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  3. Update 1.3.3 NOW LIVE!

Update 1.3.3 NOW LIVE!



Greetings scavengers,

we have a new update fresh from the space-oven!

[h3]Here is the full 1.3.3 changelog:[/h3]

Changes:
  • Reduced Spiker damage and armor gain per level a small amount.
  • Slightly increased initiative gain per level for Alzarus (Foul Practitioner) and Harkeon (Power Failure)
  • Rockmorph uses Magnetic Interference and Rock Counter more flexibly.
  • Slight adjustments and fixes to Cobra Guard, Cobra Assassin and Cobra Matriarch behaviours. For example assassins were uncharacteristically noble and refused to use "Cloaking" and "Sneak Attack" cards. Made all 3 them use their cards a bit more flexibly.
  • Red Mist (Skink Acolyte): Reduced initial damage buff from +20% to +15% and the additional damage buff per attack performed from +20% to +10%. Also fixed it giving ENERGIZE 1 on crit for longer than intended.
  • Barbed Orb (Skink Acolyte): Added a critical effect that adds +2 turns to the effect's duration.
  • Skink Acolyte: Adjusted AI. For example will use "Boost Vigor" more often on allies, won't use "Drain Strength" multiple times on the same target and will only use "Red Mist" and "Acid Infusion" as a last resort if no allies left in combat.
  • Skink: AI will only use Skink Call as a last resort if only one Skink is left in combat.
  • Staff Strike (Skink Acolyte): Increased stun chance from 20% to 30%.
  • Drain Strength (Skink Acolyte): Improved duration from 1 turn to 3 turns. Added duration to description.
  • Skink: Made them a bit less likely to focus on one target with acid attacks, prevented them from going invisible with "Blend" when they are alone and they should refrain from using "Skink Call" if one is already active.
  • Updated Piratech AI. Won't use "Oversee" if solo or with just one ally, if multiple Piratechs present they won't stack the use of "Oversee" or "Give 'em Hell" cards, made "Release a Drone" higher priority, will not use shield restoring abilities if solo unless it's the only card they have and also fixed the AI not using "Blinding Flare" card at all. Such blindness, much wow. While at it reduced the crit damage of Showstopper to 200% from 300% because those 90+ damage crits can be pretty obnoxious.


Fixes:
  • Improved the accuracy of the indicated energy cost for moving multiple tiles.
  • Ensure that quest loot from combat rewards is always received even when pressing Leave on the reward screen.
  • Fixed station encounter state not being fully saved in some situations. Existing encounters should get fixed on load, but it's not guaranteed that they work perfectly in all cases; any future encounters should be fine.
  • Fixed wrong title for Enhanced Crafting details on the research screen.
  • Fixed a script error in Banger/Death Toll.
  • Fixed an alien machine encounter not going anywhere in some cases.
  • Fixed issue where a random NPC encounter could be generated with invalid dialogue.
  • Positive Side-Effects (Chemist): Fixed health buff option not displaying the text correctly when applied.
  • Fixed being able to skip quest dialogue via ambushing.
  • Fixed Cobra Assassins not having any sound for Vulnerability Shot and Single Shot.
  • Fixes towards the Widening the Perimeter habitation quest not having targets on the map.
  • Added ship names to habitation quests in the mission log.
  • Fixed Craft Supply not handling cards correctly if it was canceled without picking a card. Canceling it will also now count as a played card so that you can't replay it infinitely to find a specific card.
  • Fixed issue where cards could be duplicated when recycled twice during the same turn.
  • Seal of Betrayal: Fixed blocked quest progression if you killed all but Dogtooth and returned to Bennett.
  • Fixed Hull Breach room condition showing "Low gravity" and added the actual description in there.
  • Fixed socket locations sometimes not yielding Chip Socket required for Logomo to perform mental chip calibration.
  • Skink Call (Skink): Affects Skink Acolyte now correctly.
  • Boost Vigor (Skink Acolyte): Fixed it to correctly give Self: ENERGIZE 1 instead of 2 on critical.
  • Fixed issue where the traveling weapon trader could have heavy ranged weapons even when DLC 1 is not installed.
  • Fixed combat issues caused by some equipment effects not handling recently killed units correctly.
  • Shield Discharge: Now as it describes, does purely shield damage.
  • Fixed combat bug when an enemy tried to use Magnetic Interference on the station (the station is sufficiently shielded, so it shouldn't have an effect).
  • Fixed combat freeze that could happen in some situations when a unit killed itself.
  • Fixed combat issue where some channeling actions could be regarded as negative effects by other cards or abilities.
  • Fixed script errors in Self-Repair, Vulnerable Self-Repair and Protective Self-Repair.
  • Fixed level up notifications not working.
  • Fixed EMP Grenade and Flash Fever comic panels not working correctly with some enemies.
  • Fixed Demoralize bugging out when applied twice on a unit.
  • "???" NPC shouldn't become unavailable after leaving the conversation for the first time.
  • Corrected the description of Chemist's "Power Injection". Now correctly states that it only affects allies.
  • Rank 3 Transfer will now correctly ENERGIZE self instead of ally.
  • Fixed Cryo Wave description stating that it attacks all enemies when it in fact targets adjacent 3 enemies.
  • Crystalmorphs sometimes had problems understanding how to use Crystal Hail but they shouldn't now.
  • Fixed various small glitches in comic panels.