Full notes
Full VoltAge:Genesis update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone! Back again with more additions to the growing list of changes, tweaks, and massive overhauls being done to prepare VoltAge:Genesis for the next (last) big update before I move on to other projects. As you'll see from the notes, I have read & heard everyone's concerns regarding the frequency of encounters with the rarer / more valuable enemies in the game...I also noted that there were times when players would spend a great deal of time wading through very low reward "filler" fights (such as fighting a single Lumva Beetle in a Level 70 area). As such, I spent a lot of my free time over the last week going through many of the dungeons / areas and making adjustments to the encounter tables. Additionally, a lot of has been done (and is still ongoing) to create a better sense of "value" (from a monetary standpoint) to fighting monsters at higher levels, mostly by making uncommon & rare drops more frequent when fighting higher level variants of those monsters. There's still more work to come, but for now I'll stop yammering and let the STILL IN PROGRESS (i.e., not released yet) changes speak for themselves. VoltAge:Genesis Version 10.0 “Epitaph” Update Dev Notes
What changed
- Events
- Gameplay
- Store
- Balance
- Maps
- Fixes
NOTE: Players who previously completed the demo and chose to return to the mainland will be able to return to the point where the demo left off by speaking to the man next to the bus stop in Pedregal Springs.
Changes to Existing Quests
“Headsman, Axed”
The player can now begin this quest by talking to the Hunter’s Guild Captain in New Panavinto once “A Call to Arms” has been completed and Nolan has reached Level 20 (previously 25).
“Fresh Blood”
The player can now begin Isaiah’s recruitment quest by entering the Hunter’s Guild in Pedregal Springs once “Headsman, Axed” has been completed and Nolan has reached Level 20 (previously 30).
“The Great Circle Route”
During Carmen’s recruitment quest, the player can no longer leave the pawn shop until they have found all the hidden treasures and opened the safe.
Changes to Existing Areas
Chusca Yacer
Removed a couple of trees that did not actually block the path, but which seemed to be discouraging exploration, “preventing” progression.
Eastside
The Escaped Convict has moved slightly so as to be more visible to the player (and not the townsfolk).
The Escaped Convict no longer takes as long to leave once you give him what he needs.
Ensenada (North)
The player can now hop across certain narrow sections of the stream here; this does not grant access to any new areas or items, but some players felt it was important to be able to do so.
Gibasca Caverns
Enemies no longer attack near either the entrance or the innermost sanctum of this area.
Huipata Caves
Random encounters have been added to most of the caves in the Huipata Hills area. See “Changes to Encounter Tables / Rates” for more information.
Marecocha Caves
The dead Thornheel in the central cave (where the Ghostly Bats appear during the “Fresh Blood” quest) can no longer be looted for two (2) Sharp Fangs.
Searching the skeleton in question now correctly yields one (1) Sharp Claw and one (1) Thornheel Spur.
Players who previously looted this skeleton on an existing save file should be able to loot it a second time for the new items.
Panavinto Ruins (Interior)
Removed a dumpster near the SE playground that seemed to be discouraging exploration, “preventing” progression.
Pecasta Caverns
Zanghera now ONLY attack when the player is within three (3) squares of water (puddles do not count). See “Changes to Encounter Tables / Rates” for more information.
The encounter with the Spooklight guarding the Tower has changed.
No longer a solo Lvl. 40 Spooklight
Now a Lvl. 35 Spooklight / Lvl. 35 Giant Spider
The encounter with the Spooklight guarding the Amber Periapt has changed.
No longer a solo Lvl. 40 Spooklight
Now a Lvl. 35 Spooklight / Lvl. 35 Giant Bat (x2) / Lvl. 35 Zanghera
The encounter with the Spooklight guarding the Tempest Fan has changed.
No longer a solo Lvl. 40 Spooklight
Now a Lvl. 35 Spooklight / Lvl. 35 Giant Spider
The dead Thornheel in the can no longer be looted for two (2) Thornheel Spurs.
Searching the skeleton in question now correctly yields one (1) Sharp Claw and one (1) Thornheel Spur.
Players who previously looted this skeleton on an existing save file should be able to loot it a second time for the new items.
The Hive (Exterior)
The two (2) dead Shellbeasts which previously gave two (2) Sharp Claws each now correctly give only one (1) Sharp Claw each.
Players who previously looted the dead Shellbeasts in this area on an existing save file should be able to loot them ALL a second time.
The Hive (B3)
Several lootable animal skeletons have been added to the side room where the Spooklight can be found.
Tierra’s Pillar (Ascent)
Zanghera now ONLY attack when the player is within three (3) squares of water (puddles do not count). See “Changes to Encounter Tables / Rates” for more information.
Tierra’s Pillar (Exterior)
The encounter with the Spooklight guarding the Sleeping Dragon has changed.
No longer a Lvl. 40 Spooklight
Now a Lvl. 80 Spooklight, and ???...
The encounter with the Spooklight guarding the Templar Ring has changed.
No longer a Lvl. 40 Spooklight
Now a Lvl. 80 Spooklight / Lvl. 80 Deisol
Tierra’s Pillar (Depths)
Zanghera now ONLY attack when the player is within three (3) squares of water (puddles do not count). See “Changes to Encounter Tables / Rates” for more information.
