v0.0.76 Change Log


Changes Made 

V0.0.76

New Content Added 

I finally got custom skill parameters (such as First Aid, Computer Use, etc) to be affected with states! I’ve been implementing changes in existing items and adding some new consumable items which allows the user to temporarily increase skills.

Added three versions of Neurochemical RNA Tablets to the game. These increase all skills (except Style and Luck) by a certain amount.

Added the new skill “Luck”. This can only be increased in a few, specific ways. Luck increases all skill levels (except Style and Luck), Attack Bonus, and Armor Class by the level of the Luck skill.

Added visible attribute bonuses to the Status Menu.

Added new sounds for firearm shooting, reloading, EPID usage, unlocking and using doors, unlocking and using chests, alarms, explosions, game UI.

Added a [VL&S] USAS-14 shotgun to the Marksman’s Gun Range.

Added interactable scotch bottles in Zapz Nest.

Added some new dialogue when the player meets Alice for the first time, and added a new shop to Alice which sells a few customized firearms.

Added some new dialogue and a shop to the bounty hunter named “Thunderking” in the Hive.


Issues Fixed

Fixed the wrong reward percentages for Raphael’s quest.

Fixed an issue with using the security skill if the player’s skill level is the same as the party member’s skill levels.

Fixed the wrong repair skill display for the broken computer in the Lab.

Changed Vamp-Biters’ skill from Weapon Skills to Combat Skills

Removed icons from the skills of Bioelectric Bolt and Acid Glands

Fixed the version of the Wanderer class on the Contact and fixed the hit calculation for that class.

Fixed the “Berserker” and “Appetite Control” Chipware skills.


Changes to Current Content

Added a x1 Demolitions damage bonus to all grenades. This is so the skill is more useful in the  game demo and beyond.

Now you can sell items to the equipment shop in the Hive.

Increased one of the Persuade DCs of Raphael’s quest to 25.

Adjusted all enemy’s HP, Attack Bonus, and Armor Class scaling. Enemies should now provide more of a challenge, especially Leader and Boss enemies.

Adjusted some enemy levels.

Increased the cost of Stimulants and increased the attribute bonus they provide to +4.

Edited all of the chest reward dialogue boxes.

Removed the negative drug effect from Healing Booster Tablets and changed the “Increased Healing” drug effect to Tier 1 Regeneration.

Changed the High Lumen Flash save DC to 16 and the Attack Bonus reduction to -6.

Added the Acid state to the removable states for the Antidote Kit.

Changed the “Appetite Control AAM Chip to the correct healing amount, and changed the price.

Increased the cost of all food, drink, Healing Booster Tablets, and Medical Kit items.

Alcohol now increases the Persuade skill directly, instead of the roundabout way of increasing Charisma.

Removed the increased action chance effect from the Alertness drug effect, since the triple action part of it could cause crashes.

Changed the description and effect of the Jumpstart Drug.

Increased the cost of using the Kyuchi Clinic’s (and all other clinic/hospital) medical services.

Medical Supplies renamed to “Medical Box” and now give 2 random medical items of low to medium rarity. “Premium” boxes give 3 random medical items up to the maximum rarity.

Changed the damage formula of Cyberarm Strike and made it an unarmed attack skill replacer. This is so it can be used in martial arts builds (which is something I'm in the process of adding in).

Increased prices for all grenades.

Removed all “move” sounds from transfer events.

Removed the “X Feat Learned” dialogue boxes that show up after learning a feat, since it delays the light layer from reappearing.

Removed the Autosave script because it caused issues with some common events.

Increased the price of the “Berserker” Chipware and reduced the amount of turns it lasts by 1.

Made it so the music played in the Hive remembers what you selected.

Files

Collector - v0.0.76.exe 623 MB
Jun 29, 2024

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