1. Update v1.07:
  2. UI
  3. Tutorial messages updated to accurately reflect systems
  4. Game feed additions: Faction resolution information
  5. Game feed additions: Objects taking damage
  6. Game feed additions: Objects breaking
  7. Game feed additions: Learning percentage from deciphering text
  8. Game feed additions: Show text from sign
  9. Game feed additions: Show when time is added to next action from switching item
  10. Game feed additions: Fire, oil, acid, traps
  11. Fixed durability showing several decimals instead of whole integer for items in bag
  12. Elevator keypad removed option to type alphabet keys
  13. Fullscreen button fixed to match fullscreen status in Settings menu when starting the game
  14. Added information about current noise radius to detection map and character sheet in “Crouch Radius” description
  15. Added skip button for intro as an alternative to double click
  16.  
  17. Tutorial
  18. Tutorial integrated into beginning of new games
  19. Saving and loading functionality added
  20. Skip functionality added
  21. Tutorial shortened to reduce intro time
  22. Clarity added to sight and hearing systems
  23. Tutorial radio and help notice text updated to accurately reflect systems
  24. Tutorial ending changed to trigger after last four training drones dispatched
  25.  
  26. Gameplay
  27. Fixed bug where traps do not save correctly after being used
  28. Fixed infinite traps from one bug
  29. Fixed bug with plasma guns not hitting cars
  30. Fixed visual issue with attack animation plays twice if you’re hit while prepping attack
  31. Car lot note has corrected code for elevator
  32. Fixed ferry that takes player to Arms Guild prison island
  33. Fixed errors occurring on some machines while changing blocks during bridge cinematic
  34. Fixed bug with cars not taking damage while parked
  35. Fixed bug where companion group number saving unpredictably
  36. Updated incorrect text displaying on Gershwein terminal to return player to train station
  37. Fixed bug where equipping item did not add one turn to next action
  38. Updated Gershwein's computer to shows accurate language when opening his study door
  39. Closing gap between interactive objects more predictable
  40. Reload noise on game load removed
  41. Fixed bug where cars cannot hop curbs
  42. Game correctly pauses when Faction map alert opens
  43. Fixed bug where fight with boss in gangs triggers combat mode remaining active after combatants have left
  44. Increased XP gained from allying gangs to balance with destroying gang
  45. Gang reputation meter updated to be accurate between saves
  46. Balanced various lockpick rolls
  47. Sight cones in detection map shrink when you are in grass or shadow to reflect how far an NPC can see
  48. Fixed bug with surface type modifier not updating noise radius
  49. Fixed bug where interactive objects are not saving correctly when quick saving then leaving a map and returning
  50. Updated armor item descriptions to clarify Armor Rolls and Threshold mechanics
  51.  
  52. Art
  53. Fixed black box on top of house south of Faith Temple
  54. Grubworm workers have a different sprite than guards to differentiate hostile workers (coming Tuesday)
  55. Reduced number of guards in various areas of map for balance
  56. Fixed bug with flickering lights in Copper Face lab
  57. Fixed East Bridge block not connecting correctly to neighboring block
  58. Removed excess new kidney NPCs in Old Town Bridge
  59. Fixed texture issue with building flickering in Factus West
  60. Fixed missing texture under building Factus Core South
  61. Fixing flashing line of sight visual in Factus Core Northeast
  62. Smuggler area south of Faith rock light of sight issue fixed
  63. Factus Core west long wall flickering texture fixed
  64.  
