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! I know...I know...I have completely blown past my self-imposed deadline on January 1st, AND I haven't even been letting you all know what's going on!
What changed
- Fixes
- Gameplay
- Store
- Balance
- Compatibility
- UI and audio
The short version is:
I am STILL working on the Version 10.0 update...many (almost all) of the things I identified as needing attention have been addressed, with an honest to goodness playtest beginning to identify any additional tweaks or bugs I may across...Steam achievements still need to be worked out, but other than that we are essentially DONE with all the "solid" changes and are now just tweaking dialogue, drops, etc. and making sure nothing is objectively broken.
What's that...? You say you want the LONG version? Well, okay...here is the latest set of dev notes for the pending Version 10.0 release, entitled "Epitaph". As always, remember: these notes are NOT complete, and have not been implemented yet! VoltAge:Genesis Version 10.0 “Epitaph” Update Dev Notes
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
“Crime and Punishment”
Eight of Spades will now comment before the party enters the Human Resources Office, allowing the player to delay ending the quest if they still want to look around.
“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 Demon of the Plains”
Upon completion of the quest, the party is automatically moved to the entrance of the Gibasca Caverns.
“The Flavor of Competition”
The dialogue related to this quest has been cleaned up to prevent duplicate text.
“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.
“The Seed of Death”
Upon completion of the quest, the party is no longer automatically moved to Pedregal Springs.
Instead, the party is now automatically moved to the entrance of Tierra’s Pillar.
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 for consistency.
Estancia Ruins
The Scavver selling his Pickaxe has greatly increased his asking price to 7500.
- Dev NoteDue to the relatively early options for acquiring the Pickaxe through “normal” means, as well as the potential to access some pretty valuable loot through the use of the Pickaxe, I felt like the “easy” route to obtaining this weapon should be a bit more costly…mostly to keep players from doing what I traditionally do, which is make a beeline for this area as soon as I start a new game :D
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.
Loican Checkpoint
Nathan has moved to a slightly more visible spot.
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 Checkpoint (Exterior)
The ruined Sentry Drone hidden behind the log fence can no longer be searched for a “Junk Drive” (Deadhanders wouldn’t leave valuable scrap lying around!)
Panavinto Ruins (Interior)
Removed a dumpster near the SE playground that seemed to be discouraging exploration, “preventing” progression.
Pecasta Caverns
The Mercenary who offers to sell the player a Sledgehammer is now present from the very beginning of the game, rather than waiting to appear until after the player’s return from Mateyo.
The price set by the Mercenary has been increased from 3500 Volts to 6000 Volts, in response to the weapon’s increased stats and the potential to access certain valuable treasures much sooner in the game.
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 Zanghera x3
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 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.
Perdi Esper
Fixed a random spot in the swamps where the player could jump into the water.
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.
Tocamllo Ruins (Trashed Clinic)
Removed a fire hazard which was noted by a player :D
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.
Elam can (once again) use Sniper Rifles without the assistance of a “Longshot” TAC
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)
Prices have been checked & updated as necessary
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).
Altuza’s Grave (Nathan’s Shop)
Prices have been checked & updated as necessary
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.
Disciples’ Camp
The Disciples have increased their markup (from 25% to 50%) for customers who have not been granted access to Ensenada.
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.
Ensenada (Grocery)
The “Food Stand” and “Grocery” merchants no longer require you to speak to them a second time to access their shops for the first time.
New Panavinto (Drake’s Alley)
The Pharmacy now sells “Portable AED” for the standard price of 250 Volts
New Panavinto (Nathan’s Shop)
Prices have been checked & updated as necessary
Loican Checkpoint (Nathan’s Shop)
Prices have been checked & updated as necessary
Oca Rongo (Nathan’s Shop)
Prices have been checked & updated as necessary
Old Panavinto Ruins (Nathan’s Shop)
Prices have been checked & updated as necessary
Pedregal Springs (Nathan’s Shop)
Prices have been checked & updated as necessary
Pedregal Springs (ScavMore)
Nyla’s mother no longer needs to be spoken to twice to access her shop for the first time.
Pedregal Springs (TechTown)
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.
