Full notes
Full Dead Underworld update
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What changed
- Gameplay
- Balance
- Events
- Maps
The demo update brings loads of gameplay changes.
As this is a major mechanical update and some changes affect the ingame economy and power levels significantly, there will probably be some adjustments and fixes during the next week.
Tasks:
Introduced a new gameplay mechanic, you may now receive Tasks from a messenger of the four factions. These tasks are given when you visit Hubs.
You may choose to complete any of these tasks to gain rewards and faction reputation.
You may also opt to do only the task of one or two factions gaining better rewards and increase the anger of the faction that was not satisfied.
These Tasks are simplistic by design, the complexity comes from what you choose to complete.
There is also an option to decline the Tasks and their rewards. This will also be the philosophy going forward if there will be other major gameplay mechanic additions, though these missions have always been a planned feature.
Seeker interaction:
When you interact with random NPC Seekers on the map there is now an extended trade and talk mechanic option.
You can choose to trade your resources for different resources and helpful items. Now you can unload those surplus alloys for Smokes or Supplies.
You can also spend some movement to just talk and gain Spirit or info.
These seekers also have desired trades. Satisfying this desire rewards some Faction reputation.
Spirit and Melee:
All melee attacks now drain Spirit. You can always attack even though your Spirit is 0.
Nectars are now buffed and more accessible from the trade mechanic mentioned above.
Some ranged weapons can also have this Spirit draining feature.
Breakup:
The threat of party breaking up when at low Spirit is now revised.
As before, when the Spirit drops beneath 25 there is a chance that the party is in Conflict. Unlike previously you can now clearly choos your options before resting, no more quesswork when resting.
Armours:
Total rework of all armours and how they are handled.
Only one helmet and armour can be active at the same time.
Armour sets come in three classes: Light, Medium, Heavy.
Light armour sets all provide +1 Initiative and Escape and have their Defence bonus derived straight from Agility, which is lost if affected by Restrained.
Heavy armours all provide + Con Bns HP, -1 Initiative and increase Scramble min and max by 1.
All armour items now have upgrade slots, similar to weapons. This is generally only 1 slot, with highest tier items and Medium armours having more.
Instead of having upgrade items like weapons have, armours can be modified with most passive Gadget items (now known as “Equipment”). The upgraded armours effect is less powerful than the Equipment items and can change if upgrading helmet or armour.
Ex 1. Gas Mask would give +2 when attached to a helmet instead of +3.
Ex 2. Veteran's Armband would give +1 Handling for armour and +1 Luck for helmet.
Rare item variants:
All weapons and Equipment can now have random, more powerful variants.
There are up to four stages of higher rarity, each yielding more powerful bonuses.
This is the case especially for weapons which have more random bonus types.
All Equipment does not have all stages available.
Faction stores will also sell rare variants of their signature items when you have gained their favour.
Shard rework:
Source
Changelog.gg summarizes and formats this update. How we read updates.
