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Dev Log #56: Experimental Branch with Version 1.0.3.13

Hi guys, we are releasing a new major update of the base game on the experimental branch. If everything goes as planned, we'll be releasing it to the main branch as well soon.

To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.

We have new creatures, items and feats.



Here are the full patch notes:

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


Have fun with the new stuff and please stay patient as we continue to work on the Expedition DLC.

Report any bugs you find on the forums and make sure you specify which version you're playing.

Dev Log #55: Global Map

Hi guys,

While our development is mostly focused on the expansion there are a couple of issues that we wanted to address before its release as we think that they will greatly influence the experience of playing the DLC as well as the base game.

First of these is the global map. This was a contested issue since the alpha versions and is probably the most frequent complaint we get from the people that have a positive view of the game as a whole. Some people may be wondering if the global map was something that was originally planned for the game and, truth to be told, I don't really remember (original plans for the game were laid almost 10 years ago now), but knowing myself I would probably implement one if I had the (time) resources that I have now. Back when I was at it alone I had to cut corners in both content and feature departments, and map is a bit of both really. Later, when the game has grown monstrously in size, even though I then had the time to add new features, a good amount of geographical inconsistencies made sure that there was no quick and easy way to produce a quality map, but instead some major rearragements were going to have to be made.

But anyway, now that we got around to doing this, here's how the map implementation looks like (new players be careful, there are minor spoilers).









We're going to have separate maps for different depths and some maps for the bigger urban areas. We've only gotten around to SGS, Lower Caves and Lower Underrail so far, but here's how the full list will probably look like:
  • Lower Caves (includes Junkyard and Hathor)
  • Upper Caves
  • Lower Underrail (includes Rail Crossing)
  • Upper Underrail
  • Black Sea
  • Foundry
  • SGS
  • DC

Core City and Institute will not be included, at least not initially, because reasons. We are, also, not going to be making any maps for "dungeon" areas and such (like GMS) unless they are part of geography of existing maps (such as Depot A being part of Lower Caves by being an extension of Junkyard).

As you can see on the screenshots, maps will (usually, but not always) record and display what useful (or not so useful) creatures and plants you've encountered there as well as other points of interest (merchants, doctors, certain quest objects). These will not be updated after the initial encounter and do not always represent the actual state of the map, but are rather meant to be used as useful auto-notes for harvesting organs and plants and such. They will typically not record robotic and human enemies. You can also add your own notes to the map. A lot of static features of the map will also reveal themselves as you explore the map so that you won't automatically know, for example, if there's a power generator on that map immediately after entering.

The map will be available in the next updated which will be released sometime before the DLC which is going to be released when it's ready. But on a serious note, I do hope to release a new update on the experimental branch at least in the near future so you guys can play with all the new stuff that we've added over the months and we can finally get this huge pile of patch notes off of our shoulders (and replace them with bug reports).

Anyway, let us know what you think about the inclusion of the global map and about this particular implementation. In the next dev log I'll probably be talking about another important, but probably less impressive, change to the base game that we're working on.

Cheers.

Dev Log #55: Global Map

Hi guys,

While our development is mostly focused on the expansion there are a couple of issues that we wanted to address before its release as we think that they will greatly influence the experience of playing the DLC as well as the base game.

First of these is the global map. This was a contested issue since the alpha versions and is probably the most frequent complaint we get from the people that have a positive view of the game as a whole. Some people may be wondering if the global map was something that was originally planned for the game and, truth to be told, I don't really remember (original plans for the game were laid almost 10 years ago now), but knowing myself I would probably implement one if I had the (time) resources that I have now. Back when I was at it alone I had to cut corners in both content and feature departments, and map is a bit of both really. Later, when the game has grown monstrously in size, even though I then had the time to add new features, a good amount of geographical inconsistencies made sure that there was no quick and easy way to produce a quality map, but instead some major rearragements were going to have to be made.

But anyway, now that we got around to doing this, here's how the map implementation looks like (new players be careful, there are minor spoilers).









