- Version 1.2.0.14
- Items
- [Expedition] Added a new unique spear
- Bugs
- Jumping stilts will now provide additional movement points as stated
- Robots are no longer completely immune to nail bombs, just to the bleeding
- A couple of daze triggers that weren't resistible before, can be resisted now, such as the Quake's shockwave
- Fixed Dreadnoughts not being immune to caltrops
- Fixed secondary modulators for generated energy shield emitters not having their quality properly set
- [Expedition] Fixed Protectorate patrol dobermans sometimes not participating in combat with hostile factions
- [Expedition] Fixed the Ferryman sometimes not recognizing that the player has towed a certain vessel to his ferry, instead asking for map location
- [Expedition] Fixed a certain door in the Mutie Refuge being unintentionally lockpickable
- [Heavy Duty] Fixed the bug with sledgehammer not showing when wearing the psionic exoskeleton
- [Heavy Duty] Fixed the bug that caused hit and run and some other on hit effects to not trigger when the target is killed with the grenade's second damage when using grenade launchers (such as with HE launcher grenades)
- [Heavy Duty] Fixed Gunslinger sometimes not equipping weapons given to him by the player if they are weaker than his default energy pistol
- [Heavy Duty] Fixed Gunslinger exiting and reentering stealth on zone transition
- [Heavy Duty] Fixed an Exoskeleton Assembler zone issue which caused occasional crashes or the Gunslinger to disappear if left to wait there
- [Heavy Duty] Fixed railcar roof not being revealed properly at the final destination
- [Heavy Duty] Fixed a certain split gate in The Compound failing to open under specific conditions even if the player passed the strength check
- Various minor dialog/zone fixes