The encounter with the Spooklight guarding the Bone Armor has changed.
No longer a Lvl. 80 Spooklight / Lvl. 80 Zanghera x2
Now a Lvl. 80 Spooklight / Lvl. 80 Glowing Bat x2
The encounter with the Spooklight guarding the Sparkling Phial has changed.
No longer a Lvl. 80 Spooklight / Lvl. 80 Zanghera x2
Now a Lvl. 80 Spooklight / Lvl. 80 Glowing Millipede
Tierra’s Pillar (Descent)
Zanghera now ONLY attack when the player is within three (3) squares of water (puddles do not count). See “Changes to Encounter Tables / Rates” for more information.
Trabunco Mountain Caves
Zanghera now attack when the player is within three (3) squares of water (puddles do not count). See “Changes to Encounter Tables / Rates” for more information.
Trabunco Temple Entrance
Zanghera now attack when the player is within three (3) squares of water (puddles do not count). See “Changes to Encounter Tables / Rates” for more information.
The destroyed stone soldier remains found in this area no longer give two (2) Gravel Dust and one (1) Mossy Core.
Now correctly gives one (1) each of the following:
Gravel Dust
Engraved Stone
Mossy Core
Players who previously looted the stone soldier’s remains on an existing save file should be able to loot them a second time for the new items.
Yuramayo Caverns B1
Fixed a minor graphical bug.
The destroyed stone soldier remains found in this area no longer give two (2) Gravel Dust and one (1) Mossy Core.
Now correctly gives one (1) each of the following:
Gravel Dust
Engraved Stone
Mossy Core
Players who previously looted the stone soldier’s remains on an existing save file should be able to loot them a second time for the new items.
The first dead Shellbeast now correctly gives only one (1) Sharp Claw, rather than two (2).
Zanghera and Pugil Crabs now ONLY attack when the player is within three (3) squares of water (puddles do not count). See “Changes to Encounter Tables / Rates” for more information.
The encounter with the Spooklight guarding the Fish Charm has been fixed.
No longer a Lvl. 60 Spooklight and three (3) “test” Zanghera
Now a Lvl. 40 Spooklight / Lvl. 40 Zanghera (x3)
The encounter with the Spooklight guarding the Yangban Fan has been fixed.
No longer a Lvl. 60 Spooklight / Lvl. 60 Deisol (x2)
Now a Lvl. 40 Spooklight / Lvl. 40 Deisol (x2)
Changes to Playable Characters
Isaiah’s levelling upon joining the party has been tweaked.
Isaiah no longer automatically gains ten (10) levels upon the completion of the “Fresh Blood” quest.
Instead, the game now performs a check to see if Nolan has reached Level 25; if he has, then Isaiah gains three (3) levels immediately and another five (5) levels for every five (5) levels Nolan has gained, up to a maximum starting level of 53 for Isaiah.
Example: Upon completing “Fresh Blood”, Nolan is Level 32; in this case, Isaiah’s starting level would be boosted to 28 (+3 for Nolan being Level 25, and another +5 for Nolan having reached Level 30).
This change was implemented to account for the fact that Isaiah can now be permanently recruited as soon as [Nolan Level 20], vs. previous versions, where Isaiah could not be permanently recruited until [Nolan Level 30] or higher.
Dev Note: This mechanic is how starting levels for (nearly) all characters joining the party is determined, with some variation in the “minimum” and “maximums” for each party member based on their comparative power levels and when they are expected to join the party.
The one major exception to this is Stark, who ALWAYS joins at Level 15 (it wouldn’t make sense for a grunt Deadhander to join the party at level 40, LOL).
Elam can no longer use 1-Handed Spears
Elam can no longer use 2-Handed Spears
Lucas can no longer use Thrusting Swords
Changes to Shops
Accoro Village (General Store)
An issue causing “Rock Salt” to not always be available has been fixed.
Now correctly applies a 10% discount to “Rock Salt” when a certain character is in the party (consistent with the discount on other items when they are present).
Coluna (Stonewall Goods)
The girl at the “Returns” counter no longer has to initially be spoken to twice to access her shop and/or to progress “The Lost Prototypes” questline.
Ensenada (Warehouse)
The “Armor” and “Junk” merchants no longer require you to speak to them a second time to access their shops for the first time.
ScavMore (Pedregal Springs)
Nyla’s mother no longer needs to be spoken to twice to access her shop for the first time.
TechTown (Pedregal Springs)
The Techie Lady no longer needs to be spoken to twice to access her shop in the lab’s parking garage for the first time.
Changes to Weapons
All references to “Magic Daggers” have been removed
Appropriate weapons will now be referred to as “Exotic Daggers” to maintain consistency with how similar weapons in other categories are handled.
All references to “Magic Sidearms” have been removed
Appropriate weapons will now be referred to as “Exotic Sidearms” to maintain consistency with how similar weapons in other categories are handled.
The attack animation when using the “Ceramic Dagger” has been fixed.
The following weapons now grant the “Thrust” (formerly “Impale”, see “Changes to Skills”) skill:
Duelist’s Rapier
Frozen Tracer
Old Gladius
Rapier
Screwdriver
Stiletto
Vaernon’s Rapier
“Glove of Power” has been tweaked
Now increases “Steal Volts” Rate by +10% in addition to previous bonuses.
