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high rated
Changelog for Patch 1.0.1 (added 03 October 2018) - Part I:

Changes:
* UI sound overhaul that didn’t quite make it into 1.0.
* Added two new room backgrounds for landing tiles.
* A bunch of ability and stat changes. See below for a detailed list.

Fixes:
* Fixed Linux version not working on some locale settings. NOTE: If you have changed your launch options to work around this issue, please make sure that the run_dsd.sh script is used to start the game or that your custom script starts the game executable with LC_ALL=C.
* Fixed shop not working correctly after reloading the game from the shop screen.
* Fixed issue where the combat result panel could show duplicate characters and give extra loot.
* Fixed combat bug caused by Leader/Ceasefire not getting canceled correctly.
* Fixed Chemist/Symbiosis occasionally causing problems with other Medic and Chemist buffs.
* Fixed Fortify Shields potentially causing problems with dead units.
* Fixed problems with Strengthen Systems, including overload immunity not working correctly.
* Fixed issue with Corrosive Ordnance in some situations.
* Fixed combat issue that could happen when Reflections blocked certain other cards.
* Fixed various issues with Chemist/Power Injection (such as wrong damage values and the buff not expiring) and changed it from Self/Ally to Ally only.
* Fixed rare combat bug with turn order handling.
* Fixed combat bug that could happen when a dead unit tried to update its idle animation.
* Fixed combat bug when the target of Nerve Toxin was killed by a DoT effect before the toxin activated.
* Fixed Quartermaster/Amplifier Creator script error when it couldn't draw a card.
* Fixed wrong damage value in Chemist/Positive Side-Effects.
* Cleaned up Bruiser/Battle Rage effect description.
* Fixed some of the NPCs looking in the wrong direction in dialogue.
* Minor initial loading adjustments. If you encounter crashes at startup, you can try the launch option -use-sync-load, which is slower but should prevent crashing.
* Possible fixes towards a combat crash on some Macs.
* Fixed Heavy Blast Bomb not stating correctly in its description that it gives -ARMOR.
* Uranium Shell Grenade used by Buddynaut didn't do any damage. Should do its damage now properly.
* Fixed missing icon for Drudger Stinger.
* Polished some idle animations.
* Fixed arena's medical machine tile having weird backgrounds.
* Fixed level ups in arena not happening at the same time as that level’s loot drops.
* Fixed minor issue with Disciple AI.
* Fixed issue where the cursor could disappear after Retreat was pressed while targeting a unit.
high rated
Changelog for Patch 1.0.1 (added 03 October 2018) - Part II:

