We made a few enhancements and fixed a few issues with cybernetics.
Added a new implant: force modulator.
As a true kin, you can now choose to start without cybernetics and license tier 0 in exchange for +1 Toughness.
Randomly generated true kin now occasionally start with no cybernetics.
Reduced the movespeed bonus from motorized treads from +100 to +50. The new bonus means you'll move twice as quickly as you do with 100 movespeed (each point above 100 reduces the energy cost of moving by 1%). This was the intended behavior all along.
You no longer prefer to attack with an equipped hand over your fist if you've cybernetically upgraded your fists.
You can no longer pick up becoming nooks and cybernetics racks.
Implants are no longer improperly installed when you cancel out of the installation menu.
Fixed an issue during implant installation that caused the implant to be installed on the first body part listed regardless of which body part was selected.
You now properly automatically ID artifacts when you have optical technoscanner installed.
Matter recompositer now properly teleports you to explored tiles only.
You should no longer get "the way is blocked" messages when using matter recompositer.
You no longer get a blank popup when you share secrets with Putus Templar.
Unidentified implants should no longer have "[implant]" in their names.
Fixed an issue building the new Cybernetics Ward in Bethesda Susa.
Fixed an issue causing some maps to fail to build on OS X and Linux.
We made a few enhancements and fixed a few issues with cybernetics.
Added a new implant: force modulator.
As a true kin, you can now choose to start without cybernetics and license tier 0 in exchange for +1 Toughness.
Randomly generated true kin now occasionally start with no cybernetics.
Reduced the movespeed bonus from motorized treads from +100 to +50. The new bonus means you'll move twice as quickly as you do with 100 movespeed (each point above 100 reduces the energy cost of moving by 1%). This was the intended behavior all along.
You no longer prefer to attack with an equipped hand over your fist if you've cybernetically upgraded your fists.
You can no longer pick up becoming nooks and cybernetics racks.
Implants are no longer improperly installed when you cancel out of the installation menu.
Fixed an issue during implant installation that caused the implant to be installed on the first body part listed regardless of which body part was selected.
You now properly automatically ID artifacts when you have optical technoscanner installed.
Matter recompositer now properly teleports you to explored tiles only.
You should no longer get "the way is blocked" messages when using matter recompositer.
You no longer get a blank popup when you share secrets with Putus Templar.
Unidentified implants should no longer have "[implant]" in their names.
Fixed an issue building the new Cybernetics Ward in Bethesda Susa.
Fixed an issue causing some maps to fail to build on OS X and Linux.
We replaced the old cybernetics system with a newer, much more elaborate one.
Cybernetics are still only available to true kin.
We added dozens of new cybernetic implants.
Implants are installed onto body parts at cybernetic terminals called 'becoming nooks'. Potential body parts include: head, face, body, back, arm, hands and feet. Unlike old implants, these new implants do not occupy equipment slots.
A few implants actually do occupy equipment slots.
You can view your installed implants on the new Cybernetics tab of the Equipment screen. The tab doesn't appear if you have no implants installed.
Implants must be identified before you can install them.
Only one implant can be installed per body part.
Some implants can be installed on one of several body parts.
Each implant has a license point cost associated with it. The total number of license points across all your installed implants can't exceed your license tier.
True kin start with a license tier of 2. You can upgrade your license tier at a becoming nook by spending cybernetic credits.
You can install and uninstall implants freely at a nook, as long as you remain at or below your license tier.
Uninstalled implants go into your inventory. Some implants are destroyed when uninstalled, however. Other implants can't be uninstalled. All this info is in the implant's description.
When installing implants at a becoming nook, the implants must either be in your inventory or the nook's rack.
There are some preset becoming nooks in the game. They also have the chance to appear in certain types of procedurally-generated ruins. Becoming nooks usually have implants in their nook racks.
Implants themselves can also appear as rare loot.
Per the Eaters' architecturally tastes, becoming nooks are usually found along side statues of implanted Eaters.
Most cybernetic credit wedges are now placed in preset locations throughout the world, but they also can appear as very rare loot.
True kin can pick one implant from a subset of the implants to start with at character creation.
The list of starting implants includes generic ones and a unique implant for each arcology only available to characters from that arcology.
Added a new journal category: Ruins with Becoming Nooks.
Some factions, but especially the Putus Templar, now share the locations of ruins with becoming nooks as secrets.
Balanced the Templar's water ritual credit wedge gift for the new system.
Reduced true kin's starting attributes by 2.
Added a whole bunch of minor stuff in support of this patch.
Made the night-vision visual effect more playable.
Fixed an issue with Sense Psychic and Heightened Hearing not properly showing identified object tiles.
We replaced the old cybernetics system with a newer, much more elaborate one.
Cybernetics are still only available to true kin.
We added dozens of new cybernetic implants.
Implants are installed onto body parts at cybernetic terminals called 'becoming nooks'. Potential body parts include: head, face, body, back, arm, hands and feet. Unlike old implants, these new implants do not occupy equipment slots.
A few implants actually do occupy equipment slots.
You can view your installed implants on the new Cybernetics tab of the Equipment screen. The tab doesn't appear if you have no implants installed.
Implants must be identified before you can install them.
Only one implant can be installed per body part.
Some implants can be installed on one of several body parts.
Each implant has a license point cost associated with it. The total number of license points across all your installed implants can't exceed your license tier.
True kin start with a license tier of 2. You can upgrade your license tier at a becoming nook by spending cybernetic credits.
You can install and uninstall implants freely at a nook, as long as you remain at or below your license tier.
Uninstalled implants go into your inventory. Some implants are destroyed when uninstalled, however. Other implants can't be uninstalled. All this info is in the implant's description.
When installing implants at a becoming nook, the implants must either be in your inventory or the nook's rack.