“Scrap Cutter” has been tweaked
No longer grants +2% Crit. Chance bonus
Now doubles item drop rates while equipped
Changes to Armor
“Dusky Shield” has been fixed
Now correctly changes the “Wait” command to “Guard” while equipped
“ReCharge” has been tweaked
No longer flagged as a “Robot Only” shield
Now treated as an ordinary Energy Shield for the purposes of determining which characters can use it.
No longer absorbs [Electric] damage as health when worn
Now reduces damage from [Electric] attacks by 20%
Item description has been updated.
“Zaindari’s Shield” has been fixed
Now correctly changes the “Wait” command to “Guard” while equipped
Changes to Accessories
“6.9-11 Testify” has been tweaked
Now provides an additional +10 Men. Attack
Total Bonuses are now: Attack +10, Men. Attack +15 Grants Pyro / Cryo / Electro Shot
“21.29 Monomyth” has been tweaked
Now provides an additional +10 Men. Attack
Total Bonuses are now: Attack +10, Men. Attack +10, Luck +5 Grants Aero / Hydro / Geo Shot
“80.2-8 Behold” has been tweaked
Now provides an additional +10 Men. Attack
Total Bonuses are now: Attack +10, Men. Attack +10, Agility +5 Grants Helio / Umbra / Mech Shot
“Artificer Ring” has been tweaked
Now provides an additional +5 Men. Attack
Total bonuses are now: Men. Attack +15, Defense +5, Men. Defense +5 Grants Electro / Geo / Mech Blade
“Inspiring Talisman” item description has been tweaked
“Silver Band” has been tweaked
No longer reduces Encounter Rate to 0 while worn
Now reduces Encounter Rate by 50% while worn
Description has been updated
Changes to Skills
The “Impale” skill is now referred to as “Thrust”
“Sickening Grasp” icon has been updated to reflect it causes Nausea, NOT Headaches!
Changes to Items
Variance rate for healing items has been reduced from 20% to 10%. This should serve to make healing from items more reliable / consistent in battle.
Changes to Enemies
The “Voradra” has been tweaked
Passive HP Regeneration for all variants has been reduced from 10% Max HP per turn to 5% Max HP per turn.
Drop rates for all standard (i.e., non-unique) non-human enemies have been overhauled:
The “common” drop rate for standard non-human enemy is ALWAYS 100%.
The “uncommon” drop rate for standard non-human enemies varies based on level, as follows:
Level 01 – Level 24 - 37%
Level 25 – Level 49 - 50%
Level 50 – Level 74 - 62%
Level 75 – Level 99 - 75%
The “rare” drop rate for standard non-human enemies varies based on level, as follows:
Level 01 – Level 24 - 12%
Level 25 – Level 49 - 25%
Level 50 – Level 74 - 37%
Level 75 – Level 99 - 50%
Unique Variants of non-human enemies are ALWAYS guaranteed to drop all items associated with their base type; for instance, a Chalky Deisol will ALWAYS drop one (1) each of the following: Gravel Dust, Engraved Stone, Mossy Core (unless the player has 99 of a given item, of course).
These changes should serve to make “Supply and Demand” (monster bounty) quests easier for players who choose to hunt their prey in higher level areas and will generally make those quests easier to complete.
These changes should also serve to improve the general “value” of higher-level enemies to keep up with the increasing cost of gear and items needed to explore those areas.
In addition, specific item drops for some enemies have been tweaked, as follows:
Anidade
- UncommonChanged from “Ectoplasm” to “Shred of Madness”
- RareChanged from “Shred of Madness” to “Ectoplasm”
Chomper
- UncommonChanged from “Sharp Fang” to “Rubbery Skin”
- RareChanged from “Rubbery Skin” to “Sharp Fang”
Corpse Flower
- UncommonChanged from “Twisted Root” to “Huge Petal”
- RareChanged from “Huge Petal” to “Twisted Root”
Dwearian
- UncommonChanged from “Chitin Shell” to “Barbed Lance”
- RareChanged from “Barbed Lance” to “Chitin Shell”
Echinoid
- UncommonChanged from “Broken Spines” to “Shell Fragment”
- RareChanged from “Shell Fragment” to “Broken Spines”
Experiment 415
- UncommonChanged from “Sharp Claw” to “Salvaged CyTech”
- RareChanged from “Salvaged CyTech” to “Sharp Claw”
Giant Bat
- UncommonChanged from “Bat Wing” to “Thick Fur”
- RareChanged from “Thick Fur” to “Bat Wing”
Goni
- UncommonChanged from “Ectoplasm” to “Sliver of Pain”
- RareChanged from “Sliver of Pain” to “Ectoplasm”
