- Update v1.07:
- UI
- Tutorial messages updated to accurately reflect systems
- Game feed additions: Faction resolution information
- Game feed additions: Objects taking damage
- Game feed additions: Objects breaking
- Game feed additions: Learning percentage from deciphering text
- Game feed additions: Show text from sign
- Game feed additions: Show when time is added to next action from switching item
- Game feed additions: Fire, oil, acid, traps
- Fixed durability showing several decimals instead of whole integer for items in bag
- Elevator keypad removed option to type alphabet keys
- Fullscreen button fixed to match fullscreen status in Settings menu when starting the game
- Added information about current noise radius to detection map and character sheet in “Crouch Radius†description
- Added skip button for intro as an alternative to double click
- Tutorial
- Tutorial integrated into beginning of new games
- Saving and loading functionality added
- Skip functionality added
- Tutorial shortened to reduce intro time
- Clarity added to sight and hearing systems
- Tutorial radio and help notice text updated to accurately reflect systems
- Tutorial ending changed to trigger after last four training drones dispatched
- Gameplay
- Fixed bug where traps do not save correctly after being used
- Fixed infinite traps from one bug
- Fixed bug with plasma guns not hitting cars
- Fixed visual issue with attack animation plays twice if you’re hit while prepping attack
- Car lot note has corrected code for elevator
- Fixed ferry that takes player to Arms Guild prison island
- Fixed errors occurring on some machines while changing blocks during bridge cinematic
- Fixed bug with cars not taking damage while parked
- Fixed bug where companion group number saving unpredictably
- Updated incorrect text displaying on Gershwein terminal to return player to train station
- Fixed bug where equipping item did not add one turn to next action
- Updated Gershwein's computer to shows accurate language when opening his study door
- Closing gap between interactive objects more predictable
- Reload noise on game load removed
- Fixed bug where cars cannot hop curbs
- Game correctly pauses when Faction map alert opens
- Fixed bug where fight with boss in gangs triggers combat mode remaining active after combatants have left
- Increased XP gained from allying gangs to balance with destroying gang
- Gang reputation meter updated to be accurate between saves
- Balanced various lockpick rolls
- Sight cones in detection map shrink when you are in grass or shadow to reflect how far an NPC can see
- Fixed bug with surface type modifier not updating noise radius
- Fixed bug where interactive objects are not saving correctly when quick saving then leaving a map and returning
- Updated armor item descriptions to clarify Armor Rolls and Threshold mechanics
- Art
- Fixed black box on top of house south of Faith Temple
- Grubworm workers have a different sprite than guards to differentiate hostile workers (coming Tuesday)
- Reduced number of guards in various areas of map for balance
- Fixed bug with flickering lights in Copper Face lab
- Fixed East Bridge block not connecting correctly to neighboring block
- Removed excess new kidney NPCs in Old Town Bridge
- Fixed texture issue with building flickering in Factus West
- Fixed missing texture under building Factus Core South
- Fixing flashing line of sight visual in Factus Core Northeast
- Smuggler area south of Faith rock light of sight issue fixed
- Factus Core west long wall flickering texture fixed
- Update v1.06:
- UI
- Overlapping items bugs fixed
- Notifier in game feed for mutation damage
- Tightened game feed text
- Pelican does not get mini map icon at beginning of game
- “Acquired item†text pops up correctly
- Character sheet shows all advantages and disadvantages next to list of jobs
- “Open Bag†key corrected in options menu
- Fixed typo with one-handed and two-handed edge weapons in character sheet description
- Fixed bug where the notepadopens on the player's HUD incorrectly when the user mashes the “Iâ€
- Fixed incorrect label of settings menu
- Fixed typos with lightning rod text in item description
- Fixed types with commas missing
- Fixed health bar not dropping to zero in training tutorial
- Fixed bug in tutorial where enemies display the unconscious meter incorrectly when the player respawns
- Fixed typo in psionic detector description
- Can read text in hover box over items in top row of inventory bag
- Fixed bug with hovering over side-by-side items in bag not always showing description text
- Can double-click to equip shields and armor in bag
- Fixed equipping shield and two-handed weapons bug
- Game log is smaller and can stay open during gameplay
- Game log starts open
- Game log names are colored for main player, companions and enemies
- Fixed bug with damage roll game log text
- Increased size of merchant bag
- Updated socket sprites
- Fixed bug where socket upgrades dragged onto items without sockets can disappear
- Fixed formatting issues in character creation description text
- Updated description for Action Turns in character screen for accuracy to ruleset
- Gameplay
- Pick up items with HUD menu instead of in world clicking
- Fixed bug with items falling outside of walkable areas
- Fixed bug with saving unconscious enemies
- Fixed bug with dropped items having 1 durability
- Fixed bug with bar keep merchant bag in Factus Core
- Fixed bug with MFI scanners spawning in ground
- Fixed bug with MFI scanners drifting too slowly
- Fixed plasma guns not hitting crouched enemy
- Rioters no longer start riots indoors
- Rioters and police leave the area correctly after altercation instead of standing around