There are some preset becoming nooks in the game. They also have the chance to appear in certain types of procedurally-generated ruins. Becoming nooks usually have implants in their nook racks.
Implants themselves can also appear as rare loot.
Per the Eaters' architecturally tastes, becoming nooks are usually found along side statues of implanted Eaters.
Most cybernetic credit wedges are now placed in preset locations throughout the world, but they also can appear as very rare loot.
True kin can pick one implant from a subset of the implants to start with at character creation.
The list of starting implants includes generic ones and a unique implant for each arcology only available to characters from that arcology.
Added a new journal category: Ruins with Becoming Nooks.
Some factions, but especially the Putus Templar, now share the locations of ruins with becoming nooks as secrets.
Balanced the Templar's water ritual credit wedge gift for the new system.
Reduced true kin's starting attributes by 2.
Added a whole bunch of minor stuff in support of this patch.
Made the night-vision visual effect more playable.
Fixed an issue with Sense Psychic and Heightened Hearing not properly showing identified object tiles.
Added more support for upcoming Cybernetics patch: coming very soon!
You can now take notes on the world map. If you recently left a particular map from the worldmap tile you're standing on, the note is added to that map. Otherwise, the note is added to the worldmap tile's center map.
Added a control for saved game management to the new UI.
Added an autoget option for books.
Reduced rocket turrets' quickness from 100 to 50.
Oil and sap-covered items can now be washed off.
Items inside containers carried by fugue clones now properly disappear eventually.
The names of items created by Psychometry-generated data disks no longer contain improper prefixes and suffixes.
Fixed an issue causing the "your skin itches" message to appear in the player's message log when NPCs were infected with spores.
Fixed an issue in the character build library UI that caused character builds to overlap with the Back button.
Fixed an issue in the character build library UI that caused builds selected via keyboard navigation to not always be scrolled into view.
Fixed an issue where the "Continue" option was displayed even when no saved games were present.
Added more support for upcoming Cybernetics patch: coming very soon!
You can now take notes on the world map. If you recently left a particular map from the worldmap tile you're standing on, the note is added to that map. Otherwise, the note is added to the worldmap tile's center map.
Added a control for saved game management to the new UI.
Added an autoget option for books.
Reduced rocket turrets' quickness from 100 to 50.
Oil and sap-covered items can now be washed off.
Items inside containers carried by fugue clones now properly disappear eventually.
The names of items created by Psychometry-generated data disks no longer contain improper prefixes and suffixes.
Fixed an issue causing the "your skin itches" message to appear in the player's message log when NPCs were infected with spores.
Fixed an issue in the character build library UI that caused character builds to overlap with the Back button.
Fixed an issue in the character build library UI that caused builds selected via keyboard navigation to not always be scrolled into view.
Fixed an issue where the "Continue" option was displayed even when no saved games were present.
Hey everyone, We've been working on a big update to cybernetics and a few other long-term features. Because of this, and since Alphabeard will be out of town for a few days starting Friday, we're skipping this week's patch.
The cybernetics patch is coming soon... our target date is Friday, September 1st. We'll likely post a smaller update next Friday (8/25).
Hey everyone, We've been working on a big update to cybernetics and a few other long-term features. Because of this, and since Alphabeard will be out of town for a few days starting Friday, we're skipping this week's patch.
The cybernetics patch is coming soon... our target date is Friday, September 1st. We'll likely post a smaller update next Friday (8/25).
Added a new item: phase-shift grenade. It shifts the dimensional phase of everything in its area of effect.
Added a new geological transition in very deep caverns.
Added a UI option to display a message in the message log whenever you're in combat and your turn starts.
Added a debug option to disable the limit of one defect per character.
Missile weapon descriptions now display additional statistics, including weapon skill type, number of projectiles per shot, ammo use, and accuracy rating.
Added a new debug wish: curefungus. It removes all fungal infections.
Fixed an issue that prevented non-phased creatures from passing through phased walls.
Fixed an issue that caused your character's color not to properly change based on HP and status when the new message log was enabled.
Fixed an issue with Mark Target's cooldown.
Fixed an issue causing monsters to fail to properly melee attack across map boundaries.
Fixed an issue that caused baseline neutral monsters not to attack you after you've provoked them.
Helping Hands no longer adds additional arms when you equip it to the thrown weapon slot.
Fixed some engraved items still not depicting a historical event.
You can now avoid steam damage by phasing or flying over it.
Changed the default rendering API to DX9 on Windows, which should fix some issues with low-spec machines reporting DX11 support but crashing on launch because they didn't fully support it.
Added a new item: phase-shift grenade. It shifts the dimensional phase of everything in its area of effect.
Added a new geological transition in very deep caverns.
Added a UI option to display a message in the message log whenever you're in combat and your turn starts.
Added a debug option to disable the limit of one defect per character.
Missile weapon descriptions now display additional statistics, including weapon skill type, number of projectiles per shot, ammo use, and accuracy rating.
Added a new debug wish: curefungus. It removes all fungal infections.
Fixed an issue that prevented non-phased creatures from passing through phased walls.
Fixed an issue that caused your character's color not to properly change based on HP and status when the new message log was enabled.
Fixed an issue with Mark Target's cooldown.
Fixed an issue causing monsters to fail to properly melee attack across map boundaries.
Fixed an issue that caused baseline neutral monsters not to attack you after you've provoked them.
Helping Hands no longer adds additional arms when you equip it to the thrown weapon slot.
Fixed some engraved items still not depicting a historical event.
You can now avoid steam damage by phasing or flying over it.
Changed the default rendering API to DX9 on Windows, which should fix some issues with low-spec machines reporting DX11 support but crashing on launch because they didn't fully support it.