1. Update v1.1.0.22148 incl DLC:
  2. General Gameplay Changes:
  3. Underhand and regular throw can now be toggled between by using Alt Fire. Previous underhand throw has been removed. (Throwing Skill 2 still required.)
  4. Traveling Traders can now sit on some furniture, if they feel like it.
  5. Traveling Traders will now flee and exhibit fear when enemies are around.
  6. Traveling Traders will now remember if they have already introduced themselves and won’t repeat their introduction lines every time they show up.
  7. It is now possible to move friendly NPCs out of the way by walking into them.
  8. New Cooking Perk: Chef Sense (Level 15) - The chef will receive a warning when their food is done!
  9. Moved Serving Seconds perk to Cooking 17
  10. Moved Fast Food perk to Cooking 20
  11.  Gold now requires less Ore, Gunk, and Acid to create.
  12.  Fat is now 100% drop chance from butchering
  13. Quantum Battery cost has been reduced.
  14. Other scientists can now be seen from much further away.
  15. Medical radial wheel now targets allies if looking at them when activating it.
  16. Some buffs and debuffs are now saved even if the session closes. (e.g. broken leg states)
  17. Personal Teleporters should no longer be blocked if someone is standing in the way of the destination.
  18. Temple of Stone DLC:
  19. NEW HOME WORLD: Temple of Stone - comes with cosmetic (Botanist Uniform), alien flower ID Card, various furniture, an “ancient” transmog armor set, wreath, and more! Visit the store page for more information.
  20. Sandbox and Difficulty Changes:
  21. Added Hardcore difficulty mode, which is forced Apocalyptic Difficulty, and if enabled, scientists can no longer respawn from death.
  22. Added a basic spectator mode which can be accessed after death in Hardcore Mode.
  23. Added ability for admin to revive dead characters in Hardcore Mode.
  24. Added Spectator button to Admin menu.
  25. Added Iron Mode job option (if the server is on Hardcore Mode and allows Iron Mode in Sandbox Settings.) With Iron Mode, no perk points, recipe sharing is disabled, base health regeneration is zero, and more.
  26. New Sandbox Setting: Invisible Radiation
  27. New Sandbox Setting: Base Inventory Size
  28. New Sandbox Setting: Tainted Sink Water
  29. New Sandbox Setting: Radiation Deals Damage
  30. New Sandbox Setting: Furniture Destruction (if you want to revert to the old behavior where things were utterly destroyed when damaged by enemies)
  31. New Sandbox Setting: Enemy Accuracy
  32. In Apocalyptic Difficulty,  no longer have windup on their mining.
  33. In Apocalyptic Difficulty,  now applies Concussion when aggroed on a target.
  34. In Apocalyptic Difficulty,  now applies Concussion when doing a grab on a target.
  35. In Apocalyptic Difficulty,  melee now applies Concussion.
  36. In Apocalyptic Difficulty,  grab now applies Concussion.
  37. In Apocalyptic Difficulty,  no longer limps after taking damage.
  38. In Apocalyptic Difficulty,  no longer lose their helmets from damage. (The helmet will still drop on death.)
  39. In Apocalyptic Difficulty,  can no longer be stun-locked by damage.
  40. In Apocalyptic Difficulty,  have a shorter delay before
  41. In Apocalyptic Difficulty,  have a shorter delay before firing.
  42. In Apocalyptic Difficulty, Pests lunge at a faster rate.
  43. In Apocalyptic Difficulty,  now reflect projectiles back during their knockback/wave ability.
  44. In Apocalyptic Difficulty,  root attack has a much larger radius.
  45. In Apocalyptic Difficulty,  now drop fire at their feet when taking off.
  46. In Apocalyptic Difficulty,  can steer its charge.
  47. In Apocalyptic Difficulty,  now shoots a three-shot burst when attacking.
  48. Facility & Portal World Changes:
  49. A certain  fight will now keep track of its progress and no longer fully start over when returning to the fight, instead resuming from the latest phase of the fight.
  50. Added a new way to kill the  with melee, whereas previously mostly ranged was required.
  51. GATE has made some functional changes to the teleportation network in the Office Plaza. Pay no mind to any other other goings-on, and please do not touch the petrified individual, even if he tells you to.
  52. Updated some molten flowing material in Manufacturing West.
  53. Slight tweaks to Torii Home World sky appearance and values.
  54. Resource Nodes added for gym equipment, they can now be removed in most locations. (Exercise Bikes, Barbells, etc. found in the Facility gyms.)
  55. Entity Changes:
  56. You can now shove the  if it’s in your way. It’s not a very nice thing to do, though.
  57. Pests can now be more reliably interrupted by a shove when airborne at the start of an attack.
  58. A certain hulking specimen in the Cell Block  will now appear more frequently after being defeated, and should now patrol correctly and more reliable upon later encounters.
  59. Lab Rats can now drop  Ore - after a certain point in the story.
  60. The  will now drop its head, and meat.
  61. HUD, Journal & Wristwatch Changes:
  62. Improved readability of waypoints at the edges of the HUD, as well as added arrows pointing in the direction of the waypoint.
