed the interview cut scene playing even when the player is hostile to the Tchortists; that quest will also properly fail now
- Fixed dialogue options not appearing when asking Oskar and Lt. Stratford about a certain man
- Fixed Arke consoles being hackable even after the player turns off the security system
- Doppelgangers are now immune to Expose Weakness
- All elevators should now properly notify the player when they are unpowered when used
- Shield emitter weight will now be properly calculated when adding optional components
- Various typos and map fixes
Patch 1.0.0.10 (25 January 2016)
- Fixed the bug that would cause total carried weight to not be updated immediately when stacking items in the utility slots
- Fixed the bug that would cause grenades to sometimes be thrown through walls when they miss their initial marks
- Enemies that die from the burning effect from incdendiery bombs will no longer count towards "Fire and Ice" achievement
- Fix the bug that caused the player to sometimes not be able to attack back in melee when rooted (while still getting attacked in melee)
- Fire and other environmental effects will now properly despawn between arena matches (instead of becoming invisible)
- Chemical agent is now completely immune to acid and acid puddles
- Fire from any source will now properly trigger volatile objects (mines and the like)
- Jawbone crossbow no longer claims it can be unloaded somehow
- Boot spring made more common
- Boot spring now provides more extra movement points*
- Tabi boots extra base real-time movement speed bonus reduced but it now scales with material quality*
- Auto function on the bartering window will now prioritize SGS credits for merchants that accept them
- Increased the duration of foods to 20 minutes
- Fire and acid will now run out eventually even if you're not in the area
- Auto-attack command in quick invoker / action bar will now be properly disabled in turn-based mode if you don't have enough action points
- Fixed the bug that would in certain cases allow game to resume while the option screen is still open after rebinding a key
- Fixed the Deep Worm loot generation issue that caused all the worms to give out the same loot
- Fixed the bug that would cause certain respawning entities to always drop the same loot
- Giant grubs are now resistant to acid
- Fixed wrong music playing in the Mushroom Forest
- Fixed being able to repeatedly report to Jack Quicksilver that you've finished his missions
- Fixed Waylon's monitors not shutting down when associated cameras are destroyed
- Fixed being unable to pickpocket Kareem
- Fixed the Faceless at the blockade not behaving as they should after certain events
- Fixed an unreachable light switch in the player's house
- Fixed a minor console in DC not being usable
- Fixed an unusable hidden crawlspace in DC
- Fixed Rassophore Nevil not talking to the player after the event at RAF
- Typos/Grammar
- Various minor map fixes
- Only applies to items generated/crafted after the update is applied. Will not modify existing items.
Patch 1.0.0.9 (20 January 2016)
- You'll only be able to pickpocket humans/humanoids now
- Keypads will now state that you need a keycard if that is the case in addition to beeping
- Creeping Dread and Eye of Spoiler debuff duration increased slightly to avoid having it drop unexpectedly under certain conditions
- Fixed that bug that cause a duplicate tentacle
- Increased the chance to reel the fish in, especially for the dexterity-challenged
- Max currency stack increased to 100000000
- Max stacks for ammo, meds, and batteries increased
- Game will now properly estimate your movement in turn-based combat when attempting to throw grenades through fences and the like
- Game will now properly display the amount of action points an auto-attack will cost if invoked through action bar or quick invoker
- Recycling fabric-based items will now always grant at least one dirty rag
- Notes window will now auto-expand the first category if it's the only one
- Fixed the bug that caused the game to stop handling key input for a while when choosing "Automatically overwrite" when saving a game
- Thermodynamic Destabilization will now have its AP cost properly reduced by thermodynamicity
- Fixed Sully's introduction repeating every time you talk to him
- Reduced electronics skill requirement for fixing Gloria
- Fixed Eidein's dialog bug where the player could choose both career paths one after the other
- Fixed a dialogue-breaking option when speaking to Vivian during one of the quests
- Fixed Fredd's workbench mercantile check
- Fixed infinite money exploit when talking to Staff Sergeant Fraser
- Fixed not being able to speak to Efreitor Hanna after certain events occur
- Fixed initiating combat with the Faceless commander not working in certain instances
- Fixed an unintended way to kill the Beast
- Added fixed special bullets blueprints to several game world locations and merchant stores
- Fixed not being able to trade with Phyllis
- Corrected an inaccuracy in Dr. Mali's explanation of how a certain thing works
- Various minor map fixes
Patch 1.0.0.8 (20 January 2016)
- Creeping Dread and Eye of Spoiler debuff will now expire more quickly when you get out of the affected areas; this will also make a certain special feat more useful
- Tweaked health and resistances of various DC creatures
- Burrowers in front of Arke Power Plant will no longer respawn
- Roman will no longer chicken out and disappear at the start of Junkyard battle
- When you drop items, the loot bag will now be named "Stuff" instead of "Remains"
