Hey everyone!
It's the end of June, and as promised, we have an update for you all!
We're still hard at work planning out some big (and exciting) changes to the game based on feedback and ongoing discussions here at the studio, as well as more content of course. We know that everyone is eager to get a glimpse at the roadmap of what's ahead, and we're going to do our best to get it out as soon as possible.
But until then, we want say another thanks to everyone for having reported bugs and leaving feedback these last couple of months. It's been super helpful, and you all play an important roll in shaping the future of the game! This really is just the beginning for the game.
In any case, in this month's update we wanted to focus on increasing the pool of cybernetics and mods, adding new weapons, adding more gameplay variety to indoor spaces, alongside fixing as many bugs as possible of course. And of course, adding the heavily requested"save and quit" feature.
More or less everyone here at studio will be on summer vacation for 4 weeks here in Sweden this upcoming month, starting the second week of July, so expect less updates and communication duing this time. We'll be back in full force in August! Stuff is cooking, and we can't wait to share it.
But for now, here are the V.790 patch notes:
New Features & Content
12 New Cybernetics:
Ballistics Neural Frame
Bioelectronic Tissue Stimulators
Gun Melee Coordination
Field Medic
Self-Destruct Hack
Tactical Servo
Vulnerability Analyzer
Regenerative Tissue System
Adaptive Resurrection Suite
Graviton Anchor
Engineered Metabolic Organ
4 New Weapons:
Bolt Buster
Anti-Grav Snare
Seeker Rifle
Plasma Cannon
Changes & Minor Additions
Critical hits now have a different damage number color for clarity.
Removed higher ranks of certain cybernetics and moved their effects to the previous rank, giving you more of the cybernetic’s power on a single level up.
Plasma Asteroid Demolisher projectiles now bounce.
Global Progression on save file should now properly reflect progress based on what’s currently available.
Sentry gun visuals and gameplay updated.
You can now open the Pause Menu from NavDek.
Many crates have updated visuals when thrown.
Dual Shot and Piercing Shot mods are now mutually exclusive to each other.
Lowered base damage of Sammy Sixfinger’s guitar throw attack.
Explosive Bullets mod:
Decreased damage bonus from +100% to +50%
Slightly decreased range on minigun and shotgun.
Adjusted how enemies are knocked.
Ol' Painless (Minigun)
Black Market Cybernetic - Adrenaline Injector
Upgrade - Tactical Belt
Malfunction - Weapon Disabled
Malfunction - Boiling Point
The first kill on Main Targets now give a higher amount of francs and credits than subsequent kills.
It is now possible to exit the Weapon Machine instantly after upgrading a weapon.
Bug Fixes
Fixed an issue causing enemies to sometimes land below ground.
Partially fixed a couple of issues causing the toilet to get stuck mid-air Joe Bob 'Senior' Barnes.
Fixed an issue causing the game to softlock after defeating Joe Bob 'Senior' Barnes when trying to level up.
Fixed an issue causing Scoped Shot increased damage to override Piercing Shot damage.
Fixed an issue causing status bars to remain on cuffed enemies.
Fixed an issue causing Cryo not to damage enemies properly when 1 hp is remaining.
Fixed an issue causing Big' Otis Barnes to miss his charge grab when the player was too close.
Fixed an issue causing Cybernetic buff effects not to reset when starting a new destination.
Fixed an issue causing Cryo Grenades explosions to loop against the Rhino enemy in The Silent Zone causing a game freeze.
Fixed an issue that made it possible to use Stimpaks on max health when having “Halved Health” malfunction.
Fixed an issue causing the player to be able to take damage after collecting the reward from bosses.
Fixed an issue causing some weapons not being able to reroll weapon mods.
Fixed an issue causing the player to have their Max HP and Max Stimpaks adjusted when not engaging with Neurocore Stations and engaging bosses in the silent zone.
Fixed an issue causing Cherry 'Boom-Boom' to only take one instance of explosion damage when shooting her with a Shotgun with Explosive Bullets.
Fixed an issue causing the lightning ball not to be removed properly when climbing ladders with Lightning Justice weapon.
Fixed an issue causing the Van in New Detroit to play Gore Plasma SFX when defeated by a Plasma Weapon.
Fixed an issue causing the Flamethrower flame to sometimes move backwards together with the player.
Fixed an issue causing enemies not to notice the player properly in interiors.
Fixed an issue causing enemies with pistols to sometimes be able to shoot through crates.
Fixed an issue causing Sawyer to be able to doubletalk when he got hit and healed himself with a Stimpak.
Fixed an issue that made it possible to jump out of bounds in the transition hub to The Silent Zone.
Fixed an issue causing the player to lose mainframe protocol upgrade at Neurocore Station when opening invalid menus.
Fixed an issue causing Adrenaline Injector (Death Save) not to trigger properly when defeating a boss at the same time as the player dies.
Fixed an issue causing VFX and particles to remain on the screen.
Various camera fixes.
Fixed an issue causing the player to be able to get stuck in a wall in the silent zone.