Hunter Drone
- UncommonChanged from “Scrap Metal” to “Ruined Wires”
- RareChanged from “Ruined Wires” to “Scrap Metal”
Millipede
- UncommonChanged from “Jointed Legs” to “Black Carapace”
- RareChanged from “Black Carapace” to “Jointed Legs”
Model F
Added Rare Drop: Ruined Wires
Model K
Added Rare Drop: Ruined Wires
Unique Model-K Variant “K-126617.5” no longer drops two (2) “Scrap Metal” when defeated
Now drops one (1) “Scrap Metal” and one (1) “Ruined Wires”
Model S
Added Rare Drop: Ruined Wires
Nymph
- UncommonChanged from “Twisted Root” to “Long Stamen”
- RareChanged from “Long Stamen” to “Twisted Root”
Pugil Crab
- UncommonChanged from “Crab Meat” to “Giant Claw”
- RareChanged from “Giant Claw” to “Crab Meat”
Sampa
- UncommonChanged from “Ectoplasm” to “Scrap of Despair”
- RareChanged from “Scrap of Despair” to “Ectoplasm”
Scrap Drone
- UncommonChanged from “Unstable Battery” to “Junk Drive”
- RareChanged from “Junk Drive” to “Unstable Battery”
Sentry Drone
- UncommonChanged from “Scrap Metal” to “PreWar CPU”
- RareChanged from “PreWar CPU” to “Scrap Metal”
Sludge
- UncommonChanged from “Cytoplasm” to “Nucleus”
- RareChanged from “Nucleus” to Cytoplasm”
Spooklight
- UncommonChanged from “Ectoplasm” to “Soul Lantern”
- RareChanged from “Soul Lantern” to “Ectoplasm”
Zanghera
- UncommonChanged from “Rubbery Skin” to “Sharp Fang”
- RareChanged from “Sharp Fang” to “Rubbery Skin”
Item drops and their “ranges” for standard, non-human enemies based on the aforementioned changes are outlined below:
Anidade
Ectoplasm 100%
Shred of Madness 62%
Ectoplasm 37%
Antlion
Chitin Shell 100%
Insect Eye 37% - 50%
Heavy Pincer 12% - 25%
Barrel Sludge
Cytoplasm 100%
Scrap Metal 37% - 75%
Nucleus 12% - 50%
Boomer
Burnt Meat 100%
Raw Meat 62%
Boombag 37%
Bristlebee
Insect Eye 100%
Tapered Wing 37% - 62%
Tapered Wing 12% - 37%
Ceratoad
Raw Meat 100%
Tough Skin 62%
Spiny Tongue 37%
Chomper
Sharp Tooth 100%
Rubbery Skin 50% - 62%
Sharp Tooth 25% - 37%
Corpseflower
Twisted Root 100%
Huge Petal 62%
Twisted Root 37%
Deathwasp
Wasp Stinger 100%
Insect Wing 37% - 75%
Insect Eye 12% - 50%
Deisol
Gravel Dust 100%
Engraved Stone 37% - 62%
Mossy Core 12% - 37%
Dwearian
Chitin Shell 100%
Barbed Lance 37% - 62%
Chitin Shell 12% - 37%
Echinoid
Broken Spines 100%
Shell Fragment 37% - 62%
Broken Spines 12% - 37%
Experiment 415
Sharp Claw 100%
Salvaged CyTech 62%
Sharp Claw 37%
Experiment 452
Sharp Fang 100%
Thick Fur 62%
Salvaged CyTech 37%
Giant Bat
Bat Wing 100%
Thick Fur 37% - 75%
Bat Wing 12% - 50%
Giant Spider
Insect Eye 100%
Poison Fang 37% - 62%
Spinneret 12% - 37%
Goni
Ectoplasm 100%
Sliver of Pain 62%
Ectoplasm 37%
Hunter Drone
Scrap Metal 100%
Ruined Wires 37% - 62%
Scrap Metal 12% - 37%
Lumva Beetle
Chitin Shell 100%
Insect Wing 37% - 75%
Large Mandible 12% - 50%
Millipede
Jointed Legs 100%
Black Carapace 37% - 75%
Jointed Legs 12% - 50%
Nymph
Twisted Root 100%
Long Stamen 50% - 62%
Twisted Root 25% - 37%
Pugil Crab
Crab Meat 100%
Giant Claw 37% - 62%
Crab Meat 12% - 37%
Sampa
Ectoplasm 100%
Scrap of Despair 62% - 75%
Ectoplasm 37% - 50%
Sentry Drone
Scrap Metal 100%
PreWar CPU 37% - 62%
Scrap Metal 12% - 37%
Shambler
Rotten Meat 100%
Rotten Meat 37% - 75%
Rotten Meat 12% - 50%
Shellbeast (F)
Raw Meat 100%
Thick Fur 37% - 62%
Sharp Claw 12% - 37%
Shellbeast (M)
Raw Meat 100%
Thick Fur 37% - 62%
Bony Plate 12% - 37%
Sludge
Cytoplasm 100%
Nucleus 37% - 75%
Cytoplasm 12% - 50%
Spooklight
Ectoplasm 100%
Soul Lantern 37% - 75%
Ectoplasm 12% - 37%
Scrap Drone
Scrap Metal 100%
Junk Drive 37% - 62%
Unstable Battery 12% - 37%
Thornheel
Sharp Claw 100%
Tough Skin 50% - 62%
Thornheel Spur 25% - 37%
Voradra
Twisted Root 100%
Ectoplasm 50% - 75%
Rotted Heart 25% - 50%
Model F
Scrap Metal 100%
Mangled Plate 50%
Ruined Wires 25%
Model K
Scrap Metal 100%
Cracked Processor 50%
Ruined Wires 25%
Model S
Scrap Metal 100%
Smashed Hydraulics 50%
Ruined Wires 25%
Zanghera
Rubbery Skin 100%
Sharp Fang 37% - 75%
Rubbery Skin 12% - 37%
Changes to Encounter Tables / Rates
Huipata Caves