  65. Update v1.06:
  66. UI
  67. Overlapping items bugs fixed
  68. Notifier in game feed for mutation damage
  69. Tightened game feed text
  70. Pelican does not get mini map icon at beginning of game
  71. “Acquired item” text pops up correctly
  72. Character sheet shows all advantages and disadvantages next to list of jobs
  73. “Open Bag” key corrected in options menu
  74. Fixed typo with one-handed and two-handed edge weapons in character sheet description
  75. Fixed bug where the notepadopens on the player's HUD incorrectly when the user mashes the “I”
  76. Fixed incorrect label of settings menu
  77. Fixed typos with lightning rod text in item description
  78. Fixed types with commas missing
  79. Fixed health bar not dropping to zero in training tutorial
  80. Fixed bug in tutorial where enemies display the unconscious meter incorrectly when the player respawns
  81. Fixed typo in psionic detector description
  82. Can read text in hover box over items in top row of inventory bag
  83. Fixed bug with hovering over side-by-side items in bag not always showing description text
  84. Can double-click to equip shields and armor in bag
  85. Fixed equipping shield and two-handed weapons bug
  86. Game log is smaller and can stay open during gameplay
  87. Game log starts open
  88. Game log names are colored for main player, companions and enemies
  89. Fixed bug with damage roll game log text
  90. Increased size of merchant bag
  91. Updated socket sprites
  92. Fixed bug where socket upgrades dragged onto items without sockets can disappear
  93. Fixed formatting issues in character creation description text
  94. Updated description for Action Turns in character screen for accuracy to ruleset
  95.  
  96. Gameplay
  97. Pick up items with HUD menu instead of in world clicking
  98. Fixed bug with items falling outside of walkable areas
  99. Fixed bug with saving unconscious enemies
  100. Fixed bug with dropped items having 1 durability
  101. Fixed bug with bar keep merchant bag in Factus Core
  102. Fixed bug with MFI scanners spawning in ground
  103. Fixed bug with MFI scanners drifting too slowly
  104. Fixed plasma guns not hitting crouched enemy
  105. Rioters no longer start riots indoors
  106. Rioters and police leave the area correctly after altercation instead of standing around
  107. Fixed bug with cars driving through ground over ramped areas
  108. Backup reinforcements from spotlights limited to 2 groups at once
  109. Fixed error that occurred while using lightning rod on civilians
  110. Fixed bug with walking through locker doors
  111. Fixed bug with walking through lockers after opening
  112. Fixed enemies that disappear in shadows incorrectly
  113. Text shows on hover over locked doors that describes door health (fragile/sturdy/indestructible)
  114. Loot drops further away from locker door to avoid colliding with locker itself
  115. Fixed hover colors on body parts (bug introduced in 1.04)
  116. Fixed bug with time passing incorrectly when talking to an evangelist
  117. Fixed healing time passing incorrectly when healing with medic
  118. Drones are created in bag inventory item panel instead of with item on ground (due to changes to item pickups)
  119. Fixed pathfinding issues when clicking over water surface
  120. Updated note at the Faith to accurately display puzzle colors
  121. Fixed bug with healing from toxins through clinic dealer in Old Town
  122. Fixed bug in beginning cinematic where thug runs across bridge after raised
  123. Fixed debris appearing in wrong location when hitting object or wall
  124. Increased volume of sound that plays when you hit objects to match other sounds
  125. Fixed bug where player can bludgeon a box from a distance after switching from range action
  126. Fixed bug with gang NPCs not turning hostile when you talk to boss
  127.  
  128. Art
  129. Fixed shadows not showing correctly in tutorial and in some areas of game maps
  130. Drone companion plays correct animation while driving and talking
  131. Fixed bug where dead NPCs show up with incorrect sprite after returning to an area
  132. Fixed items clipping through floor
  133.  
  134. Ruleset
  135. Fixed incorrect pain threshold stats included in roll for knockout attacks
  136. Fixed bug with rolls for chemistry not calculating learning dice correctly
  137. Fixed bug with rolls for hacking not calculating learning dice correctly
  138. Fixed bug with rolls for social not calculating occult dice correctly
  139. Fixed bug with rolls for repair not calculating learning dice correctly
  140.  
  141. Dialogue
  142. Medic plays correct sound effect during dialogue
  143. Fixed dialogue text error with Bottler and R4T boss
  144. Companions virtue skills are separated to keep from going off screen during dialogue
  145. Fixed bug where companion bag opens while talking about skills
  146. Can talk to Faith Preacher now after ignoring them the first time
  147. Fixed mismatched warnings from gangs that spawn in street after you infiltrate their base
  148.  
