Quests and Dialogues
- Maryam's quest can now be completed before going to the Factory (new game needed).
- Added a possibility to tell Jonas and Braxton that you are not a fighter after you accepted the full attack choice (or left to prepare).
- Expanded dialogue with Nico, both when you arrive and reactions from your actions.
- Added trader to hydroponics.
- Added stealing opportunities to Fort Stanton trader, Shuttle Bay store and medic.
Difficulty
- Added tutorials.
- Added easy difficulty.
Psi Rework
- Charisma now adds Neural Resistance. Formula: (CHA-4)x5.
- Damage Reduction: Psi damage is reduced by Neural resistance percentage. Example, if neural resistance is 55, it's reduced by 55%. Min damage is 1. Damage always hits (no misses or grazes).
- Panic: Reduces AP by 10, Reaction and Evasion by 50. Does 5 psi damage per turn. Lasts 3 turns. Neural Resistance reduces these penalties percentually. So a character with 50 neural resistance gets AP -5 and reaction/evasion -25.
- Zen Stim: Neural resistance is increased by 40 for 2 turns. Reduces applied panic penalties (recalculated with new Neural Resistance). -2 PER for the duration of combat when used.
Feats
- New Feat: Slow Metabolism. +1 to stim duration.
- New Feat: Frog Hunter. Against Frogs: +10 Hit Chance, +10 Evasion, +5 Critical Strike. Obtained in hydroponics.
- Three new mutually exclusive Mutation Feats: Available as a reward for Maryam's quest. The effects increase by stim usage.
- Master Trader is available again: 25% discount on buying, +1 initial disposition.
- Quick Fingers cuts belt AP usage in half (rounded up), no longer affects looting.
- Artful dodger now grants +10 evasion when HP is 10 or less (instead of 7).
- Precise Strike increases Flurry, Swing and Double Strike Accuracy +10. Aimed increased to 15.
- Heavy Hitter adds +10 penetration (Knockdown attack accuracy removed).
- Gladiator reaction increased to 25 (from 20).
- Controlled Burst now gives Recoil Control +5.
- Berserker now lowers AP of Double Strike by 2 and Flurry by 3.
- Juggernaut is now graze damage +5 (from 4).
- Fast Runner also adds +2 free movement.
- Dodge This changed to: Ignores 20 points of cover, reaction attacks have Accuracy +25.
Attacks and Effects
- Bursts: No longer adds evasion penalty, but THC penalty on enemies is doubled. Effect on long bursts is increased by 50%.
- Aimed Burst: Penetration increased to 20%.
- Aimed Head: Critical is now stagger for 8 AP, 40% Penetration. No longer knockdowns.
- Knockdown attack: Now aims to the head (Aimed Accuracy bonuses apply to this attack now). Costs 3 AP more to use (from 1).
- Double Shot: Pistols can now use it at point blank.
Gadgets
- Added a new tier of gadget upgrades, rebalanced progression. You can now remove upgrades without having to replace them.
- Energy Shield: Shield DR: 3-5-7-9 / Recharge Rate: 3-4-5-6 / Shield HP: 15-25-35-45
- Distortion Field: Ranged THC Penalty: 30-35-40-45 / Zap Damage: 4-6/6-8/8-10/10-12 / THC Penalty: 5-10-15-20 / Duration: 2-3-4-5
- Cloaking Field: Detection per Turn: 50-40-30-20 / Thermal Defense: 10-30-50-70 / Duration: 2-3-4-5
Implant extraction
- You can now extract implants from enemies. Biotech 3: Eye-Datajack / 4: Motor Cortex-Squad Leader / 5: Spine-Heart / 6: Armor
- If 2 points below the check, you get a ruined implant (can be sold).
- If 1 point below, you get a damaged implant. You can then use electronics and an electronic module to fix it.
- All environment extractions use the same system.
Armor
- Armor skill increased to 4 per level.
- Rebalanced penalties, they are a bit higher overall for high DR armors.
- Vest: Assault, Reinforced Ballistic and Riot Light armor now have much higher DR, but don't allow jackets.
- Arm: Scav and Enforcer armguards have much higher DR, but don't allow jackets.
- Increased DR of helmets and boots, and rebalanced penalties.
- Two new armguards added: Ranger and Diver. They allow jackets, and are "upgrades" to the shield and raider ones.
- Two new leg pieces added: Trooper and Diver. They are similar to the enforcer boots but with different focuses.