The retreat of the Giant Spiders of the Huipata Hills into the local cave system appears to have caused the previously peaceful wildlife within the caves to become more aggressive. Giant Bats attack travelers, while Zanghera have been seen launching themselves from shallow water to attack passing prey. Even the local Millipedes, previously content to hide and avoid conflict, have become more aggressive as they find less food available to them in the surrounding hills. Changes to encounter frequency:
Giant Bat x3
Near Water: 0% - 33%
All Others: 0% - 50%
Giant Spider x1
Near Water: 0% - 17%
All Others: 0% - 25%
Millipede x1
Near Water: 0% - 17%
All Others: 0% - 25%
Zanghera x2
Near Water: 0% - 33%
All Others: 0% - 0%
Huipata Hills
A herd of Shellbeasts has recently moved into the Huipata Hills, creating upheaval in the local ecosystem as they outcompete the other predators in the area for food. The Giant Spiders have been driven into the caves in the area, while the wild Thornheels have become more aggressive towards humans. Treehugger Chanters have begun using the powers granted to them by The Survivor to enthrall the powerful male Shellbeasts in an attempt to protect the area from interlopers, and some Treehugger Warriors have begun using female Shellbeasts to hunt among the hills, as their brethren often do on the plains. Changes to encounter frequency:
Giant Spider x1
10% - 0%
Lumva Beetle x1
16% - 0%
Lumva Beetle x2
13% - 11%
Lumva Beetle x3
10% - 7%
Millipede x1
10% - 0%
Millipede x2
6% - 11%
Shellbeast (F) x2
0% - 11%
Shellbeast (M)
0% - 4%
Shellbeast (M) x1 / Shellbeast (F) x2
0% - 7%
Thornheel x1
10% - 0%
Thornheel x2
6% - 11%
Thornheel x3
0% - 7%
Treehugger Chanter x1 / Shellbeast (M) x1
0% - 7%
Treehugger Warrior x2
6% - 7%
Treehugger Warrior x1 / Shellbeast (F) x1
0% - 7%
Treehugger Warrior x1 / Thornheel x1
6% - 0%
Treehugger Warrior x2 / Thornheel x2
3% - 4%
Treehugger Warrior x2 / Treehugger Chanter x1
3% - 4%
Marecocha Caves
An influx of Giant Bats in the Marecocha Caves has wiped out the Deathwasps and Lumva Beetles which had overrun the caves…it appears that the reduction in available food has caused many of the Sludges infesting the caves to either starve or wander off, as well. Changes to encounter frequency:
Deathwasp x2
23% - 0%
Giant Bat x2
0% - 24%
Giant Bat x3
0% - 18%
Giant Spider x1
8% - 18%
Lumva Beetle x1
13% - 0%
Lumva Beetle x2
10% - 0%
Lumva Beetle x3
8% - 0%
Millipede x1
8% - 18%
Millipede x2
5% - 12%
Sludge x1
13% - 6%
Sludge x2
13% - 6%
Marecocha Woods
An influx of Giant Bats in the Marecocha Woods has caused a decrease in the number of the Deathwasps and Lumva Beetles in the area. Additionally, Tony recently reported seeing strange “moving trees” in the Marecocha Woods; while their origins may be a mystery, their appearance in the area has coincided with a drastic decrease in the number of Sludges in the area. Changes to encounter frequency:
Deathwasp x2
23% - 9%
Giant Bat x2
0% - 14%
Giant Bat x3
0% - 9%
Giant Spider x1
8% - 9%
Lumva Beetle x1
13% - 0%
Lumva Beetle x2
10% - 14%
Lumva Beetle x3
8% - 9%
Millipede x1
8% - 14%
Millipede x2
5% - 9%
Sludge x1
13% - 5%
Sludge x2
13% - 5%
Voradra
0% - 5%
Pecasta Caverns
Zanghera do not stray far from the water when hunting, preferring to launch themselves from shallow water at passing prey. Changes to encounter frequency:
Giant Bat x2
Near Water: 33% (No Change)
All Others: 33% - 44%
Giant Bat x3
Near Water: 25% (No Change)
All Others: 25% - 33%
Giant Spider x1
Near Water: 8% (No Change)
All Others: 8% - 11%
Millipede x1
Near Water: 8% (No Change)
All Others: 8% - 11%
Zanghera x3
Near Water: 25% (No Change)
All Others: 25% - 0%
Perdi Esper
The restless spirits haunting Perdi Esper seem to have calmed somewhat, releasing the wildlife under their control and passing on to whatever final reward (?) awaits them beyond this world. Changes to encounter frequency:
Deathwasp x2
8% - 12%
Deathwasp x3
6% - 16%
Lumva Beetle x1
8% - 0%
Lumva Beetle x2
6% - 12%
Lumva Beetle x3
5% - 16%
Millipede x1
5% - 0%
Millipede x2
3% - 8%
Thornheel x1
5% - 0%
Thornheel x2
3% - 8%
Nymph x1
5% - 0%
Lumva Beetle x1 / Nymph x1
6% - 0%
Lumva Beetle x2 / Nymph x1
5% - 12%
Lumva Beetle x3 / Nymph x1
3% - 8%
Thornheel x1 / Nymph x1
3% - 0%
Thornheel x2 / Nymph x1
2% - 4%
Nymph x2
2% - 4%
All of the random encounters listed below previously had a 2% chance to occur, and have been removed from the encounter table for this area.