Balance changes:
* Increased starting credits from 600 to 1000.
* Decreased healing cost per health point from 10 to 9cc.
* Increased the number of ability points characters receive at level 2 from 2 to 3.
* Slightly decreased the max chance of avoiding traps triggering.
* Decreased all duration increases from skill points from 0.5% to 0.33% per point.
* Increased Martyr Guard's STUN RESISTANCE scaling.
* Added scaling LETHAL RESISTANCE for Martyr and Death Warden starting from level 4.
* Restoration bot: Shield reduced from 15 to 10, EVASION from 25% to 10% and INITIATIVE from 10 to 4. Fixed the description falsely stating that it restores 10% shields when it actually does 20%.
* Reduced the amount Mental and Medical skills improve their respective buffs from 0.5% to 0.33% per point.
* Chemist's Combat Stimulant: Changed duration from 2/3/3 to 2/2/3 and reduced EVASION from +11/22/33 to +8/16/25%.
* Wild Pummeling (Bruiser): Reduced number of hits from 6/7 to 5/6.
* Cleave (Bruiser): Reduced damage from 20/30/40% to 10/23/36%.
* Ground Slam (Bruiser): Reduced damage from 80/90/100% to 70/85/100%.
* Weapon Master (Bruiser): Reduced damage from +12/24/36% to +10/20/30%
* Retaliation (Bruiser): Reduced chance of Retaliation occurring from 25/37/50% to 15/30/45%.
* Energy Channel (Functionnaire): Increased damage from +5/8/10% to +5/10/15%.
* Function Maximizer (Functionnaire): Increased card draw chance from 33/47/60% to 33/55/77%.
* Scrapstorm (Functionnaire): Increased damage multiplier from 2/3 to 3/4.
* Drill Training (Leader): Changed damage from +10/15/20% to +8/15/20% and critical chance from +3/6/10% to +4/7/10%.
* Energetic (Leader): Chance of ENERGIZE changed from 10/15/20% to 10/20/30%.
* Sentry Turret (Master of Robots): Changed health from 10/15/20 to 15/20/25, shields from 5/12/20 to 6/12/18, initiative from 3/5/8 to 3/6/9 and damage from 8/9/11 to 8/10/12.
* Improved Targeting (Master of Robots): Increased critical chance from +3/5/7% to +3/6/10% and critical damage from +20/40/60% to +25/50/75%.
* Hard Plating (Master of Robots): Increased health from 3/6/10 to 4/8/12.
* Medical Diligence (Medic): Changed the chance to draw a card from 15/30/45% to 20/40/60%
* Understanding of Anatomy (Medic): Increased damage against biological units from +5/8/11% to +5/10/15%.
* Learning Experience (Medic): Increased chance to draw a card from 25/38/50% to 25/50/75%.
* Energence (Medic): Changed chance to ENERGIZE from 10/15/20% to 10/20/30%.
* Mental Assault (Psyker): Increased damage from 10/13/16 to 10/14/18.
* Mental Shield (Psyker): Increased chance to resist MENTAL effects from 20/35/50% to 20/40/60%.
* Mental Attacks (Psyker): Changed damage increase from +10/20/30% to +8/16/25% and increased chance to ABILITY LOCK from 15/30/45% to 20/40/60%.
* Energy Siphon (Scrapper): Increased the number of cards you receive rank 1 from 1 to 2.
* Energy Siphon (Scrapper): Increased discard/draw card from 1/2/3 to 2/3/4.
* Repelling Shields (Shield Expert): Increased repulsion damage from 33/50/75% to 40/60/80% and repulsion stun chance from 25/40/55 to 25/50/75%.
* Team Shield Amplifier (Shield Expert): Reduced maximum shield increase from +10/20/30% to +8/16/25%.
* Shield Leech (Shield Expert): Changed shield damage from 12/18/24 to 13/20/27.
* Impenetrable Shields (Shield Expert): Reduced duration from 1/2 to just 1/1.
* Mirage (Strategist): Reduced INVISIBILITY duration from 1/2/3 to 1/1/2 and reduced INVISIBILITY break damage from 16/32/50% to 10/20/30%.
* High Priority Target (Strategist): Changed FOCUS from 3/4/5 to 2/4/6.
* Protect Me (Strategist): Change the number of cards received from the ability from 2/3/4 to 1/2/3.
* Spot Weakness (Strategist): Changed DAMAGE RESISTANCE and EVASION from -10/15/20% to -8/16/24%.
* Battle Commands (Strategist): Reduced EVASION from +13/30% to +12/24%.
* Self-Cleansing System (Surgeon): Increased chance to PURGE from 20/26/33% to 20/35/50%.
* Shocking Purge (Surgeon): Increased STUN chance when PURGING from 11/22/33% to 14/28/42%.
* Shield Boost (Technician): Reduced temporary shield amount given from 30/35/40% of max shields to 25/30/35% and reduced duration from 2/3/4 to 2/2/3 turns.
* Damping Field (Technician): Reduced the number of cards received from the ability from 2/3/4 to 2/2/3.
* Hacked Aidrone (Technician): Increased stats on rank 2 and 3. Health from +2/4 to +5/10, shields from +3/6 to +6/12 and INITIATIVE from +2/4 to +4/8.
* Overloader (Technician): Changed OVERLOAD chance from 35/60/75 to 28/56/84%.
* Electric Discharge (Technician): Increased damage from 15/18 to 20/28.
* Lout Drone (Tinker): Improved stats. Health from 15/20/25 to 18/22/26, shields from 4/8/12 to 5/10/15, INITIATIVE from 5/6/7 to 4/7/10, ranged damage from 7/8/9 to 7/9/11 and melee damage from 6/7/8 to 6/8/10.
* Kinetic Generator (Tinker): Reduced energy generation percentage from 20/30/40% to 11/22/33%.
* Scrounger (Tinker): Increase the number of cards drawn from 2/3 to 3/4.
* Absorption Shell (Tinker): Reduced the number of cards received from the ability from 2/3/4 to 2/2/3.
* Spiky Layer (Tinker): Increased ARMOR from 1/2/2 to 1/2/3 and damage from 4/7/10 to 4/8/12.
* Dirty Bomb (Tinker): Increased damage from 12/18 to 13/20.
* Mark Target (Tracker): Reduced FOCUS amount from 3/4.5/6 to 3/4/5.
* Stealth Strike (Tracker): Reduced the duration of invisibility from 1/2/3 to 1/2/2.
* Emergency Cloak (Tracker): Increased damage threshold from 15/13/10 to 25/18/10 and decreased cooldown from 7/6/5 to 6/5/4.
* Critical Aim (Tracker): Increased critical chance from 4/9/14 to 5/10/15
* Finisher (Tracker): Reduced weapon damage from 125% to 100%
* High Velocity (Tracker): Reduced weapon damage from +10/20/30% to +8/16/25%.
* Shredder Weapon (Tracker): Reduced BLEED damage from 20/40/60% to 15/30/50%
* Assassinate (Tracker): Increased damage from 225/250% to 230/260%.
* Crystalmorph, Rockmorph and Soulmorph now have LETHAL RESISTANCE that increases each level.
* Added 50% STUN and LETHAL RESISTANCE for Corruptor, Destroyer and Exterminator.
* Drudger's melee evasion is 0 at level 1 but scales up quicker per level.
* Reduced Wurmling health gain per level by 2.
* Increased health and/or shield gains of Buddynaut, Crystalmorph, Deathmorph, Disciples, Jasperse, Juggernaut, Mawurm, Metail, Necroguard, Neurone, Prophet, Repressor, Rinow, Rockmorph, Serpentwurm and Tyrant.
* Added missing shields to Corruptor, Destroyer and Exterminator. This effectively almost doubles their hitpoints.
* Slightly increased the damage of Corruptor, Crystalmorph, Destroyer, Disciples, Exterminator, Metail and Rockmorph.
* Added a chance for Power Glove Core and Razor Spikes extension mod to spawn with Double Strike.
* Shield Bash (Preserver): Increased damage from 60% to 90% weapon damage.
* Shock Strike (Preserver): Increased damage against shields part from +25% to +50%.
* Electrocute (Necroguard): Increased damage from 80% to 100% weapon damage and the SHOCK from 3 to 5 damage per turn for 2 turns.
* Added STUN and LETHAL RESISTANCE to Disciples.
* Shield Sap (Ancient Eye): Increased damage from 75% to 90% weapon damage to shields. Also fixed that it actually is only shield damage.
* Added a bunch of stats, mainly LETHAL and STUN RESISTANCE for a large number of Arena enemies.
* Made Metail's deck to be leaner and more attack focused by removing Protective Stance and Protective Self-Repair.