- Added damaged and "old" variations of many armors. They have slightly lower DR, and are commonly used by enemies. Finding the regular versions is more uncommon.
- Added variations for armors. Some are cosmetic (face masks or worker jackets of different colors), others have unique stats.
- Safety helmets allow eyewear, and lose optical resistance.
New Weapons
- Added a new shotgun (Sharpface in the armory), new automatic rifle (ambushers in Mission Control), new revolver (dying man in Mission Control).
- Added the Power Saw (Hydroponics), Energy Club (Pit Gang) and Energy Blade (Factory). Might require a new game to obtain.
- Added an energy shotgun (shipmade). Clayton uses it instead of the damaged energy pistol.
- Added an energy SMG. Hargrave finds this weapon instead of the scoped energy rifle.
- Added clawhammer as a blunt weapon.
Weapon Changes
- M16 and M16A damage lowered.
- Increased damage of revolvers by 1.
- Increased max damage of burst only SMGs by 1.
- All knives get +10 penetration, Machete and Chopper +1 damage and +10 graze.
- Tweaked stats of 5 AP SMG, rebalancing damage, reaction, stagger and penetration.
- Tweaked stats of shotguns (lower range and minor damage increases).
- Knockdown: Effect removed from weapons, values moved to stagger (increased).
AI
- AI is less likely to choose very high DR enemies as targets.
- Improved AI grenade usage. If friendlies are in range and they can resist the damage, they'll use it. Same for hitting more enemies than friends.
- Improved AI behavior in close combat, now changes to melee if it can't do enough damage with ballistic snap attacks.
- Attack selection AI now takes into account penetration when checking DR.
Stealth
- Killing someone in stealth removes the cloaking field sneaking bonus until the start of your next turn.
- When an enemy alert level changes and says a phrase, nearby enemies alert level increases a bit as well.
- When an enemy finds a dead body his alert level goes up and generates noise. From now on, his alertness level doesn't go down from 50.
- Improved enemy reaction and memory regarding sounds.
- Now you can see the color of the tile you are on (helpful when standing on yellow tiles).
- Delay added when found on enemy turn, to get better feedback on what happened.
Enemies and looting
- Tweaked the difficulty of several fights.
- Added stims and grenades to several enemies.
- Changed most enemies' armor to worn versions.
- Removed unintended enforcer helmet from regulator.
- Removed some unintended enforcer boots on enemies.
- Changed most of the looted armors to fit the new progression.
- Slightly lowered the amount of stims and grenades that can be looted.
- Increased the level of several grenades that can be bought.
- Added some more armor and weapons to stores.
- Creepers and turrets have a bit more DR.
- Creeper does 2 more damage.
Mindworms
- Now does one attack per turn. Panic if character is not panicked, Mind Rend if it is.
- Mind Rend removes 2 perception, doesn't stack. Damage changed to 8-10 (from 10-15).
- Panic attack does 3-4 damage (from 2-3).
- Zap on melee attack now does 8-10 energy damage (from 6-8).
- AI now focuses on who's doing more damage to them.
- Has more varied HP (20-30-40 instead of 30).
- Ballistic and energy DR now 9-6 (from 8-5).
General
- Jed now has Armored Warfare and Charger instead of Too Close and Controlled Burst. Has slightly higher and more varied skills.
- Super Soldier melee damage reduced to 1-3 (from 2-4) and AP to 4 (from 5).
- Lowered gas grenade area of effect by 1.
- Stasis field expires on turn start, not turn end.
- Stims used from belts auto-equip if one is available. No longer usable from the inventory screen.
- Knockdown now doesn't remove defense granted by cover or gadgets.
- Tweaked arena layout.
- Reduced the impact on the Brotherhood reputation when you kill Clayton.
- Now showing "Talk to..." near the talk cursor.
- Save screen now shows a screenshot, map name, character level and xp.
- Improved lighting and reflections in the paperdoll.
- You can't loot in combat.
- Stims in the belt turn red if you can't use them.
Fixes
- Fixed several instances of missing fades in dialogue.
- Fixed several instances of dialogue skill gains appearing at the wrong time.
- Fixed power vest clipping through jackets.
Update notes for Dec 15, 2021
Update notes via Steam Community
Some depots below may not display changed files because our bot does not own the specific depot or game.
Game can be donated with a key, by sending a gift, or using curator system.
CSG Content
Depot 648411
- Loading history…
Changed files in this update