Hi guys, We're rolling out the first content update after the Expedition release and we're doing it directly on the main branch so good luck everyone! But first, a few words regarding our current state and our future plans. Despite having hardly any mainstream press coverage upon release, Expedition sold decently well in the initial wave and then kept doing well in the following weeks. This is very encouraging because this tells me that during the years we did manage to establish a big and dedicated enough of a fanbase, that is keeping an eye on the game and spreading the word about it, that we are no longer at the mercy of whims of individual mainstream journos of dubious gaming pedigree. Speaking of individual whims, we did in the end get a huge visibility boost (that translated into a financial one) from our friendly Ugandan YouTuber in the form of this video. Much love to Sseth. Our plans for the future are two-fold. First, we intend to release at least a couple more content updates. These updates will vary in size, but you can probably expect something comparable to this one. They will feature mostly minor quest changes, new items, couple new areas and possibly some moderate mechanical changes. I don't know how frequent these will be, but we'll do our best not to keep you waiting for too long. Secondly, and this will be our major focus, we'll start working on another expansion for the game. This one will be a standalone campaign in which you'll play as a new character in an area that will not be connected to the main game. We decided to do it this way for two reasons: first, because the base game is big enough as it is and we don't want to add more of the big content chunks either horizontally or through further character scaling (we will be adding some smaller stuff through the content updates, though); and secondly, we want to be able to revisit certain base mechanics and design patterns we used in the base game and improve upon them without either making the game inconsistent or having to redesign major parts of the base game. We'll talk more about what these things are and how we're improving upon them in the future. That's it regarding our plans. We'll try to keep you guys posted on the development. * * * * * Anyway, here's the patch notes for the update (the list includes the changes from 1.1.0.13 and .14 that were not present on the main branch until now): Tweaks Cooked shot with incendiary chemical blob pistol will now apply fear effects to the fire-fearing creatures

Fence door made a bit easier to click

Reduced the maximum combat and movement speed up while in turn-based mode to 500% (down from 1000%) to avoid it glitching out some abilities

Kareem and Freddy now also sell fish

Sapke now uses W2C bullets

Loot from Arena matches will now be stored in the loot locker behind Lanista

[Expedition] Locusts will now spawn out of the hive every second turn instead of every turn

Locusts will now spawn out of the hive every second turn instead of every turn [Expedition] The sounds of crabs poping out of the ground will no longer stack in order to burst your eardrums Creatures Added Mole Cricket - a puny early game insect

Added Young Psi Beetle - a weaker version on regular psi beetle to be used in the early game on lower difficulties

Added Small Sentry Bot - a weaker version of the regular sentry bot to be used in the early game on lower difficulties

A certain evil robot assistant has been upgraded

Balor and Cornell now have unique models

Core City faction members now have distinctive looks Crafting Added a throwing net blueprint. One net requires 50 fabric scraps.

Added a thin and frag grenade and mine case blueprints. Create multiple cases from a metal plate (scales with plate quality).

Added lockpicks blueprint. They can be crafter from any type of metal plate and lockpick level scales with metal quality. Also at very high levels of metal quality you'll create bonus lockpicks. This is a rare blueprint.

Changed the required amount of scraps when creating a repair kit to 40 (up from 20) per stack

When recycling an item, the total weight of the scraps will always be less than the weight of the original item Items Added a faction specific armors and item for JKK, Coretech, Praetorian Security, Protectorate, Free Drones, and [REDACTED]

TNT Charge value changed to 800 (up from 350)

Added digital timer and cardboard container as a static merchandise to several traders

Huxkey can now be sold as electronic device

Improved Jawbone crossbow

Added a new unique crossbow somewhere out there

Changed the weight of repair kits to 1 and advanced repair kits to 2 (up from 0.25)

Changed the value of .44 JHP bullet to 52 (up from 20). No idea why it was so cheap before.