Changelog for Patch 1.0.3 (added 05 October 2018):

* Fixed bugs related to some quest steps
* Fixed Tracker/Trained Focus ability values having an extra zero.
* Fixed bug in Blue Disciple / Mend Damage
Post edited October 05, 2018 by HypersomniacLive
high rated
Changelog for Patch 1.0.4 (added 16 November 2018):

New:
* Added a tooltip showing energy cell reserves to the map energy display.

Changes:
* Significant asset handling improvements. Loading times should be faster and the game size has been massively reduced.
* Recycled cards are now returned to the unit's hand after the turn ends.

Fixes:
* Fixed an issue where the turn order would get stuck in some situations when a unit was killed by a DOT (or a similar effect) and the comic panel was skipped.
* Fixed a quest path that could lead to a dead end with Noether, Hemlock and Elvin. Talk to Elvin again to resume the quest.
* Fixes and safety checks towards rare cases where a ship would have an invalid map.
* Fixed energy being used when the low energy warning stopped a move. Also added a cooldown to the warning to cut down on repeated popups.
* Fixes towards a problem where the encounter dialogue wouldn't start after visiting a trap tile.
* Fixed units sometimes not using the stunned animation state when out of shields.
* Fixed missing lethal hit resistance on some high-level enemies.
* Fixed an issue where some starmap targets could be unclickable in narrow aspect ratios.
* Fixed issue where a dead unit could try to trigger a speech bubble during combat.
* Fixed uncapped framerate during intro videos.
high rated
Changelog for Patch 1.1 (added 20 December 2018):

New:
* Added new Codex entries describing various aspects of the game.
* Configurable key shortcuts for most common actions; see the Input tab in game settings. Please note that, due to engine limitations, the key names displayed in the list may be wrong for international keyboards (especially when non-QWERTY layouts are used) and not all keys are supported.
* Equipment mods can be unequipped by double-clicking.
* Added settings for vertical sync and framerate limit.

