v0.0.74 Change Log


v0.0.74 Changelog

A new game is required for many of the changes to take effect!

New Content Added

A D&D style point buy system for character generation. This allows a lot more build variety than the previous system, as the player gets 30 points to allocate into their attributes, with increasing point costs as attributes are raised. REQUIRES A NEW GAME

Each of the classes start with a new special attack skill that’s normally locked behind a feat. These feats have been added to the feat menu. REQUIRES A NEW GAME

  • The Wanderer starts with the basic “Rapid Strike” feat. 
    • No prerequisites. +1 extra attack, -4 attack bonus, and -2 armor class for 1 turn.
    • Requires a character level of 4. +1 extra attack, -3 attack bonus, and -1 armor class for 1 turn.
    • Requires a character level of 8. +1 extra attack, -2 attack bonus, and -0 armor class for 1 turn.
  • The Street Warrior starts with the basic “Powerful Strike” feat. (this feat already existed but only had one version available)
    • No prerequisites. +3 damage and -3 attack bonus for 1 turn.
    • Requires a character level of 4. +6 damage and -6 attack bonus for 1 turn.
    • Requires a character level of 8. +10 damage and -10 attack bonus for 1 turn.
  • The Techhead starts with the basic “Critical Strike” feat. 
    • No prerequisites. 19-20 Crits and -5 AC for 1 turn.
    • Requires a character level of 4. 18-20 Crits and -3 AC for 1 turn.
    • Requires a character level of 8. 17-20 Crits and -1 AC for 1 turn.

Added new “Called Shot” skills to pistols, sniper rifles, and assault rifles (which are the only weapons capable of a single shot). “Called Shots” are single shots aimed at specific body parts. What follows are the details of “Called Shots”.

  • Head: Deals Double Damage, -6 Attack Bonus on the User for that turn.
  • Body: +2 Attack Bonus, reduces crit threat range by -15% (which reduces 18-20 to 20-20) on the User for that turn.
  • Arms: DC 15 Seals attack/cyberweapon skills for 3 turns.  -6 Attack Bonus on the User for that turn.
  • Legs: DC 15 -2 AC, -4 Initiative for 3 turns. -3 Attack Bonus on the User for that turn.

Characters can now dual wield weapons from the start without requirements. When a player dual wields two weapons (restricted to pistols and small melee weapons), they receive a -6 attack bonus penalty. The penalty is removed when they stop dual wielding. The Two Weapon Fighting feat has been altered to reflect this new addition. REQUIRES A NEW GAME

Added a display of skill use roll vs DC check calculations to all security skill use situations.


Issues Fixed

Fixed the critical damage scaling. The global critical damage scaling was set to 3x when it should’ve been set to 2x. Only sniper rifles are supposed to have 3x critical damage.

Fixed the chipware slot not appearing and being unusable with a Chipware Interface equipped. 

Fixed the equipment type of the “Death's Protection” belt so it can be equipped correctly.

Corrected and increased the Save DC used by the “Sucker Punch” skill. It was using 10 instead of 12.

Fixed the wrong image being displayed for the “Master Empathic” and “Master Roughneck” feats.

Burst Fire and Automatic Fire skills should now correctly apply the attack bonus reduction before hit calculation.

Fixed and expanded the Zoom Drops Junkie side quest in the East District.

Fixed Sly’s skill progression.

Fixed more misspellings in dialogue.

Fixed a few instances of lighting layers not being removed.

Fixed the limited uses notetag on the Circulatory Isolators, the Life Support Monitor, and the M3 "Cyberdoc" Emergency Trauma Pod.

Fixed multiple issues with the event in the Hyza Industries Lab where a security robot can be added to the party.


Changes to Current Content

The Two Weapon Fighting feat now halves the attack bonus penalty if the player is dual wielding.

Removed “Rapid Reload” from the Wanderer at level 14 and replaced it with “On The Road”. This passive feat increases First Aid, Security, Repair, and Persuade by +1.

The Techhead now receives “Disable Robot” at level 1 instead of level 2. REQUIRES A NEW GAME

Edited Sly’s class progression to match the edits to the Techhead class progression. REQUIRES A NEW GAME

Remade all melee skill damage formulas to work with all three levels of Powerful Strike.

Lowered the cooldown on the “Prepare to Dodge” skill to one turn instead of two turns.

Removed the “Single Shot” skill from all SMGs, so now they only shoot full auto by default. 

Removed the “Single Shot” SMG skills from all enemies who use SMGs.

Changed the saving throws used for Subject 3’s skills to use WIS instead of BODY and REF. 

Added a WIS saving throw for half damage to Telepathic Lash.

Added four new skills to Subject Three.

Added Rapid Strike, Powerful Strike, or Critical Strike on various leader and boss enemies.

Added increased turn chance to the Mutated Rabbits and Mutated rats.

Increased 12ga damage from 1d8 to 1d10.

Reduced .410 bore damage from 1d6+3 to 1d4+1

Changed the incorrect term “Trauma Tablets” referred to when opening the equipment box at the Deadman Inn to the correct term “Trauma Hypos”. Also changed this in a few other loot sources.

Changed a lot of more general states to have black and white icons, bringing them in line with similar states that already had black and white icons.

Standardized DC save descriptions on items, weapons, and armors.

Redid a lot of the dialogue and interaction with the robbers near the East District Metro Station.

Edited the directions that Derek gives you to head to the Kyuchi Clinic.

Rewrote the attribute descriptions in the encyclopedia and character creation images to match the point buy system descriptions. REQUIRES A NEW GAME

Added more encoded message options that can be sent to Sly in Jax’s skill tutorial quest.

Added new dialogue when the player talks to Erica after Luna joins working at the Deadman Inn.

Added some options for starting combat with Joseph and Tasha Bashar without having the bounty quest.

Adjusted the reward values of the Dreamtech Chipware quest.

Reduced the limited uses notetag on the Circulatory Isolators, the Life Support Monitor, and the M3 "Cyberdoc" Emergency Trauma Pod.

Removed the Neural Bridge AMM chip from the black market cyberware dealer in the East District, since it’s not needed anymore.

Changed enemy HP scaling formulas to be based off the Wanderer’s HP instead of the Techhead’s HP.

Adjusted the robot enemies to have the same racial bonuses as the planned robot party member.

Increased  some skill use requirements for interactions in the Hyza Industries Lab

Increased the skill use requirements for the server room in The Hive.

Changed the switch used for the Safe-Cab nearby the Bottom’s Up bar.  Now the player can’t use it to travel before acquiring the equipment from the Deadman Inn’s basement. REQUIRES A NEW GAME  (only important if you haven’t met the Vigil yet).

Added +3 Intimidate to the “Deathlord’s Scythe”

Added more loot sources around the East District.

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