- Fixed bug with cars driving through ground over ramped areas
- Backup reinforcements from spotlights limited to 2 groups at once
- Fixed error that occurred while using lightning rod on civilians
- Fixed bug with walking through locker doors
- Fixed bug with walking through lockers after opening
- Fixed enemies that disappear in shadows incorrectly
- Text shows on hover over locked doors that describes door health (fragile/sturdy/indestructible)
- Loot drops further away from locker door to avoid colliding with locker itself
- Fixed hover colors on body parts (bug introduced in 1.04)
- Fixed bug with time passing incorrectly when talking to an evangelist
- Fixed healing time passing incorrectly when healing with medic
- Drones are created in bag inventory item panel instead of with item on ground (due to changes to item pickups)
- Fixed pathfinding issues when clicking over water surface
- Updated note at the Faith to accurately display puzzle colors
- Fixed bug with healing from toxins through clinic dealer in Old Town
- Fixed bug in beginning cinematic where thug runs across bridge after raised
- Fixed debris appearing in wrong location when hitting object or wall
- Increased volume of sound that plays when you hit objects to match other sounds
- Fixed bug where player can bludgeon a box from a distance after switching from range action
- Fixed bug with gang NPCs not turning hostile when you talk to boss
- Art
- Fixed shadows not showing correctly in tutorial and in some areas of game maps
- Drone companion plays correct animation while driving and talking
- Fixed bug where dead NPCs show up with incorrect sprite after returning to an area
- Fixed items clipping through floor
- Ruleset
- Fixed incorrect pain threshold stats included in roll for knockout attacks
- Fixed bug with rolls for chemistry not calculating learning dice correctly
- Fixed bug with rolls for hacking not calculating learning dice correctly
- Fixed bug with rolls for social not calculating occult dice correctly
- Fixed bug with rolls for repair not calculating learning dice correctly
- Dialogue
- Medic plays correct sound effect during dialogue
- Fixed dialogue text error with Bottler and R4T boss
- Companions virtue skills are separated to keep from going off screen during dialogue
- Fixed bug where companion bag opens while talking about skills
- Can talk to Faith Preacher now after ignoring them the first time
- Fixed mismatched warnings from gangs that spawn in street after you infiltrate their base
- Update v1.05:
- XP
- You now have the choice of XP or collecting level-up chips in world during character creation. You'll need to start a new game to use XP. This was suggested by quite a few players at launch and we can't wait to see what you think of this new option!
- (Quick note: re-spawning enemies, including refreshed patrols, rioters, and street enforcers do not offer XP, and factions only provide it after you've attacked or allied with them)
- Armor Rolls
- Armor operates by rolling a D6 pool, like aiming, but each dice acts as a boolean point of damage that can be absorbed. Each armor has two main properties besides auxiliary (durability, sell, buy, etc.), these are AC and success chance, visible in their description.
- There are an additional 30 pieces of quality tiered inventory items to support this throughout the game. Future (and existing) slots for added AC modules still work, and they now add to the AC dice pool.
- AC: xd
- where the x is the potential damage can be absorbed by the armor, and also the number of dice being rolled to determine if it will work.
- Success: >x
- where x is the number the AC dice have to land over to successfully absorb a point of damage
- Example: chest armor has: [AC: 5d] [success >3]. Armor rolls 5 six sided dice, and each one landing above 3 negates an incoming damage point:
- <3> <6> <3> <4> <1>
- Greater than 3: <6> <4>
- Damage: -2
- Balance
- All enemy tiers have more varied health per encounter area, wider range of weapons and drops, as well as the new appropriate XP.
- Companion mercenaries given more health and additional aptitude focuses:
- Aldo
- Raddo
- Dex
- Ivo
- Darro
- Gillis
- Abram
- Chaaris
- Like last time, we've underlined highly-anticipated changes!
- UI
- Event Log: updated language for graze damage from failed aim rolls
- Repair button only shows if item has wear and tear (durability below maximum)
- Fixed repair level up not working
- Fixed: Wolffz Bay map not showing in terminal after cinematic
- Modifiers from body part targeting show in game feed
- Gameplay
- Dice in chemistry, organics and repair during character creation will start player with items in bag needed to use these skills
- Fix for respawning enemies from duplicate saves bug (You'll need to start a new game, let us know if this crops up again!)
- Fix for endlessly spawning rioters
- Increased durability cap of weapons
- Difficulty balance over NPCs, armor and item use
- Fix for interacting with cars leading to transport to black screen
- Added
- Choice of XP or collecting level-up chips in world during character creation (requires new game to use XP, will otherwise default to collecting chips)
- New armor sets at merchants
- New items for every weapon type and study in lockers and from NPCs
- Graphics / Maps
- Fixed various walls around Factus Core not having the line of sight cut-through when appropriate
- Fixed various collision issues
- Fixed missing colliders on some of the bridges
- Fixed low quality mode light texture glitch effect
- Various map visual fixes for line-of-sight blocking geometry
- 25 new NPC portraits throughout the game
- Chain whip fidelity fixed
- Balance
- 30 new armor and helmet inventory items throughout the city, shops, and drops.
