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-Fixed Photonic Redirection not rendering the player invisible to cameras, turrets, arachnids, or psi reavers-Fixed Localized Pyrokinesis timing out early when cast in quick succession-Fixed Photonic Redirection text string claiming duration of 4s per PSI instead of 3s per PSI-Fixed Cryokinesis damage scaling above PSI 8-Decreased Naturally Able cyber module bonus from 35 to 30
And yeah, I'm aware of Remote Circuitry Manipulation not overloading correctly with Power Psi, it's a limitation of the engine code. I think I can hack it to work "correctly" but it is a bit convoluted so I left it out of Beta 11.
1.08 BETA 12-Fixed two Stasis Field Generators having more ammo than the new base capacity-Fixed missing Exotic weapon requirement display on "?" key-Reverted SCP Recreation transmitter requiring auxiliary power-Decreased bullet projectile speed by 33%-Swapped psi powers in tiers -Psychogenic Strength from tier 2 to 3 -Psychogenic Agility from tier 3 to 2 -Instantaneous Quantum Relocation from tier 3 to 4 -Remote Circuitry Manipulation from tier 4 to 3-Increased Wrench Smasher damage from 10 to 12 (1.67x->2.00x multiplier)-Increased Laser Rapier Smasher damage from 19.5 to 23 (1.50x->1.77x multiplier)-Increased Crystal Shard Smasher damage from 24 to 28 (1.50->1.75x multiplier)-Increased Cerebro-Energetic Extension Smasher damage from 27 to 31 (1.5x->1.72x multiplier)-Added 10 prisms to a corpse in Engineering hallway to Cargo Bays-Moved corpse with access card closer to Engineering security room-Improved night vision capabilities of the Rumbler in the Recreation A gym-Added empty power cells as an exploration reward -Med/Sci B (Easy/Normal/Hard/Impossible) -Engineering (Easy/Normal) -Recreation B (Easy/Normal/Hard/Impossible) -Command B (Easy/Normal/Hard/Impossible) -Rickenbacker A (Easy/Normal)-Added auxiliary power receivers locking off routes and goodies in the following maps: -Engineering -Hydroponics -Ops C -Rickenbacker A -Command B
-Reverted SCP Recreation transmitter requiring auxiliary power
Since I added other optional power cell uses (with fewer power cells available on Hard and Impossible), it was problematic to have a required use later into the game. I made the Rumbler's night vision better to make it more worth it to turn on the lights to fight him, and I have intentions to add other hazards to the basketball court that are especially threatening in the dark as well. I didn't think it was a bad change in the original context but now it's better to go back to being optional.
-Fixed NVSpy log dump in Ops C-Merged Laser Rapier scripts to leave slot 0 open for other modders-Shotgun casings now eject on a delay timed with the pump sound-Increased bullet projectile speed by 25% (17% lower than vanilla)-Decreased Armor-Piercing damage multiplier for mechanical enemies from 3.0x to 2.0x-Decreased Anti-Personnel damage multiplier for half-annelid enemies from 3.0x to 2.0x
-Increased bullet projectile speed by 25% (17% lower than vanilla)
Beta 12 is here with a big expansion to the power cell mechanic. Power cells can be used to open routes, disable environmental hazards, and open item caches..
also it was a nice surprise when i went back to that corridor and thought to myself that that shortcut wont be really worth it for that small radioactive area to avoid, when i went along closer & suddenly that little scripted sequence began to start.. this is so extremely well done