Changes:
* Use comic text style for combat text popups for more consistency with comic panels.
* When a unit resists an effect, the effect type is now shown in the text popup.
* Left clicking while not pointing at a valid target does not cancel target selection anymore.
* Recycler (Scrapper): Changed RECYCLE bonus from +10/20/30% to +12/24/36%.
* Manufacture (Scrapper): Increased the number of copies it creates from 1/2 to 1/3.
* Repelling Shields (Shield Expert): Changed duration from 2/2/3 to 2/3/4 turns.
* Team Shield Amplifier (Shield Expert): Reduced maximum shield bonus from +8/16/25% to +7/14/21%.
* Reflective Shields (Shield Expert): Changed chance from 33/46/60% to 25/50/75%.
* Protect Me (Strategist): Reduced DAMAGE RESISTANCE from +10/20/30% to +8/16/24%.
* Shocking Purge (Surgeon): Increased STUN chance from 14/28/42 to 16/32/50%.
* Self-Cleansing System (Surgeon): Increased PURGE chance from 20/35/50% to 25/50/75%
* Purist (Surgeon): Increased chance to RESIST negative effects from 20/35/50% to 20/40/60%.
* Gadget Master (Technician): Increased damage bonus from +10/20% to +15/30%.
* Absorption Shell (Tinker): Reduced DAMAGE RESISTANCE from +15/30/45% to +12/24/36% and duration from 2/3/3 to 2/3/3.
* Dirty Bomb (Tinker): Adjusted damage from 13/20 to 14/24.
* Agile (Tracker): Reduced EVASION from +8/16/25% to +7/14/21%.
* Stealth Strike (Tracker): Reduced damage when not invisible from 100/110/125% to 90/100/110% and when invisible from 175/188/200% to 150/160/170%.
* Shredder Weapons (Tracker): Reduced BLEED from 15/30/50% to 10/20/30%.
* Shield Boost (Technician): Reduced Shield Boost temporary shield amounts given from 25/30/35% to 20/25/30% and reduced the duration of the effect from 2/3/3 to 1/2/2 turns.
* Damping Field (Technician): Reduced DAMAGE RESISTANCE buff from +15/25/35% to +10/20/30% and adjusted duration from 1/2/2 to 2/2/2 turns.
* Provoking Strike (Bruiser): Reduced damage from 100/110/125% to 100/110/120%. Taunt duration adjusted from 1/1/2 to 1/2/2.
* Retaliation (Bruiser): Reduced chance to COUNTER from 15/30/45% to 10/20/30%
* Ground Slam (Bruiser): Increased damage values from 80/90/100% to 80/95/110% and reduced STUN chance from 45/60/75% to 25/37/50%.
* Wild Pummeling (Bruiser): Reduced damage per strike from 50/60% to 45/55% and adjusted STUN chance from 20/25% to 20%
* Power Injection (Chemist): Reduced damage buff from +50/80% to 35/70%
* Incendiary Grenade (Demolitioner): Reduced the number of cards per rank from 2/3/4 to 2/3/3.
* Heavy Blast Bomb (Demolitioner): Increased damage from 8/9/11 to 10/11/12, decreased armor debuff from -3/4/5 to -2/3/4 and adjusted the number of cards per rank from 2/3/4 to 2/3/3.
* Destabilizing Attacks (Functionnaire): Increased the chance of STAGGER from 20/35/50% to 25/50/75%.
* Inspire (Leader): Increased ENERGIZE chance from 11/22/33% to 14/28/42%.
* Demoralize (Leader): Adjusted the number of cards per rank from 1/2/3 to 1/2/2.
* Drill Training (Leader): Reduce damage from +8/15/20% to +6/12/18% and critical chance from +4/7/10% to +3/6/9%.
* Learning Experience (Medic): Increased the chance of drawing a card from 25/50/75% to 33/66/100%.
* Cleansing Buffer (Medic): Increased ARMOR buff from 2/3/4 to 3/4/5 and reduced the duration from 2/2/3 to 2.
* Mental Assault (Psyker): Reduced damage from 10/14/18 to 8/12/16 and FEAR duration from 1/1/2 to 1.
* Armor Piercing Ammo (Quartermaster): Reduced damage bonus from +15/30% to +10/20% and increased ignore ARMOR values from 1/2 to 2/4.
* Empower Weapons (Quartermaster): Adjusted the amount of cards per rank from 2/3/4 to 2/3/3.
* Elemental Amp (Quartermaster): Reduced damage bonus from +50/75% to +25/50%.
* Adjusted all equipment base stat minimum value increases per level. This should make higher level equipment slightly more consistently better than their lower level counterparts.
* Self-Repair (Janitor): Reduced heal per turn and DAMAGE RESISTANCE from 33% to 25%.
* Protective Self-Repair (Preserver): Reduced heal per turn from 33% to 25% and DAMAGE RESISTANCE from 50% to 45%
* Vulnerable Self-Repair (Pyronic): Reduced heal per turn from 33% to 25%.
* Self Recharge: Reduced shield restoration from 40% to 35%.
* Recharge Shield: Reduced shield restoration from 33% to 25%.
* Reduced mercenary base hiring cost by 400cc.
* Slightly adjusted enemy group spawn weights making dangerous groups of 4 or 5 rarer in early levels and making groups of 3 or 4 more common in higher levels.
* Skink Call: Reduced INITIATIVE buff from 10 to 5 and reduced damage buff from +20% to +15%.
* Soulmorph: Reduced INITIATIVE by 4, damage by 1, DAMAGE RESISTANCE gain per level from 5 to 2.5 and EVASION gain per level from 10 to 7.
* Rockmorph: Increased damage by 1, reduced base ARMOR from 5 to 4, ARMOR gain per level from 0.75 to 0.33 and DAMAGE RESISTANCE gain per level from 7 to 5.
* Corruptor, Destroyer and Exterminator: Raised health gain per level by 2, and INITIATIVE and damage by 1.
* Disciples: Increased INITIATIVE and damage by 1
* Deathmorph: Reduced health gain per level by 2.
* Inspiring Shot: Increased damage from 70% to 80%.
* Gas Spurt (Drudger): Increased damage resistance debuff from -20% to -30%.
* Reduced total health+shield amount on all tier 1 enemies by 2-6 and increased their health and/or shield gains to compensate. Enemies should be slightly more fragile at the start of the game.
* Made Rival Scavenger stats match the player character base stats (base health, health gain per level, initiative and initiative gain per level).
* Increased Toxic room condition's health damage from 1-4 to 3-7.
* Mixed Ancient Eyes into tier 2 groups with Preservers, Purifiers and Pyronics.
* Slight adjustments to base health, health gain per level, initiative and initiative gain per level on all classes.
* Slightly adjusted base skill amounts and skill gains per level on most classes and specializations.
* Adjusted energy reserves on generic consoles to be slightly higher on lower level ships and lower on higher level ships.