  149. Update v1.05:
  150. XP
  151. 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!
  152.  
  153. (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)
  154.  
  155. Armor Rolls
  156. 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.
  157.  
  158. 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.
  159.  
  160. AC: xd
  161. 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.
  162. Success: >x
  163. where x is the number the AC dice have to land over to successfully absorb a point of damage
  164. 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:
  165. <3> <6> <3> <4> <1>
  166. Greater than 3: <6> <4>
  167. Damage: -2
  168.  
  169. Balance
  170. All enemy tiers have more varied health per encounter area, wider range of weapons and drops, as well as the new appropriate XP.
  171. Companion mercenaries given more health and additional aptitude focuses:
  172. Aldo
  173. Raddo
  174. Dex
  175. Ivo
  176. Darro
  177. Gillis
  178. Abram
  179. Chaaris
  180. Like last time, we've underlined highly-anticipated changes!
  181.  
  182. UI
  183. Event Log: updated language for graze damage from failed aim rolls
  184. Repair button only shows if item has wear and tear (durability below maximum)
  185. Fixed repair level up not working
  186. Fixed: Wolffz Bay map not showing in terminal after cinematic
  187. Modifiers from body part targeting show in game feed
  188.  
  189. Gameplay
  190. Dice in chemistry, organics and repair during character creation will start player with items in bag needed to use these skills
  191. Fix for respawning enemies from duplicate saves bug (You'll need to start a new game, let us know if this crops up again!)
  192. Fix for endlessly spawning rioters
  193. Increased durability cap of weapons
  194. Difficulty balance over NPCs, armor and item use
  195. Fix for interacting with cars leading to transport to black screen
  196.  
  197. Added
  198. 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)
  199. New armor sets at merchants
  200. New items for every weapon type and study in lockers and from NPCs
  201.  
  202. Graphics / Maps
  203. Fixed various walls around Factus Core not having the line of sight cut-through when appropriate
  204. Fixed various collision issues
  205. Fixed missing colliders on some of the bridges
  206. Fixed low quality mode light texture glitch effect
  207. Various map visual fixes for line-of-sight blocking geometry
  208. 25 new NPC portraits throughout the game
  209. Chain whip fidelity fixed
  210.  
  211. Balance
  212. 30 new armor and helmet inventory items throughout the city, shops, and drops.
  213. balance: ruleset update for armor roles
  214. new health variety, aptitudes, drops, equipped items and challenge curves for enemies
  215. social: rolls have Occult added correctly to charm
  216.  
  217. Update v1.04:
  218. Gameplay
  219. Vehicles saving correctly and not despawning from scene
  220. Code wheel equipping bug fixed
  221. Various save game issues fixed
  222. Cars not starting after interacting with them fixed
  223. NPC cars driving through ground bug fixed
  224. Can click to pathfind outside line of sight
  225. Gang boss dialogue after resolving infiltration fixed to clarify status
  226. Feuding gangs bug fixed
  227. Sprites and portraits corrected for several gangs
  228. Gang vault door not opening bug fixed
  229. Fixed incorrect soundtrack switch when spotted in gang base
  230.  
  231. UI
  232. Notepad no longer selects all text on opening
  233. Gang meter bugs fixed
  234. Fixed flashing green to red box behind weapon
  235. Fixed vault power box incorrectly saying unlocked with key while still locked
  236. Fixed terminal visual for gangs
  237. Fixed medic boss dialogue not working
  238. Pins for note locations on terminal corrected
  239. Fixed bug with items able to move from merchant bag to ground
  240.  
  241. Update v1.03:
  242. Bugs Fixed
  243. Spotlights call enemies with corrected sprites
  244. Fixed bridge with missing floor texture that you can drive off into the water and explode near the Faith Temple
  245. Fixed end credits hard-lock
  246. Gate above lab functionality fixed
  247. Fixed music volume force set to zero
  248. Fixed Medic not joining dinner conversation
  249. Copper Face has correct mega-sized sprite
  250.  