Deathwasp x2 / Spooklight x1
Deathwasp x3 / Spooklight x1
Lumva Beetle x1 / Spooklight x1
Lumva Beetle x2 / Spooklight x1
Lumva Beetle x3 / Spooklight x1
Millipede x1 / Spooklight x1
Millipede x2 / Spooklight x1
Thornheel x1 / Spooklight x1
Nymph x1 / Spooklight x1
Lumva Beetle x1 / Nymph x1 / Spooklight x1
Lumva Beetle x2 / Nymph x1 / Spooklight x1
Lumva Beetle x3 / Nymph x1 / Spooklight x1
Thornheel x1 / Nymph x1 / Spooklight x1
Thornheel x2 / Nymph x1 / Spooklight x1
Nymph x2 / Spooklight x1
Mateyo (Pilgrim’s Way)
A determined effort by the hunters from the village has reduced the number of Chompers along the old forest paths, allowing the population of Boomers, Ceratoads, Corpseflowers, and Thornheels to rebound slightly. Changes to encounter frequency:
Boomer x2
13% - 0%
Boomer x3
9% - 20%
Ceratoad
9% - 20%
Chomper x2
22% - 0%
Chomper x4
13% - 13%
Chomper x6
4% - 7%
Corpseflower
9% - 20%
Thornheel
13% - 0%
Thornheel x2
9% - 20%
Rieldara Valley
The Warbots abandoned here by Garen have expanded their targeting parameters to include both Sludges and Barrel Sludges, causing a rapid reduction in their numbers. As a result, the natural wildlife of the valley has begun to be more plentiful; unfortunately, travellers in the area have also reported seeing all three (3) Warbot models working together in unison for the first time in recent memory. Changes to encounter frequency:
Sludge x1
7% - 6%
Sludge x2
4% - 3%
Barrel Sludge x1
7% - 0%
Barrel Sludge x1 / Sludge x1
4% - 0%
Millipede x1
14% - 16%
Millipede x2
7% - 9%
Lumva Beetle x2
14% - 16%
Lumva Beetle x3
7% - 9%
Shellbeast (F) x2
7% - 9%
Shellbeast (F) x2 / Shellbeast (M) x1
4% - 6%
Shellbeast (M) x1
0% - 3%
Model-F x1 / Model-S x1
11% - 6%
Model-F x1 / Model-K x1 / Model-S x1
0% - 3%
Model-K x1 / Model-F x1
7% - 6%
Model-K x1 / Model-S x1
7% - 6%
Spiders’ Lair
Predation by the Giant Spiders in this area has had a significant impact on the population of Deathwasps in this area. Changes to encounter frequency:
Sludge x1
13% - 12%
Sludge x2
13% - 12%
Lumva Beetle x1
13% - 15%
Lumva Beetle x2
9% - 12%
Lumva Beetle x3
6% - 8%
Millipede x1
6% - 8%
Millipede x2
3% - 4%
Deathwasp x2
22% - 12%
Giant Spider x1
16% - 19%
Tierra’s Pillar (Ascent)
Zanghera do not stray far from the water when hunting, preferring to launch themselves from shallow water at passing prey. However, Giant Spiders have moved into the higher tunnels, finding plentiful prey away from the more heavily polluted waters near the surface. Changes to encounter frequency:
Giant Bat x3
Near Water: 27% - 33%
All Others: 27% à 43%
Giant Bat x2 / Spooklight x1
18% - 0%
Giant Spider x1
Near Water: 0% - 22%
All Others: 0% - 29%
Millipede x1
Near Water: 18% - 22%
All Others: 18% - 29%
Millipede x1 /Spooklight x1
9% - 0%
Zanghera x3
Near Water: 18% - 22%
All Others: 18% - 0%
Zanghera x2 / Spooklight x1
9% - 0%
Tierra’s Pillar (Ext)
Travelers in the area have reported no longer seeing either Zanghera or Giant Bats in the swamps surrounding Tierra’s Pillar…but that they have been replaced by an influx of highly irradiated Lumva Beetles. Perhaps more concerning, there are rumors of strange “walking flowers” which appear to hold the local wildlife in their thrall. Strangely enough, the Spooklights in the area appear to be far less active, as well…changes to encounter frequency:
Glowing Giant Bat x3
20% - 0%
Glowing Lumva Beetle x2
0% - 16%
Glowing Lumva Beetle x3
0% - 12%
Glowing Millipede x1
13% - 16%
Glowing Millipede x2
0% - 12%
Glowing Sludge x2
27% - 12%
Glowing Sludge x3
0% - 8%
Glowing Zanghera x3
13% - 0%
Nymph x1 / Glowing Lumva Beetle x2
0% - 8%
Nymph x1 / Glowing Millipede x1
0% - 8%
Spooklight x1 / Glowing Giant Bat x2
13% - 0%
Spooklight x1 / Glowing Lumva Beetle x2
0% - 4%
Spooklight x1 / Glowing Millipede x1
7% - 4%
Spooklight x1 / Glowing Zanghera x2
7% - 0%
Tierra’s Pillar (Descent)
Zanghera do not stray far from the water when hunting, preferring to launch themselves from shallow water at passing prey. Additionally, Deisols may now be seen patrolling the halls of the abandoned temple beneath the mountain in response to the increasing number of Sludges in the area. Changes to encounter frequency:
Deisol x2
Near Water: 0% - 15%
All Others: 0% - 20%
Glowing Bat x3
Near Water: 20% - 23%
All Others: 20% - 30%
Glowing Bat x2 / Spooklight x1
13% - 0%
Glowing Millipede x1
Near Water: 13% - 15%
All Others: 13% - 20%
Glowing Millipede x1 / Spooklight x1
7% - 0%
Glowing Sludge x2
Near Water: 27% - 23%
All Others: 27% - 30%