- Added more explosives to certain merchants
- Added bottles and dirty rags to some junkyard merchants
- Made bottles more common when scavenging trash
- Added more bolt triggers to some merchants
- Increased the amount of military components at certain merchants (especially in the early game)
- Buffed Balor's Hammer
- Buffed the damage of mk2 and mk3 EMP grenades and mines
- Plasma discharger and laser emitter component skill requirements mod changed to 1 (down from 1.25)
- Persuading the mindreader in Rail Crossing to let Buzzer live will no longer negatively affect the player's score when talking to the Faceless in DC
- Using the mutagen scanner now pauses the game
- Certain named tchortling in Deep Caverns will no longer infinitely respawn
- Fixed Mysterious Lady not appearing at the Core City metro station
- Fixed Ola's dialogue tree bug
- Fixed the medical locker in one of DC outposts
- Lost Vault Trader's key now properly unlocks the footlocker in the shack behind him
- Various minor map bugs
Patch 1.0.0.7 (04 January 2016)
- Fixed the mutagen scanner in DC
- Fixed the Faceless Mindreader dialog bug in Rail Crossing that occurred when you had a specific amount of Thought Control skill
- Fixed the Foundry's ending slides regarding disappearances
- Fixed Sarine's hostility bug during kidnapping
- Fixed the bug that prevented Jyles from selling you lab equipment
- Carrier vest components will now count as "armor parts" for the purpose of selling
- Roman will no longer die of a heart attack at the start of Junkyard battle
- Minor map fixes
Patch 1.0.0.6 (30 December 2015)
- Fixed the memory leak that occurred when taking a screenshot for a saved game
- Fixed the bug that caused Gorsky to end dialog abruptly when trying to talk to him about Core City manners in certain cases
- Junkyard mutants nerfed
- Slowed down respawning in Deep Caverns
- Fixed the bug that caused the DC gate mechanism to take your hydraulic-fluid canister without registering it
Patch 1.0.0.5 (30 December 2015)
- Fixed the bug that caused the epilogue dialog to be empty if a certain item wasn't brought along and some other conditions were met
- Fixed crash involving caltrops, doorways, and possibly molotov's
- Fixed the bug that caused Faceless in DC to revert back to neutral attitude
- Fixed the bug that caused the console in Hecate Research Outpost to not activate under certain conditions
- Fixed the bug in Kupusije's dialog that caused the dialog to be cut short when you try to fake your identity as a female player
- Fixed the bug that caused one of the Drop Zone areas to display transition error when entering it after the showdown with Duff's gang
- Fixed the bug that caused certain automatic doors in Arke Power Plant to get stuck and prevent player from passing even while open
- Added an option to disable screen edge scrolling
Patch 1.0.0.4 (30 December 2015)
- Throwing nets will no longer work on targets that are immune to immobilization
- Fixed the area transition error that occurred after the final fight in certain situations
- Fixed a few unreachable containers in Deep Caverns as well as one stuck enemy
- Minor map glitches
- Some more typos/spelling
Patch 1.0.0.3 (30 December 2015)
- Game will no longer lock up when trying to rebind a control to an already bound key during enemy's turn
- Rebinding map scrolling keys will now work correctly
- You can now properly access second and third set of action buttons by using both left and right shift/ctrl keys
- Game will no longer warn you for unbinding multiple keys
- Action buttons will no longer display "None" for unbound keys
- Fixed the bug that caused characters to not be able to engage in melee in certain conditions (usually inside doorways and other cramped spaces)
- Corrected Cryokinetic Orb description
- Reduced mechanics skill requirement for repairing crashed tunneler in Core City
- Fixed Six hostility in Deep Caverns bug
- Fixed Geezer Ford fishing list issue
- Fixed not being to talk again to Mysterious Lady after telling her you will think about joining Free Drones
- Fixed tutorial monitors displaying a black image
- Updated Geezer Ford's quest note to contain the missing minihead and renamed red shrimp to just shrimp
- Changed so that Fixer's chemical workbench now also buffs biology alongside chemistry and changed dialogue and quest note to reflect that. (The biology buff was previously provided by medical equipment the player could purchase directly from Jyles, but that will no longer be the case)
- Fixed a faulty jackhammer in the Shopping Mall. Already picked up jackhammers will not be updated
- Minor map glitches
- Typos/spelling
Patch 1.0.0.2 (23 December 2015)
- Locked doors/containers will now be more clear on which skill they require
- Fixed the bug that caused the game to crash when destructible rocks were being destroyed en masse
- You will no longer be able to export character during tutorial
- Fixed being unable to advance the main quest if the player persuaded Gorsky that there is no way to open the GMS vault
- Fixed not being able to return to Silent Isle under certain circumstances
- Fixed not having the option to tell Big Bret what happened to Newton if he was killed by psi beetles
- Edgar's key now properly unlocks the safe in his room
- The game is now automatically saved after the final Arena match cutscene
- Fixed secret passage near GMS raider base
- Fixed Gerhard Page's locker
- Various minor types and map fixes
Patch 1.0.0.1 (23 December 2015)
- Concussive shots feat will no longer crash the game when you miss an attack with a crossbow