Fixes:
* Mind Drain wasn't triggered by some of the Mental Tool cards.
* Fixed issue where Surgeon/Healing Procedure could cause an error after its effect was blocked.
* Fixed Mental Assault hitting multiple targets when a spread weapon was equipped.
* Fixed issue where durations on status icons were not updated immediately when the effect was reapplied.
* Fixed units affected by Fear or Confusion being able to target invisible units.
* Improved Targeting (Master of Robots): Fixed it showing +2500/5000/7500% critical damage instead of the actual +25/50/75% in English and Polish descriptions.
* Fixed a beeping console not spawning enemies when it should.
* Fixed combat speech bubble layering issues.
* Fixed hitch when entering the Lair for the first time after starting the game.
* Fixed issue where reusing Parry while the previous effect was still active could lead to errors.
* Added safeguards for a rare (unreproducible) case of some quest flags disappearing.
* Fixed a minor loot table error that could trigger the bug reporter after combat.


Changelog for Patch 1.1.1 (added 20 December 2018):

Fixes:
* Fixed loot details sticking to the screen when pressing the Take All key shortcut while hovering over an item.
* Fixed navigation keys interfering with name entry when creating a crew.
* Fixed problems with the Try'em All (level up all classes once) achievement.
* Fixed problems with the all side quests achievement. The achievement should now trigger when entering the endgame, or when loading a save with all side quests completed and the endgame unlocked.
* Fixed combat not starting when talking again to Jasperse after retreating.
* Fixed issues with custom keybinds and loot panel actions.
high rated
Changelog for Patch 1.1.2 (added 11 February 2019)

Changes:
* Did you know that conversations can be scrolled with the mouse if you missed something? Now you do, and we've added some UI hints to show that.
* All big and "special" enemies that had 100% STUN RESISTANCE now have 80% instead.
* Mortifier: Reduced base MELEE EVASION from 30% to 20%.
* Rockmorph: Reduced initiative gain per level on levels 8-10 from 1 to 0.5.
* Crystalmorph: Adjusted its STUN RESISTANCE so that it peaks at 80% at level 10 instead of going ridiculously over 100%.
* Soulmorph: Completely removed STUN RESISTANCE on it, increased its base EVASION from 0% to 7% and reduced its base DAMAGE RESISTANCE from 20% to 15%.
* FEAR: Reduced the chance of affected units skipping their turn from 50% to 33%.
* FEAR: Increased miss chance on the affected units from 25% to 33%.
* FEAR: Increased critical failure chance on affected units from 15% to 20%.
* CONFUSE: Increased the chance of affected units skipping their turn from 10% to 20%.
* Critical failure (=Misfire and Fumble): Increased the self damage dealt on critical failure from 50% to 66% weapon damage.
* Show "STAGGER" text on its own line to avoid confusion with damage numbers.
* Made the Sub-Governor's office slightly faster to enter and exit (improved security procedures).

