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UI
Tutorial messages updated to accurately reflect systems
Game feed additions: Faction resolution information
Game feed additions: Objects taking damage
Game feed additions: Objects breaking
Game feed additions: Learning percentage from deciphering text
Game feed additions: Show text from sign
Game feed additions: Show when time is added to next action from switching item
Game feed additions: Fire, oil, acid, traps
Fixed durability showing several decimals instead of whole integer for items in bag
Elevator keypad removed option to type alphabet keys
Fullscreen button fixed to match fullscreen status in Settings menu when starting the game
Added information about current noise radius to detection map and character sheet in “Crouch Radius” description
Added skip button for intro as an alternative to double click
Tutorial
Tutorial integrated into beginning of new games
Saving and loading functionality added
Skip functionality added
Tutorial shortened to reduce intro time
Clarity added to sight and hearing systems
Tutorial radio and help notice text updated to accurately reflect systems
Tutorial ending changed to trigger after last four training drones dispatched
Gameplay
Fixed bug where traps do not save correctly after being used
Fixed infinite traps from one bug
Fixed bug with plasma guns not hitting cars
Fixed visual issue with attack animation plays twice if you’re hit while prepping attack
Car lot note has corrected code for elevator
Fixed ferry that takes player to Arms Guild prison island
Fixed errors occurring on some machines while changing blocks during bridge cinematic
Fixed bug with cars not taking damage while parked
Fixed bug where companion group number saving unpredictably
Updated incorrect text displaying on Gershwein terminal to return player to train station
Fixed bug where equipping item did not add one turn to next action
Updated Gershwein's computer to shows accurate language when opening his study door
Closing gap between interactive objects more predictable
Reload noise on game load removed
Fixed bug where cars cannot hop curbs
Game correctly pauses when Faction map alert opens
Fixed bug where fight with boss in gangs triggers combat mode remaining active after combatants have left
Increased XP gained from allying gangs to balance with destroying gang
Gang reputation meter updated to be accurate between saves
Balanced various lockpick rolls
Sight cones in detection map shrink when you are in grass or shadow to reflect how far an NPC can see
Fixed bug with surface type modifier not updating noise radius
Fixed bug where interactive objects are not saving correctly when quick saving then leaving a map and returning
Updated armor item descriptions to clarify Armor Rolls and Threshold mechanics
Art
Fixed black box on top of house south of Faith Temple
Grubworm workers have a different sprite than guards to differentiate hostile workers (coming Tuesday)
Reduced number of guards in various areas of map for balance
Fixed bug with flickering lights in Copper Face lab
Fixed East Bridge block not connecting correctly to neighboring block
Removed excess new kidney NPCs in Old Town Bridge
Fixed texture issue with building flickering in Factus West
Fixed missing texture under building Factus Core South
Fixing flashing line of sight visual in Factus Core Northeast
Smuggler area south of Faith rock light of sight issue fixed
Factus Core west long wall flickering texture fixed
Update v1.06:
UI
Overlapping items bugs fixed
Notifier in game feed for mutation damage
Tightened game feed text
Pelican does not get mini map icon at beginning of game
“Acquired item” text pops up correctly
Character sheet shows all advantages and disadvantages next to list of jobs
“Open Bag” key corrected in options menu
Fixed typo with one-handed and two-handed edge weapons in character sheet description
Fixed bug where the notepadopens on the player's HUD incorrectly when the user mashes the “I”
Fixed incorrect label of settings menu
Fixed typos with lightning rod text in item description
Fixed types with commas missing
Fixed health bar not dropping to zero in training tutorial
Fixed bug in tutorial where enemies display the unconscious meter incorrectly when the player respawns
Fixed typo in psionic detector description
Can read text in hover box over items in top row of inventory bag
Fixed bug with hovering over side-by-side items in bag not always showing description text
Can double-click to equip shields and armor in bag
Fixed equipping shield and two-handed weapons bug
Game log is smaller and can stay open during gameplay
Game log starts open
Game log names are colored for main player, companions and enemies
Fixed bug with damage roll game log text
Increased size of merchant bag
Updated socket sprites
Fixed bug where socket upgrades dragged onto items without sockets can disappear
Fixed formatting issues in character creation description text
Updated description for Action Turns in character screen for accuracy to ruleset
Gameplay
Pick up items with HUD menu instead of in world clicking
Fixed bug with items falling outside of walkable areas
Fixed bug with saving unconscious enemies
Fixed bug with dropped items having 1 durability
Fixed bug with bar keep merchant bag in Factus Core
Fixed bug with MFI scanners spawning in ground
Fixed bug with MFI scanners drifting too slowly
Fixed plasma guns not hitting crouched enemy
Rioters no longer start riots indoors
Rioters and police leave the area correctly after altercation instead of standing around
