In this update13
Full notes
Full Dreadlands update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Gameplay
- Workshop
- Store
- Balance
- Maps
Dreadlands changes
Dreadlands will be fully Released on Monday 9th of November! But as a reward for your support, we wanted to release the Full Release additions and changes a little early for you to enjoy. With your continued support we can keep the Dreadlands evolving and changing, but from all of us on the Dreadlands team, thank you for your incredible support thus far!
Big additions
Added the Skarbacks faction!
Added final missions in the main campaign and updated the “Daybreak Dawn” contract. (If you completed “Daybreak Dawn” prior, speak to Tanner in Shacktown to continue the story)
Base Management has been fully added. Access your workshop to increase the functionality of your Hideout.
Special Bonus
You will unlock a Top Hat cosmetic for the Scrapper Mechanic if you download the patch and play this weekend. Otherwise you will have to beat the upcoming Dreadlands Demo to unlock it.
General Gameplay changes
Smoothed out the difficulty curve in the beginning of the game.
Set the starting credits when you create a gang with only a leader to 350 credits.
Rebalanced contract rewards.
Rebalanced enemy loot drops. Enemies now also have a small chance of dropping gear and Glow.
Increased Medical Supply loot drops and settlement Doctors now have more of them.
Merchants can now occasionally carry Scrap Metal and Glow.
Updated the second tutorial map so the enemy has less Full Cover.
Reduced the cost of Rare and Epic weapons.
Changed so Glow Hunts won’t appear until Fame rank 3.
Added 2 new Dungeon and Glow Hunt enemy gangs. Glow Diggers and Cult of Glow.
Reduced the higher Medical Supply cost a bit at your Medical Center.
Improved level design in some levels.
Adjusted how to-hit is calculated in combat. It should now feel less random.
Skill & Class balance changes
General
Liver Strike = Now has a 5 turn cooldown instead.
Hamstring = Now triggers on melee hits instead of Critical hits.
Cripping shots = Applies -2 movement on Critical hit.
Harass = Now has a 3 turn cooldown instead.
Bash = Now has a 2 turn cooldown instead.
Medic = Heal increased from 1 to 2.
Sadist = Also applies when target is Burning.
Command = Is now a Free Action.
Scrappers
Glow Spark Engine = Fixed so it’s a Free Action to use. Increase melee to-hit bonus from 10% to 15%.
Fragile Arm Boosters = To-hit bonus increased from 15% to 20%.
Risk Aversion = Reduces chance of gun jamming by 35% instead of +5% To-hit.
Rust Blades
Rust Poison = Now has a 6 turn cooldown instead.
Viper = Now reduces Rust Poison cooldown to 4 turns.
Engineers
Tinker = duration and cooldown to 4 turns. Tinker now also gives a +15% to-hit bonus with ranged attacks.
Master Engineer = Reduces Tinker cooldown to 2 turns.
Tribe-kin
Rangers
Ranger’s Mark = Increased cooldown from 3 to 4.
Master Hawker = Reduces Ranger’s Mark cooldown to 3 turns.
Beasts
Carnivore = Heal increased from 1-2 to 1-3 HP.
Shake it off = Now has a 5 turn cooldown instead.
Visual & audio changes
Several updates to the game’s UI.
Added faction theme music at Fame up and at faction creation.
Technical fixes
Fix for Coop crash in Wellspring
Fix for occasional Coop crash at Traders
Fix for Bomb Rats crash in Coop
Fix for crash when inspecting Enemies
Wisecrackers and Wild-Kin Tribe enemies now behaves properly
Thanks for your ongoing support and we’ll see you in the Dreadlands! // The Dreadlands team
Source
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