Fixes:
* The Secondary Barrel extension was not intended to work with mental or grenade attacks; this has been fixed.
* Don't show hazards for revealed but not yet scanned rooms.
* Fixed issue where it was possible to play cards manually for a brief moment when switching to a unit under Fear or Confusion, leading to errors.
* Shield Boost: Another shield boost card refreshes the duration.
* Minor fixes for combat scene skipping (can be skipped with both Select and Cancel keys).
* Fixed some missing ability name translations.
* Fixed dialogue option highlight issues.
* Fixed combat bug that could happen in some situations when an enemy played multiple cards on the same turn.
* Fixed issue where key shortcuts would still work when entering text in the bug report dialog; also fixed bug reporting not working in the main menu.
* Disable the Dismiss button in the mercenary panel when only one crew member remains, to avoid a situation with no crew at all.
* Fixed one tier 3 quest not giving an Astrosphere correctly when it should.
* Fixed issue where double-clicking on merc equipment would unequip it and move it to crew inventory.
* Heavy Blast Bomb (Demolitioner): Fixed the card showing positive armor instead of negative.
* Added some safeguards for rare combat situations with a lot of nested effects.
* Some changes to the way comic panels are rendered to avoid internal errors (possible cause of a crash on Mac).
* Fixed potential problems with Hermit's dialogue.
high rated
Changelog for Patch 1.1.3 (added 13 February 2019)

Fixes:
* Fixed issue where abilities could stop working in combat in certain situations.
* Fixed Reaction Stance errors.
* Fixed enemies being able to trigger the "Deal over 100 damage in a single attack" achievement. That's adding insult to injury.
high rated
Update 1.2.1 (1 June 2019)
Fixes:

- Fixed game not starting on some computers because of a Steam initialization problem.
- Fixed an issue that could block habitation quests that require a specific amount of items.
- Fixed the Breacher illustrious effect applying to attacks outside its own equipment.
- Fixed missing Shield Generator Drone graphics.
- Fixed Miner's starting shields (should be 24, was 48).


Update 1.2.2 (6 June 2019)
Changes:

- Adjusted a lot of equipment base stats' and modifiers' min and max values (including the gain per level) to be closer to each other so that higher level items are more consistently better than their lower level counterparts.
- Ancient Eye/Lout Drone: Increased Headbutt damage from 50% to 70%.
- Lout Drone: Both melee and ranged damage increased by 1 on all ranks.
- Adjusted shield damage values on Blaster and removed the possibility to spawn a random extra shield damage modifier on Blaster cores.
- Added skill (weaponry, tech, medical, scavenging, mental) bonuses as possible modifiers to spawn on weapon cores.
- Further increased the chance of spawning Janitors and Wurmlings in level 1-3 derelicts.
- Blasting Charges: Made damage scaling from 6/8/8 to 6/7/8 and now only targets 2 enemies at all ranks.
- Slightly reduced credits bonus from Mental skill.
- Reduced a lot of DAMAGE RESISTANCE, ARMOR and EVASION stats on a bunch of enemies.
- Adjusted INITIATIVE values on a lot of enemies. Affects especially enemies at high levels not having as high values except on some specific "speedy" ones.

Fixes:

- Fixed issue that could make some of the NPCs inaccessible in the Administration Of Pirates quest.
- Fixed a bug that could break combat when Psyker/Mental Shield was active.
- Fixed issue with retreating on a freshly loaded save.
- Fixed Ice Cover not being targetable.
- Fixed issue where NPCs kept stopping the player after already having met them.
- Fixed tile condition icons not showing up on the map display.
- Added missing status icons to Augment cards.
- Fixed inventory showing heavy ranged weapons as available for ranged weapon slots, even though they can't be equipped.
- Fixed missing environmental combat action sprites.
- Some key shortcut fixes.
high rated
Update 1.2.3 (13 June 2019)
Changes:

- If the crew gets ambushed, retreating is not possible for two combat rounds.

Fixes:

- Fixed a map freeze caused by newly spawned enemies not being initialized correctly.
- Fixed a combat bug that could occur in some situations when either side had only one unit left.
- Fixed combat issues with Scrapper/Adaptive Tactics.
- Fixed combat bug with Miner/Overcharging Boost when refreshing the existing buff.
- Fixed The Power of Blood quest not continuing after retreating from spawned enemies.
- Fixed Predict Behaviour card text showing 2500% Evasion instead of 25%.
- Fixed habitation name not being displayed correctly in friendly habitation dialogue.
- Fixed a combat bug that could happen when playing a card manually after the crew member had already played a card while under confusion/fear on the same turn.
- Other small fixes and safety checks to various card and combat scripts.
high rated
Changelog for Update 1.2.4 (added 25 June 2019):

- Fixed a persistent combat bug that could cause all kinds of trouble when certain interactions happened at the start of a turn. Most visible with card-picking abilities such as Adaptive Tactics, Scrounger or Manufacture
- Fixed potential issues after loading a saved game in the middle of combat
- Fixed Technician/Tool Expertise not handling canceled cards correctly
- Fixed issues with Cobra Matriarch / Shield Wall
- Fixed issues with Myrmex Priest / Stormbendin
avatar
HypersomniacLive: Changelog for Update 1.2.4 (added 25 June 2019):

- Fixed a persistent combat bug that could cause all kinds of trouble when certain interactions happened at the start of a turn. Most visible with card-picking abilities such as Adaptive Tactics, Scrounger or Manufacture
- Fixed potential issues after loading a saved game in the middle of combat
- Fixed Technician/Tool Expertise not handling canceled cards correctly
- Fixed issues with Cobra Matriarch / Shield Wall
- Fixed issues with Myrmex Priest / Stormbendin
You forgot to upload the windows files for this, there's only linux and mac.
high rated
avatar
kaerius: You forgot to upload the windows files for this, there's only linux and mac.
I'm not affiliated with GOG or the devs/pub, just a regular GOG user posting changelogs as they become available here.