Fishing rod made a bit easier to click

Fishing rod's range has also been increased, making it possible to fish from some elevated platforms

Dismantling the fishing rod will now be done by right clicking and choosing that option

Added graphite as static merchandise to couple of stores

[Expedition] By popular demand the certain fancy armor will now sport the hood and mask on the player character also

By popular demand the certain fancy armor will now sport the hood and mask on the player character also [Expedition] Added bison milk consumable

Added bison milk consumable [Expedition] Sormirbaren Spirit Staff no longer reduces psi costs Quests/Areas Added a couple of mini-dungeons that may randomly appear in the early game

The player can now ask Quinton for another set of putrefying bolts in case they used them up and still haven't managed to finish the quest

Fixed a gate leading to Depot A not being lockpickable

Added an agility check for climbing over the fence near the Protectorate embassy in Junkyard

[Expedition] Added a few extra visual clues to that cool dude's first old home; also lowered safe's required lockpicking skill to 60

Added a few extra visual clues to that cool dude's first old home; also lowered safe's required lockpicking skill to 60 [Expedition] Added an agility check for climbing over a wall in JSHQ's barracks

Added an agility check for climbing over a wall in JSHQ's barracks [Expedition] Tweaked the way camp loses supplies over time (slowed down and made a bit more consistent and dependent on more factors) Feats Cut-throat action point cost changed to 25 (down from 30) and can now also be performed out of stealth against incapacitated targets UI You will now see which targets qualify for Ambush feat proc based on their and your current location. The indicator will be placed left of the target's health bar.

Fixed the small offset of different chemical ammo icons that are show above the XP bar

The log will now write "is destroyed" for non-living targets

[Expedition] Fixed the vehicle weight display bug Bugs You will no longer be able to export your character while riding a vehicle

When casting electronic imprint on a "melee" trap, such as bear or blob trap, the trap will no longer jump to your location to trap you, but instead be destroyed in a regular manner; However, in addition to this, the electronic imprint will also automatically backfire in case you attempt to place it on top of any trap and apply its damage and stun to the invoker

Fixed the bug that would sometimes cause the game to crash when fighting t-lings in DC

Fixed the bug that caused the Expose Weakness tooltip to sometimes show the wrong reduction value when specced into it

Fixed transition problems with the rocks gap on the Forsaken Island

Fixed the exploit that allows Forcefield and some other abilities to be used to determine if there are hidden NPCs on targeted tiles

Hyperallergenic will now also trigger when consuming psi boosters

Fixed the bug that caused a certain popular NPC to kill you in the end for no reason

Industrial bots are now immune to immobilization

Fixed the bug that caused knife to be invisible when wearing a riot armor with a shield and a cloak

Fixed the bug that caused chemical destabilization to expire before the damage over time effects (such as acidic entanglement) are applied for that turn; from now on, when resolving a turn, all damage over time effects will be applied before affecting the expiration of any status effect

Fixed the bug that caused the cameras to sometimes not detect your various thieving shenanigans (such as the case sometimes was in Ray's shop).

You can no longer decapitate the last boss

Fixed the bug that caused the keybindings to stop working when the map window is closed (by dialog or opening a container, for example) while you're entering a custom note

Fixed the bug that would cause the crawlers and deathstalkers to subtley hint at their future hiding location when escaping by using the ceiling

Fixed hostilities with Gorksy in CC propagating to SGS even when they shouldn't

Fixed a bug in Foundry prison where erasing security footage didn't prevent hostilities with the rest of the settlement in certain cases

[Expedition] Fixed the bug that allowed the special ability of a certain unique armor to be turned on even when not wearing it



Fixed the bug that allowed the special ability of a certain unique armor to be turned on even when not wearing it [Expedition] Fixed the bug that caused Razor to become invisible when using the shotgun



Fixed the bug that caused Razor to become invisible when using the shotgun [Expedition] Fixed the bug that would cause multiple paranormal entities to spawn from a certain corpse instead of just one



Fixed the bug that would cause multiple paranormal entities to spawn from a certain corpse instead of just one [Expedition] The expedition will now leave the items from the player's locker behind upon undeployment



The expedition will now leave the items from the player's locker behind upon undeployment [Expedition] Fixed Ethan being able to teach the players temporal manipulation abilities without them having psi empathy



Fixed Ethan being able to teach the players temporal manipulation abilities without them having psi empathy [Expedition] Fixed a certain agent not recognizing you gave him Something Important(tm) in certain instances



