- You can now throw acid vials
- Obscure weapon improved in an obscure way [Lemurian Spear works with High-Technicalities]
- Infused Bison leather will now provide more fortitude when crafting boots (not applied retroactively)
- Vigorous Belt now also grants 15 fortitude
- AI Scrambler and Hypno Goggle value will now scale with their effective level
- Added a toggle on the right side of the action bar that, when turned on, will prevent you from interacting with all containers and other usables while in turn-based mode; The main purpose of this feature is to prevent you from misclicking enemy remains, but it will also help with the doors
- In character sheet window, modified skill values that are currently affected by syngergies will be highlighted in yellow
- Reduced the max spec points that can be invested in Wrestling spec to 5, since more would just take you over 100% chance to apply. If you invested more than that: lol noob! (j/k You'll get those back on the next level up (unless you're max level in which case: lol noob!))
- Tungsten sledgehammer critical chance reduced by 1%
- Supersteel sledgehammer critical chance increased by 2%
- Supersteel sledgehammer action point cost reduced by 2
- Supersteel spear will now grant 3% precision bonus
- Supersteel machete will now grant 3% precision bonus
- Supersteel machete action point cost reduced by 1
- Supersteel combat knife will now grant 5% precision bonus
- Increased critical hit chance of all firearm pistols by 3% (new base is 10% now)
- Firearm pistols damage increased by about 25%
- Firearm pistols now ignore up to 40% of target's evasion at close range
- Sharpshooter now grants the critical damage bonus to firearm pistols at all times regardless of focus
- Added Gun-Fu feat - When attacking with firearm pistols in melee range, your effective attack skill is increased by 40% (up to 60% through specialization) of your unmodified melee skill for all purposes, including the damage done
- Added Bullet Time feat - When activated, reduces action point cost of firing firearm pistols by 30% (up to 50% through specialization) until the end of the turn.
- Reduced the base damage by about 20%, they now incur 130% of mech resistance and threshold (up from 125%), but the damage that passes the armor is increased by 75%
- Added Remote Surgeon feat - Increases the unresisted damage modifier of throwing knives by additional 50% (up to 100% through specialization)
- Added Knife Throw's Gloves which increase knife throwing precision by 5% and reduce AP cost by 3
- Added Shock Shurikens
- Certain plasma sentries will now deploy their plasma cannons in real-time and wait for the player
- Incendiary grenades will no longer be activated if they hit a traversable water tile (they will trigger if they hit an occupied water tile, though)
- Groin Guard now also grants immunity to Dirty Kick's extra stun duration
- TNT Charge will now use the new explosion visuals (same as HE grenades)
- Pyrokinetic stream will now emit light
- Added a small cooldown to playing sounds that should, hopefully, prevent volume stacking
- Fixed a number of ability and feat descriptions to properly state "humanoid" instead of "human" if they affect that category
- Fixed a number of ability and item descriptions to state when the bonuses are only affecting weapon and unarmed attacks
- Fortitude will now help with poison resistance (mostly manifested through reducing poison duration)
- Added Napalm Barrels, a stronger version of regular explosive barrel that also spawns fire; these can be thrown by the usual suspects
- A certain very, very bad gas that's been released into an under-passage hideout now dissipates after some time
- Added the Lost Vault dungeon in Upper Caves
- Added new Core City sewers random fragments
- Added new GMS vault cave which are randomly selected when starting a new game. Ongoing playthroughs will still have the default map
- Added a new source of very bad gas inside a certain bunker in Upper Caves
- [Expedition] Added the ability to climb up the cliff at the entrance to the Black Sea (requires some high agility)
- [Expedition] Added a rift to Fort Apogee
- [Expedition] Added a certain mentioned wild boar to the Hathorian hunting grounds. Snort!
- Decreased movement speed and movements points of Tithonus Lab residents; also tweaked their AI as to make them more likely to give up chasing the player
- Added the ability to peek over the guard rail outside Arke's power room to see if anything's waiting near the elevator
- The player can now tell the Core City warehouse defenders to set up their defenses at three different positions in the building
- Various minor changes to the Lost Vault entrance area, as well as some npc and dialog tweaks
- The Emporion Mall Lunatics are now a bit less sensitive to sound. Reckless players will still be able to alert entire floors, but playing with care will result in fighting smaller groups at a time, which also prevents pathfinding slowdowns
- Jookhela got a new coat of paint
- [Expedition] Minor tweaks to Ray's Shop as to prevent a few camera vision exploits
- [Expedition] Dude will now make you another Juice in case you waste the first one.
- [Expedition] He'll also take hydraulic fluid from DC instead of a certain gun lube (as they're both mineral oil-based).
- [Expedition] ...and he accepts mushroom brew as currency following a certain event.
- [Expedition] Reduced the slowdown that occurs during the boat-riding cutscene at the start of the expedition
- Pyrokinetic stream will now properly apply Thermodynamicity when the invocation ends
- Pyromaniac's extra damage from specialization will now properly be applied
- Thermodynamic Destabilization can now trigger Pyromaniac
- Psi window will now be hidden while the character sheet is open like other windows are
- Invoking Psycho-temporal Contraction while already under effects of one will not grant you more action and movement points in that turn
- Fixed the value rounding bug when displaying character damage resistances
- Fixed the bug that caused doppelgangers to not despawn in real-time combat
- Fixed a long standing animation glitch that caused the animation to abruptly end after the psi ability is invoked
- Fixed the bug that would sometimes cause the game to crash when an acid barrel is thrown
- Fixed the bug that would sometimes cause the death screen to be uninteractble when you die during a cutscene
- Fixed being able to avoid confronting Jookhela through the power of turn-based mode exploits
- Fixed Tobias in Tithonus Lab turning on the power during turn-based combat instead of trying to make sure it's off
- Fixed Aran not getting a health buff on Dominating
- Fixed GMS level 3 doors not working with automatic door opening option checked
- Fixed sometimes not getting xp when completing a certain assassination quest for Edgar
- [Expedition] Fixed not being able to talk to Katya after visiting "the cave", as well as a certain dialog option not showing up regarding something you see at the entrance to the Black Sea
- Various minor dialog and map fixes and tweaks
