Posted May 12, 2021
While your saves are compatible, we strongly encourage you to start a new game if you want to see all the changes.
Party Management:
- Click on the party icon to the left of the inventory icon to open the Party Management screen
- Set designated specialists to handle skill checks when clicking on objects (to avoid switching characters manually)
- Heal your characters with medkits (the amount healed is modified by your biotech skill)
- Set auto-heal after combat (using available medkits).
- Set auto-reload weapons after combat (starting a fight with an empty gun is a thing of the past now)
Improvements
- You can now give implants to your party members based on their preferences
- Added more party banter in the Armory and Hydroponics
- Added new interactions when exploring Hydroponics
- Added an option to steal a badge from the Regulators HQ
- Added a sneaking opportunity in Camp Reid in Hydroponics
- Added some loot in Zeke's backroom, plus a different way in
- Added two extra stashes in the Pit
- You can now train party members (for now the same trainers as before, will consider adding more based on the feedback)
- Can't see beyond the vault door in the Armory before you open it (limited 'fog of war')
- You can now use Streetwise to get a better reward from Abe
- You can now use Persuasion to get a reward for Zeke
- You can now squeeze some money from Braxton and Jonas for helping them
- You can now ask Sarah for a reward because helping someone for free doesn't sit well with some players
Changes:
General
- Improved traveling in Hydroponics
- Added check value to doors and containers.
- Tweaked Explorer reputation
- Sarah's price for healing is tied to how badly you're wounded
Items
- Cloaking field base thermal detection resistance is 10 (from 25)
- Cloaking field base detection chance is 35 (from 25)
- Thermal vision is now properly reduced by thermal detection resistance
- Distortion Field evasion is 30 (from 35). Energy damage is 1-3 (from 2-4)
- Super Soldier stim: removed evasion bonus, AP increased to 5, reaction increased to 15
- Smoke Grenades' (low and mid) ranged penalty is 50/75 (from 60/80)
- Bulldog II is a bit harder to get, but it's a bit more powerful
- Added +1 damage to shotguns
- Reduced melee damage by 1
- Tweaked armor stats
- Tweaked the prices of several items.
- Items now sell for 10% of the price.
Enemies
- Starfish now recovers 10 HP when draining
- Starfish DR is now 10/8/6 (from 6/4/3)
- Tweaked enemies' equipment: they have more weapon variety and extra thermal vision.
Feats
- Changed Faythe's Assassin feat. Bladed THC +10, CS Chance +5, Penetration +10, Takedown +15
- Changed Faythe's Thief feat. Noise -1 and stealth skills' increase
- Gunfighter: added "Grazes do +2 damage"
- Removed Master Trader feat and refunded 1 feat point to characters that had it
System
- Increased weight of misses on defense xp distribution.
- Slightly reduced skill gain from attack and defense XP
- Improved AI attack selection, especially for shotguns when the enemy is engaged in close combat
Fixes
- Fixed a door in the Armory being usable in stealth but not in combat.
- Power Vest properly reduces initiative instead of increasing it
- Fixed issues with the Armory's elevator with a party member selected
- Fixed scav stealth dialogue coming up twice if you clicked repeatedly when interacting with it
- Removed infinite attack XP exploit on turret
- Fixed the character name text field caret bug
- Missed frog attacks now can trigger counter-attacks, reported properly in the textbox
- Fixed some cases when grenades could be thrown through the floor (from the first floor to the second)
- Fixed T-pose animations happening in some rare cases
- Starfish sounds are now affected by volume controls properly
- Fixed Swing attack becoming unusable after spending AP on other combat actions
- Fixed doors incorrectly executing opening/closing scripts on game start
- Gadgets don't stay active after ending/exiting stealth anymore
- Fixed incorrect combat rolls when attacking turrets
- Fixed shots sometimes missing starfish if it's displaced after the 'hug'
- Fixed graze being reduced more than intended when uncapped THC was lower than 5
- Fixed unreplaced tags in energy shield bullet miss message
- Fixed pressing R when grenade is selected replacing hand slot weapon with grenade
- Fixed incorrect items being sold when CC has 0 credits left
- Fixed Caleb's dialogue issues
- Fixed missing sounds on armory doors
- Fixed weapon hand resetting to 0 after spending last grenade in the belt
Party Management:
- Click on the party icon to the left of the inventory icon to open the Party Management screen
- Set designated specialists to handle skill checks when clicking on objects (to avoid switching characters manually)
- Heal your characters with medkits (the amount healed is modified by your biotech skill)
- Set auto-heal after combat (using available medkits).