We're going to have separate maps for different depths and some maps for the bigger urban areas. We've only gotten around to SGS, Lower Caves and Lower Underrail so far, but here's how the full list will probably look like:
  • Lower Caves (includes Junkyard and Hathor)
  • Upper Caves
  • Lower Underrail (includes Rail Crossing)
  • Upper Underrail
  • Black Sea
  • Foundry
  • SGS
  • DC

Core City and Institute will not be included, at least not initially, because reasons. We are, also, not going to be making any maps for "dungeon" areas and such (like GMS) unless they are part of geography of existing maps (such as Depot A being part of Lower Caves by being an extension of Junkyard).

As you can see on the screenshots, maps will (usually, but not always) record and display what useful (or not so useful) creatures and plants you've encountered there as well as other points of interest (merchants, doctors, certain quest objects). These will not be updated after the initial encounter and do not always represent the actual state of the map, but are rather meant to be used as useful auto-notes for harvesting organs and plants and such. They will typically not record robotic and human enemies. You can also add your own notes to the map. A lot of static features of the map will also reveal themselves as you explore the map so that you won't automatically know, for example, if there's a power generator on that map immediately after entering.

The map will be available in the next updated which will be released sometime before the DLC which is going to be released when it's ready. But on a serious note, I do hope to release a new update on the experimental branch at least in the near future so you guys can play with all the new stuff that we've added over the months and we can finally get this huge pile of patch notes off of our shoulders (and replace them with bug reports).

Anyway, let us know what you think about the inclusion of the global map and about this particular implementation. In the next dev log I'll probably be talking about another important, but probably less impressive, change to the base game that we're working on.

Cheers.

Dev Log #54: Specialization and Veteran Level Changes

Hi guys. I did some changes regarding veteran levels which I originally introduced back in October.

First of all, player will continue to receive the normal amount of skill points when leveling up even on veteran levels now. Also, dervied stats such as health, detection and such will scale normally on veteran levels as well. However, players will also gain a feat every even level instead of every level when leveling on veteran levels. So basically everything is going to work as with normal levels with the exception of the feat pool being expanded with veteran feats once you hit veteran levels.

Allowing of the further skill scaling beyond the 25th level, however, requires us to provide some use for such high skill levels, particularly in crafting. To address this, the end-game areas and stores will have some of its loot/stock scaled up if the Expedition DLC is installed, particularly when it comes to crafting components. In the future, we also intend to address the problem of other non-combat skill scaling (such as social skills and hacking/lockpicking) by adding high level encounters/opportunities, so while currently it might not make sense to max out these skills, in the future it will have benefits.

However, the second, and more important change, is that on veteran levels you'll also get three specialization points.



You use these specialization points to further improve your non-veteran feats, often across specific dimension, as demonstrated in the GIF above. Your investment of points in any given specialization cannot exceed your veteran level (or the maximum allowed points for that specialization).

That's it for now. Let us know how you like these changes.

Dev Log #54: Specialization and Veteran Level Changes

Hi guys. I did some changes regarding veteran levels which I originally introduced back in October.

First of all, player will continue to receive the normal amount of skill points when leveling up even on veteran levels now. Also, dervied stats such as health, detection and such will scale normally on veteran levels as well. However, players will also gain a feat every even level instead of every level when leveling on veteran levels. So basically everything is going to work as with normal levels with the exception of the feat pool being expanded with veteran feats once you hit veteran levels.

Allowing of the further skill scaling beyond the 25th level, however, requires us to provide some use for such high skill levels, particularly in crafting. To address this, the end-game areas and stores will have some of its loot/stock scaled up if the Expedition DLC is installed, particularly when it comes to crafting components. In the future, we also intend to address the problem of other non-combat skill scaling (such as social skills and hacking/lockpicking) by adding high level encounters/opportunities, so while currently it might not make sense to max out these skills, in the future it will have benefits.

However, the second, and more important change, is that on veteran levels you'll also get three specialization points.



You use these specialization points to further improve your non-veteran feats, often across specific dimension, as demonstrated in the GIF above. Your investment of points in any given specialization cannot exceed your veteran level (or the maximum allowed points for that specialization).

That's it for now. Let us know how you like these changes.