  251. Map
  252. Fixed blocked path on Old Town apartments stairwell
  253. Fixed visual anomalies in Agro Dome
  254. Fixed Mara's note not showing near Agro Dome
  255. Fixed missing texture in vault in Medic's room
  256. Fixed missing texture at Collector's Estate pathway
  257. Fixed doorway that was unwalkable near smugglers
  258.  
  259. UI
  260. Fixed notepad not saving when closing with ESC (Triumphant cheers! Hooray!)
  261. Fixed typing "enter" into computer terminal
  262. Fixed companion menu squad types button not clickable after opening once
  263.  
  264. Dialogue
  265. Fixed soft-lock occurring when the player talks to the Lichin enemy underneath the Black-Market area and other suspicious characters
  266. Fixed missing dialogue node for final encounter conversation
  267.  
  268. AI
  269. Genetically modified bugs attack Agro-Fax security
  270. Copper Face fleeing bug fixed
  271.  
  272. Update v1.02:
  273. Graphics
  274. Fix for screen resolution not matching aspect-ratio issue
  275. Fixed various character sprite and portrait anomalies
  276. Fix for various walls blocking line of sight
  277. Faith temple jar material corrected
  278.  
  279. Bugs Fixed:
  280. Gun doesn't reload/shows fully loaded while empty
  281. Animals sniffing
  282. Companions multiplying on load
  283. Renaming companion groups
  284. Companions not coming with you on ferry or elevators
  285. Vault doors unlocking with keys dropped by gang bosses
  286. Incorrect NPC-typing spawning when player hits spotlights
  287. Train ticket code works at Quinton Train station
  288. Printouts from Wolffz Bay terminals show up in terminal
  289. Quinton estate door pathfinding issue
  290. Items that are dropped from bag saving in world
  291. Ferry driver joins your party
  292. Missing dialogue options with civilians under black market
  293. Floating dogs (!) under black market
  294. Inconsistent civilians visibility
  295.  
  296. Map
  297. Un-walkable areas over wood bridges fixed in black market area
  298. Faith temple puzzle fixed
  299. R4T vault locked correctly
  300.  
  301. UI
  302. Trap size in bag
  303. Aldo dialogue options
  304. Sprites flicker in UI when hover box is over them
  305. Pin label field disappearing
  306. Dialogue items given to full bag now drop to ground instead of disappearing
  307.  
  308. Dialogue
  309. Various typos
  310. Agro-Fax agent dialogue fixed
  311. South street dialogue interaction cutting early
  312.  
  313. Update v1.01:
  314. Design fix:
  315. Give every background the option of having no flaws (flawless options does not include studies bonuses)
  316. Remove being injured from failing rolls that had zero dice (for example when opening/breaking boxes)
  317.  
  318. Graphics fix:
  319. Scale-up ground items and outline added, so that they can be interacted with more easily
  320.  
  321. Bug fixes:
  322. Hard-lock bug when using quick save feature fix
  323. Constant flee with PTSD disadvantage
  324. Music track switching fix (usually appeared during save)
  325. Prevented instances of player falling through floors in cars
  326. Police called even when not seen by MFI scanners
  327. Bag doesn't open immediately when talking to companions
  328. Issues with selling items merchants
  329. You can move items around in merchant bags to make more space
  330. Merchants refresh their stock every time you talk to them
  331. Labels should now show on map
  332. Player starts with a chained weapon if it's their highest dice pool
  333. Merchants stand in the light
  334. 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
  335.  
  336. UI fix:
  337. Menus updated with option to return to main menu
  338.  
  339. Balance Fix:
  340. Improved balancing of Disadvantages
  341. Made Head Injury penalty is now 2 turns instead of 3
  342. Decreased roll odds for Exhaustion and Two Left Feet (rolls every hour)
  343. Adjusted damage for range weapons to balance non-melee builds
  344. Tweaked balancing of early enemies with respect to difficulty
  345.  
  346. Map fix:
  347. Instances of missing textures fixed
  348.  
  349. Feature:
  350. Merchants now have new items
  351.  
  352. Skill:
  353. Added more chemical pools in order to make Chemistry a more useful Skill