  63. Quantum Exchangers now show what item is required for the exchange when viewed on the journal map.
  64. The wristwatch no longer moves around when gun aiming is swaying due to low accuracy.
  65. Wristwatch UI element for Daytime and Nighttime now blinks for a small time after changing.
  66. Added button prompt to bottom right corner of HUD when wristwatch is up.
  67. Armor durability indicators now show on the HUD when armor is damaged to a significant amount.
  68. Add new Compendium Entries for some new locations.
  69. Teleporter Tag system now has a new UI and many more options using pre-existing strings. Teleporter Pads now support over 130 options, meaning much larger teleporter networks are now allowed.
  70. Added numerous missing Compendium images.
  71. Updated Dr. Manse Compendium entry
  72. Email about IS-60 now unlocks IS-60 compendium entry.
  73. The scroll bar on the  will now only scroll the item list rather than the whole screen.
  74. Scientists will now receive HUD notifications regarding which items are being grabbed by the
  75. Audio & Effects Changes:
  76. Added additional earthquake sound variations.
  77. New break sounds for various resource and deployable materials, including metal, wood, technology, pipes, and so on.
  78. New damage type sounds for some damage types (when receiving)
  79. New damage type sounds for critical strikes.
  80. New sounds for the Harpoon Spear.
  81. New sound for Exor Windchime.
  82. Added audio to  deconstruction.
  83. New sounds for Cloth and Plant Ropes.
  84. New footstep sounds for many materials.
  85. Water footsteps should be more reliably heard when walking in shallow water.
  86. Added some additional gear-jingle sounds for movement and sprinting based on current armor weight class.
  87. Improved some vehicle sounds.
  88. Added some new throwing sounds.
  89. New sounds for fridge open/close.
  90. The power outages during  will now be accompanied by a new sound effect.
  91. Updated Torii portal audio
  92. New impact sounds for the Choppinator.
  93. New sound effects on certain fire effects sizzling out.
  94. Added enter and exit particles and sounds for teleporters and portals.
  95. Added muzzle flash effects to most firearms in first AND third person.
  96. Fixed projectile firearms not properly displaying muzzle flash/lights when fired.
  97. Improved muzzle flash FX on various (shooting) enemy types.
  98. Adjusted sound effects on shield blocking.
  99. Item & Deployable Changes:
  100. NEW CRAFTED DEPLOYABLE: Bench Press
  101. NEW CRAFTED DEPLOYABLE: Exercise Bicycle
  102. NEW CRAFTED DEPLOYABLE: Ammo Station - a place to craft your own ammo!
  103. NEW CRAFTED DEPLOYABLE: Mushroom Farm - requires a dark place and Tainted Water to grow properly!
  104. NEW CRAFTED DEPLOYABLE: Charging Crate
  105. NEW WEAPON: Industrial Crossbow (upgraded from Makeshift Crossbow)
  106. NEW WEAPON:  Spear
  107. NEW ITEM: Shadowberry Seeds
  108. NEW HAT: Jester Hat (good hunting!)
  109. There is now a new pair of collectible boots. Be sure to
  110. Added additional items from the  Peccary including new craftables, such as a helmet.
  111. Some small tweaks and updates to the  interface.
  112. Fish inside a powered aquarium will now become more healthy over time, rather than being ravaged by the cruel forces of entropy. Another amazing innovation from your friends at GATE!
  113. Laser Emitters can now be aimed more accurately by interacting with them once deployed.
  114. Weapons such as Shotguns and Revolvers can now be reloaded per-round, and only for the amount they are missing, instead of doing the entire reload animation.
  115. Added new look up / look down animations for various weapons when viewed in third person. This should result in weapons being held more correctly in many situations.
  116. Teleporter Pads should now properly relink when placed down with an existing tag.
  117. Item stacking now takes the source and target durability (or decay) to figure out an averaged value. This means you will no longer be able to clone decaying fruit for better decay values, or vice versa.
  118.  now has a third person construction animation.
  119. A new dog photo frame can be found, the best friend of your best friend.
  120. Added a third person Energy Pistol charging animation, so you can now see when other scientists are crankin’ it.
  121. Adjusted location of Beacon waypoint.
  122. Pumpkins can now be sliced at the Chef’s Counter to allow baking them in a very non-special way.
  123. Pumpkin soups now have a unique appearance when deployed as pots. This is just a visual change and will not affect or destroy the pot item type that is used.
  124. The Healing  will no longer appear in the Medical radial wheel as this action will generally not work as intended.
  125. Pumpkins from  are no longer guaranteed to give a seed when salvaged. According to TransRecon reports they’re actually a curious variety that only produces a couple seeds per gourd, as opposed to the dozens in the variety that we’re used to.
  126.  interface will reset if it hasn't been used for a while.
  127. Customization Changes:
  128. ID Cards are now physical objects that flop around a bit. They can also appear on the outside of certain armor, and new shapes are supported for future customization plans (with some examples in this very update.)
  129. Some ID cards may have changed the position at which they sit on a given jacket/labcoat/top.
  130. Spruced up the icons on some of the ID cards.
  131. NEW FABRIC: Joker Tie (Balatro)
  132. NEW ID CARD: Joker Card (Balatro)
  133. NEW ID CARD: Joker License (Balatro)
  134. All of the new Temple of Stone DLC stuff - but we’ll leave the shilling for the DLC page!
  135.  
  136. Update v1.0.0.21184:
  137. This hotfix applies an update to our networking systems backend for stability and should have no outward facing changes.