Glowing Zanghera x3
Near Water: 13% - 23%
All Others: 13% - 0%
Glowing Zanghera x2 / Spooklight x1
7% - 0%
Tierra’s Pillar (Depths)
Zanghera do not stray far from the water when hunting, preferring to launch themselves from shallow water at passing prey. Additionally, Deisols may now be seen patrolling the halls of the abandoned temple beneath the mountain in response to the rapidly increasing number of Sludges in the area. Changes to encounter frequency:
Deisol x2
Near Water: 0% - 12%
All Others: 0% - 14%
Glowing Bat x3
Near Water: 20% - 18%
All Others: 20% - 21%
Glowing Bat x2 / Spooklight x1
13% - 0%
Glowing Millipede x1
Near Water: 13% - 12%
All Others: 13% - 14%
Glowing Millipede x1 / Spooklight x1
7% - 0%
Glowing Sludge x2
Near Water: 27% - 24%
All Others: 27% - 29%
Glowing Sludge x3
Near Water 0% - 18%
All Others: 0% - 21%
Glowing Zanghera x3
Near Water: 13% - 18%
All Others: 13% - 0%
Glowing Zanghera x2 / Spooklight x1
7% - 0%
Tierra’s Pillar (Heights)
The healing waters in this cave appear to be cleansed of Zanghera, providing a modicum of safety to wanderers who find themselves here…however, Giant Spiders have moved into the higher tunnels, finding plentiful prey away from the more heavily polluted waters near the surface.
Giant Bat x3
27% - 43%
Giant Bat x2 / Spooklight x1
18% - 0%
Giant Spider x1
0% - 29%
Millipede x1
18% - 29%
Millipede x1 / Spooklight x1
9% - 0%
Zanghera x3
18% - 0%
Zanghera x2 / Spooklight x2
9% - 0%
Tocamllo Ruins
The Sentry Drones patrolling the area have significantly reduced the number of Sludges in the area, and as a result more Millipedes have begun to take shelter in the ruins. Changes to encounter frequency:
Millipede x1
7% - 15%
Shambler x1
21% - 23%
Shambler x2
14% - 15%
Sentry Drone x1
21% - 23%
Sentry Drone x1 / Hunter Drone x1
14% - 15%
Sludge x2
21% - 8%
Trabunco Mountain Caves
A small population of Zanghera was recently discovered in the Trabunco Mountain Caves, where they have been seen launching themselves from shallow water to attack passing prey. In response to pressure from Mareman organizations wishing to study the creatures, the Mareman military has reduced its drone patrols in the caves. Changes to encounter frequency:
Giant Bat x1
Near Water: 20% - 20%
All Others: 20% - 25%
Giant Bat x2
Near Water: 16% - 27%
All Others: 16% - 33%
Giant Spider
Near Water: 4% - 7%
All Others: 4% - 8%
Hunter Drone x1
Near Water: 16% - 0%
All Others: 16% - 0%
Hunter Drone x1 / Sentry Drone x1
Near Water: 12% - 13%
All Others: 12% - 17%
Hunter Drone x1 / Sentry Drone x2
Near Water: 4% - 0%
All Others: 4% - 0%
Sentry Drone x1
Near Water: 20% - 0%
All Others: 20% - 0%
Sentry Drone x2
Near Water: 8% - 4%
All Others: 8% - 17%
Zanghera x2
Near Water: 0% - 20%
All Others: 0% - 0%
Trabunco Temple Entrance
A small population of Zanghera was recently discovered in the Trabunco Mountain Caves, where they have been seen launching themselves from shallow water to attack passing prey. In response to pressure from Mareman organizations wishing to study the creatures, the Mareman military has reduced its drone patrols in the caves. Changes to encounter frequency:
Deisol x1
Near Water: 13% - 15%
All Others: 13% - 19%
Deisol x2
Near Water: 9% - 10%
All Others: 9% - 13%
Giant Bat x1
Near Water: 17% - 15%
All Others: 17% - 19%
Giant Bat x2
Near Water: 13% - 20%
All Others: 13% - 25%
Giant Spider
Near Water: 4% - 5%
All Others: 4% - 6%
Hunter Drone x1
Near Water: 13% - 0%
All Others: 13% - 0%
Hunter Drone x1 / Sentry Drone x1
Near Water: 9% - 10%
All Others: 9% - 13%
Sentry Drone x1
Near Water: 17% - 0%
All Others: 17% - 0%
Sentry Drone x2
Near Water: 4% - 5%
All Others: 4% - 6%
Zanghera x2
Near Water: 0% - 20%
All Others: 0% - 0%
Yuramayo Cavern
Zanghera do not stray far from the water when hunting, preferring to launch themselves from shallow water at passing prey. Additionally, though few in number the Deisols in the area have stepped up their patrols, and have managed to significantly reduce the number of Sludges in the area. Changes to encounter frequency:
Deisol x1
Near Water: 7% - 13%
All Others: 7% - 18%
Giant Bat x1
Near Water: 18% - 21%
All Others: 18% - 29%
Giant Bat x2
Near Water: 14% - 17%
All Others: 14% - 24%
Giant Spider x1
Near Water: 4% - 4%
All Others: 4% - 6%
Sludge x1
Near Water: 14% - 8%
All Others: 14% - 12%
Sludge x2
Near Water: 11% - 8%
All Others: 11% - 12%
Zanghera x1
Near Water: 14% - 17%
All Others: 14% - 0%
Zanghera x2
Near Water: 11% - 13%
All Others: 11% - 0%
Yuramayo Depths
