1. Colony Ship: A Post-Earth Role Playing Game
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  3. First System Update

First System Update

Welcome to the first system update. The game was released on Early Access in April and until now our focus was on new locations and content. After releasing the Shuttle Bay we took a 3-week 'break' and worked on nothing but the systems.

These changes and improvements reflect the feedback we received over the last 7 months and we'd like to thank everyone who posted suggestions, shared builds, and participated in discussions. That's what Early Access is all about.

Thematically we can split the changes into 7 categories:

Difficulty & Tutorial


Despite our best efforts to keep the difficulty manageable and engage players who struggle, some players find the game frustrating and unplayable rather than challenging. Needless to say, frustrating people was never our goal, so we added Easy difficulty mode and a tutorial explaining key concepts.

Coincidentally, now that we don't have to worry about first-time players, we can make the Hard difficulty a bit more challenging.

Feats & Derived Stats


Charisma now adds Neural Resistance (see Psi Overhaul below). We added 3 new feats (Master Trader, Frog Hunter, Slow Metabolism) and 3 new mutually exclusive mutation feats as quest rewards. Plus balance changes to the existing feats as suggested by the players.

Weapons & Armor


- Extensive balance changes, added new armguards and leg armor.

- We added Old (-1DR) and Damaged (-3DR) armor sets to boost variety on the visual side. Most enemies will be wearing old and damaged armor. New armor will be sold in stores. Unique (custom-made) – looted from notable enemies.

- New weapons: long requested laser cutter, two energy 'shotguns' (a close range energy gun, Earth-made and Ship-made) and 'SMG' (a rapid-fire energy gun), a Ship-made energy club, a clawhammer for the bashers, and a bunch of firearms: a revolver, shotguns, rifles, etc.

Combat & Stealth AI


Improved enemies behavior in combat and stealth: target and attack selection, grenade and stim use, reaction to sound and dead bodies, alert levels, etc.

PSI Overhaul


- PSI attacks always hit (as they don't rely on sight), but the effect can be resisted and damage reduced by Neural Resistance (NR).
- You can't be faster than a thought so PSI enemies have a much higher initiative
- Charisma boosts your NR, which can be increased further with implants, helmets, feats, and stims.
- Zen stim increases NR by 40 for 2 turns
- Improved Mindworms' attacks

Fight Balance

Some fights were way too easy and we apologize to everyone affected.

Misc


- Implants: you can extract them from dead bodies and repair them if they get damaged during extraction due to low skills.
- Gadgets: new tier and rebalance
- Expanded dialogues and quest improvements
- Attack effects' balance changes

To see the full list of changes, click here

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Please note that while your save games will work just fine, it is strongly recommended to start a new game to properly experience the changes.