Windows standalone installer was updated to v.1.2.4: 27 June 2019.
high rated
Update 1.3.2 (18 December 2019)

- Fixed some enemies having 0 health and freezing combat, in particular Myrmex summons.
- Fixed a couple of bounty targets being able to spawn as normal enemies.
- Fixed an issue where retraining could result in characters having rank 0 abilities, leading to all sorts of problems such as characters doing 0 damage.
- Fixed combat errors that could happen in some situations when purging effects.
- Fixed problems with right-click transmuting.
- Fixed Scrap Armor not working when Russian language is selected.
- Fixed issue where Robotics Node could not be crafted.
- Fixed some combat issues that could happen when a unit channeling an effect was killed by a DOT.
- Fixed text and invalid icon tags in some codex entries.
- Fixed Medic/Understanding of Anatomy applying buffs incorrectly.
- Fixed Technician/Nano Bots script error if activated at the start of combat.
- Fixed Technician/Nano Bots not ignoring Inventors when checking for lowest shields.
- Fixed triggered traps not having any effect if the comic panel was skipped.
- Fixed harmless error when Myrmex Cocoon hatched.
- Fixes towards not being able to exit the room after combat.
- Unfortunate Case of Potto progression shouldn't get stuck now if you deal with some of Potto's issues and then kill him.
- Apparition Apprehender mission: Able to now interact with Foulmouth after retreating in post combat. -Rogue Glitches: Fixed not being able to fight the glitches again if you had retreated post combat.
- Fixed not being able to change number of ability cards while adding points to an ability.
- Fixed issue where card +/- buttons in the ability UI were unresponsive in some situations.
- Fixed issue where the number of ability cards could exceed the maximum allowed after adding points to an ability with 3 cards max.
- Fixed problems with Chemist/Combat Stimulant; it was buffing multiplicative modifiers too much and not rounding some values appropriately.
- Fixed Medic/Painkiller Additive not rounding the health bonus.
- Fixed aggressive personality bonus text showing up twice in the crew creation popup.
- Fixed missing warning about deleting saves for bad endings.
high rated
Changelog for Update 1.3.3 (11 March 2020):

CHANGES:
- Reduced Spiker damage and armor gain per level a small amount.
- Slightly increased initiative gain per level for Alzarus (Foul Practitioner) and Harkeon (Power Failure)
- Rockmorph uses Magnetic Interference and Rock Counter more flexibly.
- Slight adjustments and fixes to Cobra Guard, Cobra Assassin and Cobra Matriarch behaviours. For example assassins were uncharacteristically noble and refused to use "Cloaking" and "Sneak Attack" cards. Made all 3 them use their cards a bit more flexibly.
- Red Mist (Skink Acolyte): Reduced initial damage buff from +20% to +15% and the additional damage buff per attack performed from +20% to +10%. Also fixed it giving ENERGIZE 1 on crit for longer than intended.
- Barbed Orb (Skink Acolyte): Added a critical effect that adds +2 turns to the effect's duration.
- Skink Acolyte: Adjusted AI. For example will use "Boost Vigor" more often on allies, won't use "Drain Strength" multiple times on the same target and will only use "Red Mist" and "Acid Infusion" as a last resort if no allies left in combat.
- Skink: AI will only use Skink Call as a last resort if only one Skink is left in combat.
- Staff Strike (Skink Acolyte): Increased stun chance from 20% to 30%.
- Drain Strength (Skink Acolyte): Improved duration from 1 turn to 3 turns. Added duration to description.
- Skink: Made them a bit less likely to focus on one target with acid attacks, prevented them from going invisible with "Blend" when they are alone and they should refrain from using "Skink Call" if one is already active.
- Updated Piratech AI. Won't use "Oversee" if solo or with just one ally, if multiple Piratechs present they won't stack the use of "Oversee" or "Give 'em Hell" cards, made "Release a Drone" higher priority, will not use shield restoring abilities if solo unless it's the only card they have and also fixed the AI not using "Blinding Flare" card at all. Such blindness, much wow. While at it reduced the crit damage of Showstopper to 200% from 300% because those 90+ damage crits can be pretty obnoxious.