Zanghera and Pugil Crabs do not stray far from the water when hunting, preferring to launch themselves from shallow water at passing prey. Changes to encounter frequency:
Deisol x1
Near Water: 16% (No Change)
All Others: 16% - 23%
Deisol x2
Near Water: 11% (No Change)
All Others: 11% - 15%
Giant Bat x2
Near Water: 21% (No Change)
All Others: 21% - 31%
Giant Bat x3
Near Water: 16% (No Change)
All Others: 16% - 23%
Giant Spider x1
Near Water: 5% (No Change)
All Others: 5% - 8%
Zanghera x2
Near Water: 16% (No Change)
All Others: 16% - 0%
Zanghera x3
Near Water: 11% (No Change)
All Others: 11% - 0%
Pugil Crab
Near Water: 5% (No Change)
All Others: 5% - 0%
General Changes
Added a basic “Gamepad Config” function, which can be accessed from the “Options” menu both in-game and on the title screen. Note: This option only appears in the relevant menu when the player is actually USING a gamepad!
The minimum number of steps the player can move without a random encounter has been increased from ten (10) steps to twenty (20) steps.
The average number of steps between random encounters on the overworld map has been increased from twenty (20) to thirty (30), consistent with the average encounter frequency in other areas.
Party members suffering from “KO” status recover automatically after ten (10) steps (previously seven (7)).
A testing spot which caused a (!) to appear over the player’s head when inspecting the lamppost near Acllapata’s Hunter’s Guild has been removed.
End Credits have been updated.
The “Knocked Down” status now only lasts until the end of the following turn.
The “Stun” status now lasts 2-3 turns, rather than 2-5.
When defeated by the Scavvers defending their turf in Estancia, the party is now pushed back the way they came, rather than always being pushed vertically “down” one square. This should prevent the player from being trapped behind overpowered enemies early in the game.
Updated the conversation with [???] to remove the risk of spoilers for players who manage to defeat the Deathwasp Queen before going to Mateyo.
Updated text when interacting with the computer in the manager’s office/Allan’s bedroom.
- SpoilerAllan changed the password on the computer when he moved in!
Dev Explanation: The “Manager’s Password” is and always has been a fun nod to a secret from Final Fantasy VI; there is no quest related to this item.
Removed several red text comments made about things that may or may not happen in “the future” when they are referencing planned content for future games, rather than later points in VoltAge:Genesis. This should help to address players’ complaints that they do not always know when they have “finished” a particular quest or storyline.
Bug Fixes
Fixed an issue which caused the “Victory” music to loop if the player did not exit the end of battle screen quickly.
Dev Note: I KNOW this one will make people happy :D
Removed a bug which caused the game to freeze if the player initiated the Hunter’s Guild quest “A Call to Arms” while standing “above” the Captain’s desk.
Fixed a spot at the Treehugger Outcast’s Shack where the player could walk through a junk pile after looting it.
The player should no longer be able to receive a second “Zaindari’s Helm” item if they have met him prior to defeating the Ancient Red Dragon.
The player should no longer be able to obtain an unlimited number of Soul Lanterns by checking the trunk of a specific car.
Searching a specific desk in on the 2nd floor of the Lab in the Tocamllo Ruins no longer gives you the “Corbett’s Katana” key item while telling that you found a “Romeral Keycard” (this item does not exist).
- Dev NoteI have no idea how this happened…or why...but it’s fixed.
Fixed an error which was causing the Makara fight in Rieldara Cave to call up a much stronger version of the enemy than was intended…players should now be able to advance Delphine’s storyline at a much lower average party level.
When entering the Ensenada Warehouse from the southern entrance, the player should no longer be able to walk into the borders of the map.
As I said at the beginning of this loooooong list, none of the changes listed have actually been applied to the available game yet, and as always everything is still subject to change / additional tweaks. Be sure to let me know if there are any pain points or issues you have run into that I have not addressed, and AS ALWAYS, stay safe out there! The Deadlands are a dangerous place, after all... - Zach
Source
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