- balance: ruleset update for armor roles
- new health variety, aptitudes, drops, equipped items and challenge curves for enemies
- social: rolls have Occult added correctly to charm
- Update v1.04:
- Gameplay
- Vehicles saving correctly and not despawning from scene
- Code wheel equipping bug fixed
- Various save game issues fixed
- Cars not starting after interacting with them fixed
- NPC cars driving through ground bug fixed
- Can click to pathfind outside line of sight
- Gang boss dialogue after resolving infiltration fixed to clarify status
- Feuding gangs bug fixed
- Sprites and portraits corrected for several gangs
- Gang vault door not opening bug fixed
- Fixed incorrect soundtrack switch when spotted in gang base
- UI
- Notepad no longer selects all text on opening
- Gang meter bugs fixed
- Fixed flashing green to red box behind weapon
- Fixed vault power box incorrectly saying unlocked with key while still locked
- Fixed terminal visual for gangs
- Fixed medic boss dialogue not working
- Pins for note locations on terminal corrected
- Fixed bug with items able to move from merchant bag to ground
- Update v1.03:
- Bugs Fixed
- Spotlights call enemies with corrected sprites
- Fixed bridge with missing floor texture that you can drive off into the water and explode near the Faith Temple
- Fixed end credits hard-lock
- Gate above lab functionality fixed
- Fixed music volume force set to zero
- Fixed Medic not joining dinner conversation
- Copper Face has correct mega-sized sprite
- Map
- Fixed blocked path on Old Town apartments stairwell
- Fixed visual anomalies in Agro Dome
- Fixed Mara's note not showing near Agro Dome
- Fixed missing texture in vault in Medic's room
- Fixed missing texture at Collector's Estate pathway
- Fixed doorway that was unwalkable near smugglers
- UI
- Fixed notepad not saving when closing with ESC (Triumphant cheers! Hooray!)
- Fixed typing "enter" into computer terminal
- Fixed companion menu squad types button not clickable after opening once
- Dialogue
- Fixed soft-lock occurring when the player talks to the Lichin enemy underneath the Black-Market area and other suspicious characters
- Fixed missing dialogue node for final encounter conversation
- AI
- Genetically modified bugs attack Agro-Fax security
- Copper Face fleeing bug fixed
- Update v1.02:
- Graphics
- Fix for screen resolution not matching aspect-ratio issue
- Fixed various character sprite and portrait anomalies
- Fix for various walls blocking line of sight
- Faith temple jar material corrected
- Bugs Fixed:
- Gun doesn't reload/shows fully loaded while empty
- Animals sniffing
- Companions multiplying on load
- Renaming companion groups
- Companions not coming with you on ferry or elevators
- Vault doors unlocking with keys dropped by gang bosses
- Incorrect NPC-typing spawning when player hits spotlights
- Train ticket code works at Quinton Train station
- Printouts from Wolffz Bay terminals show up in terminal
- Quinton estate door pathfinding issue
- Items that are dropped from bag saving in world
- Ferry driver joins your party
- Missing dialogue options with civilians under black market
- Floating dogs (!) under black market
- Inconsistent civilians visibility
- Map
- Un-walkable areas over wood bridges fixed in black market area
- Faith temple puzzle fixed
- R4T vault locked correctly
- UI
- Trap size in bag
- Aldo dialogue options
- Sprites flicker in UI when hover box is over them
- Pin label field disappearing
- Dialogue items given to full bag now drop to ground instead of disappearing
- Dialogue
- Various typos
- Agro-Fax agent dialogue fixed
- South street dialogue interaction cutting early
- Update v1.01:
- Design fix:
- Give every background the option of having no flaws (flawless options does not include studies bonuses)
- Remove being injured from failing rolls that had zero dice (for example when opening/breaking boxes)
- Graphics fix:
- Scale-up ground items and outline added, so that they can be interacted with more easily
- Bug fixes:
- Hard-lock bug when using quick save feature fix
- Constant flee with PTSD disadvantage
- Music track switching fix (usually appeared during save)
- Prevented instances of player falling through floors in cars
- Police called even when not seen by MFI scanners
- Bag doesn't open immediately when talking to companions
- Issues with selling items merchants
- You can move items around in merchant bags to make more space
- Merchants refresh their stock every time you talk to them
- Labels should now show on map
- Player starts with a chained weapon if it's their highest dice pool
- Merchants stand in the light
- PTSD proc-ing after every action instead of after failed roll and also adjusted disadvantage outcome - player doesn't flee, just freezes in place for 10 turns
- UI fix:
- Menus updated with option to return to main menu
- Balance Fix:
- Improved balancing of Disadvantages
- Made Head Injury penalty is now 2 turns instead of 3
- Decreased roll odds for Exhaustion and Two Left Feet (rolls every hour)
- Adjusted damage for range weapons to balance non-melee builds
- Tweaked balancing of early enemies with respect to difficulty
- Map fix:
- Instances of missing textures fixed
- Feature:
- Merchants now have new items
- Skill:
- Added more chemical pools in order to make Chemistry a more useful Skill