- Set auto-reload weapons after combat (starting a fight with an empty gun is a thing of the past now)
Improvements
- You can now give implants to your party members based on their preferences
- Added more party banter in the Armory and Hydroponics
- Added new interactions when exploring Hydroponics
- Added an option to steal a badge from the Regulators HQ
- Added a sneaking opportunity in Camp Reid in Hydroponics
- Added some loot in Zeke's backroom, plus a different way in
- Added two extra stashes in the Pit
- You can now train party members (for now the same trainers as before, will consider adding more based on the feedback)
- Can't see beyond the vault door in the Armory before you open it (limited 'fog of war')
- You can now use Streetwise to get a better reward from Abe
- You can now use Persuasion to get a reward for Zeke
- You can now squeeze some money from Braxton and Jonas for helping them
- You can now ask Sarah for a reward because helping someone for free doesn't sit well with some players
Changes:
General
- Improved traveling in Hydroponics
- Added check value to doors and containers.
- Tweaked Explorer reputation
- Sarah's price for healing is tied to how badly you're wounded
Items
- Cloaking field base thermal detection resistance is 10 (from 25)
- Cloaking field base detection chance is 35 (from 25)
- Thermal vision is now properly reduced by thermal detection resistance
- Distortion Field evasion is 30 (from 35). Energy damage is 1-3 (from 2-4)
- Super Soldier stim: removed evasion bonus, AP increased to 5, reaction increased to 15
- Smoke Grenades' (low and mid) ranged penalty is 50/75 (from 60/80)
- Bulldog II is a bit harder to get, but it's a bit more powerful
- Added +1 damage to shotguns
- Reduced melee damage by 1
- Tweaked armor stats
- Tweaked the prices of several items.
- Items now sell for 10% of the price.
Enemies
- Starfish now recovers 10 HP when draining
- Starfish DR is now 10/8/6 (from 6/4/3)
- Tweaked enemies' equipment: they have more weapon variety and extra thermal vision.
Feats
- Changed Faythe's Assassin feat. Bladed THC +10, CS Chance +5, Penetration +10, Takedown +15
- Changed Faythe's Thief feat. Noise -1 and stealth skills' increase
- Gunfighter: added "Grazes do +2 damage"
- Removed Master Trader feat and refunded 1 feat point to characters that had it
System
- Increased weight of misses on defense xp distribution.
- Slightly reduced skill gain from attack and defense XP
- Improved AI attack selection, especially for shotguns when the enemy is engaged in close combat
Fixes
- Fixed a door in the Armory being usable in stealth but not in combat.
- Power Vest properly reduces initiative instead of increasing it
- Fixed issues with the Armory's elevator with a party member selected
- Fixed scav stealth dialogue coming up twice if you clicked repeatedly when interacting with it
- Removed infinite attack XP exploit on turret
- Fixed the character name text field caret bug
- Missed frog attacks now can trigger counter-attacks, reported properly in the textbox
- Fixed some cases when grenades could be thrown through the floor (from the first floor to the second)
- Fixed T-pose animations happening in some rare cases
- Starfish sounds are now affected by volume controls properly
- Fixed Swing attack becoming unusable after spending AP on other combat actions
- Fixed doors incorrectly executing opening/closing scripts on game start
- Gadgets don't stay active after ending/exiting stealth anymore
- Fixed incorrect combat rolls when attacking turrets
- Fixed shots sometimes missing starfish if it's displaced after the 'hug'
- Fixed graze being reduced more than intended when uncapped THC was lower than 5
- Fixed unreplaced tags in energy shield bullet miss message
- Fixed pressing R when grenade is selected replacing hand slot weapon with grenade
- Fixed incorrect items being sold when CC has 0 credits left
- Fixed Caleb's dialogue issues
- Fixed missing sounds on armory doors
- Fixed weapon hand resetting to 0 after spending last grenade in the belt