Fixed bug with cars driving through ground over ramped areas
Backup reinforcements from spotlights limited to 2 groups at once
Fixed error that occurred while using lightning rod on civilians
Fixed bug with walking through locker doors
Fixed bug with walking through lockers after opening
Fixed enemies that disappear in shadows incorrectly
Text shows on hover over locked doors that describes door health (fragile/sturdy/indestructible)
Loot drops further away from locker door to avoid colliding with locker itself
Fixed hover colors on body parts (bug introduced in 1.04)
Fixed bug with time passing incorrectly when talking to an evangelist
Fixed healing time passing incorrectly when healing with medic
Drones are created in bag inventory item panel instead of with item on ground (due to changes to item pickups)
Fixed pathfinding issues when clicking over water surface
Updated note at the Faith to accurately display puzzle colors
Fixed bug with healing from toxins through clinic dealer in Old Town
Fixed bug in beginning cinematic where thug runs across bridge after raised
Fixed debris appearing in wrong location when hitting object or wall
Increased volume of sound that plays when you hit objects to match other sounds
Fixed bug where player can bludgeon a box from a distance after switching from range action
Fixed bug with gang NPCs not turning hostile when you talk to boss
Art
Fixed shadows not showing correctly in tutorial and in some areas of game maps
Drone companion plays correct animation while driving and talking
Fixed bug where dead NPCs show up with incorrect sprite after returning to an area
Fixed items clipping through floor
Ruleset
Fixed incorrect pain threshold stats included in roll for knockout attacks
Fixed bug with rolls for chemistry not calculating learning dice correctly
Fixed bug with rolls for hacking not calculating learning dice correctly
Fixed bug with rolls for social not calculating occult dice correctly
Fixed bug with rolls for repair not calculating learning dice correctly
Dialogue
Medic plays correct sound effect during dialogue
Fixed dialogue text error with Bottler and R4T boss
Companions virtue skills are separated to keep from going off screen during dialogue
Fixed bug where companion bag opens while talking about skills
Can talk to Faith Preacher now after ignoring them the first time
Fixed mismatched warnings from gangs that spawn in street after you infiltrate their base
Update v1.05:
XP
You now have the choice of XP or collecting level-up chips in world during character creation. You'll need to start a new game to use XP. This was suggested by quite a few players at launch and we can't wait to see what you think of this new option!
(Quick note: re-spawning enemies, including refreshed patrols, rioters, and street enforcers do not offer XP, and factions only provide it after you've attacked or allied with them)
Armor Rolls
Armor operates by rolling a D6 pool, like aiming, but each dice acts as a boolean point of damage that can be absorbed. Each armor has two main properties besides auxiliary (durability, sell, buy, etc.), these are AC and success chance, visible in their description.
There are an additional 30 pieces of quality tiered inventory items to support this throughout the game. Future (and existing) slots for added AC modules still work, and they now add to the AC dice pool.
AC: xd
where the x is the potential damage can be absorbed by the armor, and also the number of dice being rolled to determine if it will work.
Success: >x
where x is the number the AC dice have to land over to successfully absorb a point of damage
Example: chest armor has: [AC: 5d] [success >3]. Armor rolls 5 six sided dice, and each one landing above 3 negates an incoming damage point:
<3> <6> <3> <4> <1>
Greater than 3: <6> <4>
Damage: -2
Balance
All enemy tiers have more varied health per encounter area, wider range of weapons and drops, as well as the new appropriate XP.
Companion mercenaries given more health and additional aptitude focuses:
Aldo
Raddo
Dex
Ivo
Darro
Gillis
Abram
Chaaris
Like last time, we've underlined highly-anticipated changes!
UI
Event Log: updated language for graze damage from failed aim rolls
Repair button only shows if item has wear and tear (durability below maximum)
Fixed repair level up not working
Fixed: Wolffz Bay map not showing in terminal after cinematic
Modifiers from body part targeting show in game feed
Gameplay
Dice in chemistry, organics and repair during character creation will start player with items in bag needed to use these skills
Fix for respawning enemies from duplicate saves bug (You'll need to start a new game, let us know if this crops up again!)
Fix for endlessly spawning rioters
Increased durability cap of weapons
Difficulty balance over NPCs, armor and item use
Fix for interacting with cars leading to transport to black screen
Added
Choice of XP or collecting level-up chips in world during character creation (requires new game to use XP, will otherwise default to collecting chips)
New armor sets at merchants
New items for every weapon type and study in lockers and from NPCs
Graphics / Maps
Fixed various walls around Factus Core not having the line of sight cut-through when appropriate
Fixed various collision issues
Fixed missing colliders on some of the bridges
Fixed low quality mode light texture glitch effect
Various map visual fixes for line-of-sight blocking geometry
25 new NPC portraits throughout the game
Chain whip fidelity fixed
Balance
30 new armor and helmet inventory items throughout the city, shops, and drops.