Fixed a certain agent not recognizing you gave him Something Important(tm) in certain instances [Expedition] Fixed some minor ending slides issues



Fixed some minor ending slides issues [Expedition] Fixed an instance in which a certain kidnapping event can occur even when it shouldn't

Fixed an instance in which a certain kidnapping event can occur even when it shouldn't [Expedition] Fixed a scripting bug that in some instances caused a transition error when entering the Arch Island docks map

Fixed a scripting bug that in some instances caused a transition error when entering the Arch Island docks map [Expedition] Fixed being able to get a new mission even after being fired from the expedition

Fixed being able to get a new mission even after being fired from the expedition [Expedition] Fixed a group of sec-troopers appearing inside an important building in the camp when they shouldn't

Fixed a group of sec-troopers appearing inside an important building in the camp when they shouldn't [Expedition] Fixed Seeger sometimes hanging out in front of the Arch Island Keep when he should be in his tent

Fixed Seeger sometimes hanging out in front of the Arch Island Keep when he should be in his tent [Expedition] Fixed an issue with certain attacks occurring even after the defenders have left the Black Sea

Fixed an issue with certain attacks occurring even after the defenders have left the Black Sea [Expedition] Fixed the bug that caused the crash after completing the Crimson Horticultural Center (potentially can be triggered on other points during the course of the main quest)

Fixed the bug that caused the crash after completing the Crimson Horticultural Center (potentially can be triggered on other points during the course of the main quest) [Expedition] Fixed being able to kill a certain man hanging out in the Dominating Bar in Core City with gas grenades, traps, etc.

Fixed being able to kill a certain man hanging out in the Dominating Bar in Core City with gas grenades, traps, etc. [Expedition] Choosing to destroy a certain robot in Lemurian Health Center no longer breaks the quest



Choosing to destroy a certain robot in Lemurian Health Center no longer breaks the quest [Expedition] Fixed the bug that prevented the Sormirbaren Ballistas to not be able to detect you fully on their own



Fixed the bug that prevented the Sormirbaren Ballistas to not be able to detect you fully on their own [Expedition] Increased the range of Sweep attack to at least match the range of regular spear attacks



Increased the range of Sweep attack to at least match the range of regular spear attacks [Expedition] Plasma mines will now have the proper explosion radius of 2, instead of 3



Plasma mines will now have the proper explosion radius of 2, instead of 3 [Expedition] Fixed the bug that caused Shield Bash (and possibly some other special melee attacks) to use the current weapon crit chance and bonus stats



Fixed the bug that caused Shield Bash (and possibly some other special melee attacks) to use the current weapon crit chance and bonus stats [Expedition] Shotgun will no longer trigger Ambush since it's not a single target weapon



Shotgun will no longer trigger Ambush since it's not a single target weapon [Expedition] Opportunist will no longer trigger on sea snakes



Opportunist will no longer trigger on sea snakes [Expedition] You can no longer mount jet skis while immobilized



You can no longer mount jet skis while immobilized [Expedition] Fixed bunch of locust hives that were inaccessible for melee attacks (this will not affect the current playthroughs in which you've already visited the area of the hive)



Fixed bunch of locust hives that were inaccessible for melee attacks (this will not affect the current playthroughs in which you've already visited the area of the hive) [Expedition] Fixed the bug that prevented the paranormal phenomena in certain graveyard to chill out if you leave the area for a while



Fixed the bug that prevented the paranormal phenomena in certain graveyard to chill out if you leave the area for a while [Expedition] Fixed a bug with a certain kidnapping event which was introduced in 1.0.1.13 experimental



Fixed a bug with a certain kidnapping event which was introduced in 1.0.1.13 experimental [Expedition] Fixed a certain captain's visitor coexisting in two places at once

Fixed a certain captain's visitor coexisting in two places at once [Expedition] Fixed the certain infinite trading profit bug that was available to the master merchants

Fixed the certain infinite trading profit bug that was available to the master merchants [Expedition] Psycho-temporal Contraction will no longer be affected by armor penalty on following turns

Psycho-temporal Contraction will no longer be affected by armor penalty on following turns Various minor dialog and map fixes Let us know how you like the changes and additions. Cheers!