FIXES:
- Fixed achievement problems on Windows.
- Improved the accuracy of the indicated energy cost for moving multiple tiles.
- Ensure that quest loot from combat rewards is always received even when pressing Leave on the reward screen.
- Fixed station encounter state not being fully saved in some situations. Existing encounters should get fixed on load, but it's not guaranteed that they work perfectly in all cases; any future encounters should be fine.
- Fixed wrong title for Enhanced Crafting details on the research screen.
- Fixed a script error in Banger/Death Toll.
- Fixed an alien machine encounter not going anywhere in some cases.
- Fixed issue where a random NPC encounter could be generated with invalid dialogue.
- Positive Side-Effects (Chemist): Fixed health buff option not displaying the text correctly when applied.
- Fixed being able to skip quest dialogue via ambushing.
- Fixed Cobra Assassins not having any sound for Vulnerability Shot and Single Shot.
- Fixes towards the Widening the Perimeter habitation quest not having targets on the map.
- Added ship names to habitation quests in the mission log.
- Fixed Craft Supply not handling cards correctly if it was canceled without picking a card. Canceling it will also now count as a played card so that you can't replay it infinitely to find a specific card.
- Fixed issue where cards could be duplicated when recycled twice during the same turn.
- Seal of Betrayal: Fixed blocked quest progression if you killed all but Dogtooth and returned to Bennett.
- Fixed Hull Breach room condition showing "Low gravity" and added the actual description in there.
- Fixed socket locations sometimes not yielding Chip Socket required for Logomo to perform mental chip calibration.
- Skink Call (Skink): Affects Skink Acolyte now correctly.
- Boost Vigor (Skink Acolyte): Fixed it to correctly give Self: ENERGIZE 1 instead of 2 on critical.
- Fixed issue where the traveling weapon trader could have heavy ranged weapons even when DLC 1 is not installed.
- Fixed combat issues caused by some equipment effects not handling recently killed units correctly.
- Shield Discharge: Now as it describes, does purely shield damage.
- Fixed combat bug when an enemy tried to use Magnetic Interference on the station (the station is sufficiently shielded, so it shouldn't have an effect).
- Fixed combat freeze that could happen in some situations when a unit killed itself.
- Fixed combat issue where some channeling actions could be regarded as negative effects by other cards or abilities.
- Fixed script errors in Self-Repair, Vulnerable Self-Repair and Protective Self-Repair.
- Fixed level up notifications not working.
- Fixed EMP Grenade and Flash Fever comic panels not working correctly with some enemies.
- Fixed Demoralize bugging out when applied twice on a unit.
- "???" NPC shouldn't become unavailable after leaving the conversation for the first time.
- Corrected the description of Chemist's "Power Injection". Now correctly states that it only affects allies.
- Rank 3 Transfer will now correctly ENERGIZE self instead of ally.
- Fixed Cryo Wave description stating that it attacks all enemies when it in fact targets adjacent 3 enemies.
- Crystalmorphs sometimes had problems understanding how to use Crystal Hail but they shouldn't now.
- Fixed various small glitches in comic panels.

Linux standalone installer, and those of its DLC, updated: 1.3.2 ⇒ 1.3.3.
Windows & Mac not updated yet.


EDIT: Windows & Mac standalone installers, and those of its DLC, updated 16 March 2020:
- Windows: 1.3.2 ⇒ 1.3.3;
- Mac: 1.3.2 ⇒ 1.3.3 MAC.
Post edited March 18, 2020 by HypersomniacLive
high rated
Changelog for Update 1.5.0 (no date):

- controller support
- additional customization options such as meta-unlocks (e.g. trophy helmets and alternate starting gear for consecutive playthroughs)
- improved combat feedback (e.g. win celebration sequences)
- reworked and polished UI
- expanded tutorial tips
- all-round balance overhaul
- multiple AI tweaks
- revisited and enhanced Arena mode (for DLC owners only)
- numerous bug fixes
- miscellaneous performance tweaks, e.g. reduced disk space consumption


Windows & Linux standalone installers, and those of its DLC, updated (1.3.3 ⇒ 1.5.0): 24 & 25 March 2020.
Mac not updated yet.
high rated
Update 1.5.1

Changes:
Added one new suit for all classes.

Fixes:
Fixed problems with ending sequences in both base game and the arena. If you have dealt with the final encounter and didn't get the proper ending, please go back to the location to continue.
Fixed Mirror Skin implant not working.
Fixed issue where the dialogue panel with a lot of response options would not scroll when using the up/down keys or d-pad/stick.
Fixed scroll wheel not working in the implant list.
Fixed missing Inspect controller hint in the combat card selection panel.
Fixed missing control hints for tab buttons on the Research screen.
Fixed some UI issues when rapidly pressing buttons after returning to base.
Fixed a potential freeze with ships that are fully covered with power generators.