balance: ruleset update for armor roles
new health variety, aptitudes, drops, equipped items and challenge curves for enemies
social: rolls have Occult added correctly to charm
Update v1.04:
Gameplay
Vehicles saving correctly and not despawning from scene
Code wheel equipping bug fixed
Various save game issues fixed
Cars not starting after interacting with them fixed
NPC cars driving through ground bug fixed
Can click to pathfind outside line of sight
Gang boss dialogue after resolving infiltration fixed to clarify status
Feuding gangs bug fixed
Sprites and portraits corrected for several gangs
Gang vault door not opening bug fixed
Fixed incorrect soundtrack switch when spotted in gang base
UI
Notepad no longer selects all text on opening
Gang meter bugs fixed
Fixed flashing green to red box behind weapon
Fixed vault power box incorrectly saying unlocked with key while still locked
Fixed terminal visual for gangs
Fixed medic boss dialogue not working
Pins for note locations on terminal corrected
Fixed bug with items able to move from merchant bag to ground
Update v1.03:
Bugs Fixed
Spotlights call enemies with corrected sprites
Fixed bridge with missing floor texture that you can drive off into the water and explode near the Faith Temple
Fixed end credits hard-lock
Gate above lab functionality fixed
Fixed music volume force set to zero
Fixed Medic not joining dinner conversation
Copper Face has correct mega-sized sprite
Map
Fixed blocked path on Old Town apartments stairwell
Fixed visual anomalies in Agro Dome
Fixed Mara's note not showing near Agro Dome
Fixed missing texture in vault in Medic's room
Fixed missing texture at Collector's Estate pathway
Fixed doorway that was unwalkable near smugglers
UI
Fixed notepad not saving when closing with ESC (Triumphant cheers! Hooray!)
Fixed typing "enter" into computer terminal
Fixed companion menu squad types button not clickable after opening once
Dialogue
Fixed soft-lock occurring when the player talks to the Lichin enemy underneath the Black-Market area and other suspicious characters
Fixed missing dialogue node for final encounter conversation
AI
Genetically modified bugs attack Agro-Fax security
Copper Face fleeing bug fixed
Update v1.02:
Graphics
Fix for screen resolution not matching aspect-ratio issue
Fixed various character sprite and portrait anomalies
Fix for various walls blocking line of sight
Faith temple jar material corrected
Bugs Fixed:
Gun doesn't reload/shows fully loaded while empty
Animals sniffing
Companions multiplying on load
Renaming companion groups
Companions not coming with you on ferry or elevators
Vault doors unlocking with keys dropped by gang bosses
Incorrect NPC-typing spawning when player hits spotlights
Train ticket code works at Quinton Train station
Printouts from Wolffz Bay terminals show up in terminal
Quinton estate door pathfinding issue
Items that are dropped from bag saving in world
Ferry driver joins your party
Missing dialogue options with civilians under black market
Floating dogs (!) under black market
Inconsistent civilians visibility
Map
Un-walkable areas over wood bridges fixed in black market area
Faith temple puzzle fixed
R4T vault locked correctly
UI
Trap size in bag
Aldo dialogue options
Sprites flicker in UI when hover box is over them
Pin label field disappearing
Dialogue items given to full bag now drop to ground instead of disappearing
Dialogue
Various typos
Agro-Fax agent dialogue fixed
South street dialogue interaction cutting early
Update v1.01:
Design fix:
Give every background the option of having no flaws (flawless options does not include studies bonuses)
Remove being injured from failing rolls that had zero dice (for example when opening/breaking boxes)
Graphics fix:
Scale-up ground items and outline added, so that they can be interacted with more easily
Bug fixes:
Hard-lock bug when using quick save feature fix
Constant flee with PTSD disadvantage
Music track switching fix (usually appeared during save)
Prevented instances of player falling through floors in cars
Police called even when not seen by MFI scanners
Bag doesn't open immediately when talking to companions
Issues with selling items merchants
You can move items around in merchant bags to make more space
Merchants refresh their stock every time you talk to them
Labels should now show on map
Player starts with a chained weapon if it's their highest dice pool
Merchants stand in the light
PTSD proc-ing after every action instead of after failed roll and also adjusted disadvantage outcome - player doesn't flee, just freezes in place for 10 turns
UI fix:
Menus updated with option to return to main menu
Balance Fix:
Improved balancing of Disadvantages
Made Head Injury penalty is now 2 turns instead of 3
Decreased roll odds for Exhaustion and Two Left Feet (rolls every hour)
Adjusted damage for range weapons to balance non-melee builds
Tweaked balancing of early enemies with respect to difficulty
Map fix:
Instances of missing textures fixed
Feature:
Merchants now have new items
Skill:
Added more chemical pools in order to make Chemistry a more useful Skill
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