Tocamllo Ruins (Nathan’s Shop)
Prices have been checked & updated as necessary
Tocamllo Ruins (Legion Armory)
Prices have been checked & updated as necessary
Changes to Weapons
All weapons have been rebalanced based on updated manufacturer bonuses.
Manufacturer bonuses to Defense, Resistance, and Luck will scale based on Weapon Tier.
All other manufacturer bonuses remain static regardless of Weapon Tier.
The Agility bonus offered by weapons may only reduce the Agility penalty of weapons by one half (½)
The extent of these changes is such that all (or nearly all) weapons in the game have been changed; as such, a full accounting of individual stat changes has not been provided here (though general stat changes based on manufacturers have been provided below).
The general effect(s) of the changes made has been to increase the Attack and/or Focus bonuses offered by most weapons, and to remove most (if not all) examples of bonuses to Evasion, Crit Evasion, and Men. Evasion across the various weapon categories.
Alton Defense Solutions (ADS)
Attack bonus has increased from +20 to +35
Battlers’ Dungeon (BD)
Attack bonus unchanged
Focus bonus has increased from +0 to +4
Luck bonus unchanged
No longer grants Hit chance bonus
No longer grants Evasion bonus
Crit chance bonus unchanged
Consolidated Agriculturalists (ConAg)
Attack bonus increased from +20 to +32
Luck bonus decreased from +5 to +3
Deadhanders (Dh)
No change
Fidei Defensor (FiDe)
Attack bonus increased from +15 to +28
Focus bonus increased from +5 to +10
Agility bonus decreased from +5 to +4
Now grant a +3% Counter chance bonus
Freeman Tools (FT)
Attack bonus increased from +10 to +24
Agility bonus decreased from +5 to +4
Now grants a Luck bonus of +7
Garen Military Institute (GMI)
Attack bonus increased from +15 to +24
Hit chance bonus increased from +5% to +6%
Hunters’ Guild (HG)
Attack bonus increased from +15 to +30
Agility bonus unchanged
Hit chance bonus unchanged
Immaculate Military Industries (IMI)
Attack bonus increased from +15 to +25
Focus bonus increased from +0 to +5
Luck bonus increased from +5 to +8
Imperial Senate of Garen (ISG)
Attack bonus increased from +15 to +32
Agility bonus increased from +0 to +6
Hit chance increased from +5% to +7%
No longer grants a +5% bonus to Evasion
The Insurgency (Ins)
Attack bonus increased from +10 to +21
Focus bonus increased from +3 to +9
No longer grants a Defense bonus
No longer grants a Resistance bonus
Agility bonus unchanged
Luck bonus increased from +3 to +8
International Crafters’ Association (ICA)
Attack bonus increased from +10 to +6
Focus bonus increased from +5 to +6
Agility bonus increased from +0 to +2
Nanardine Robotics (NR)
Attack bonus increased from +0 to +15
Focus bonus increased from +10 to +15
No longer grants a Defense bonus
No longer grants a Resistance bonus
No longer grants HP Regen
No longer grants AP Regen
Parliament of Alton (PA)
Attack bonus increased from +25 to +34
Now grants +4 % Hit chance bonus
Now grants +2% Crit chance bonus
Royal Family of Marema (RoyFam)
Attack bonus increased from +0 to +10
Focus bonus increased from +15 to +20
Resistance bonus increased from +10 to +15
Seekers of the Ancient (SotA)
Attack bonus increased from +10 to +15
Focus Bonus increased from +15 to +25
Shielblue Corporation (SBC)
Attack bonus increased from +0 to +8
Focus bonus increased from +10 to +12
Defense bonus increased from +5 to +10
Resistance bonus unchanged
Sopka Waste Disposal (SWD)
Attack bonus decreased from +10 to +5
Luck bonus increased from +0 to +5
Steel Legion (SL)
Attack bonus increased from +15 to +25
Crit chance bonus unchanged
No longer grants Crit Evasion chance bonus
Trailblazers (TrB)
Attack bonus increased from +5 to +17
Agility bonus decreased from +4 to +3
Luck bonus decreased from +4 to +3
Counter chance bonus unchanged
Treehuggers (Th)
Attack bonus increased from +0 to +10
Focus bonus increased from +15 to +23
Resistance bonus increased from +5 to +7
No longer grants +5% Men. Evasion chance bonus
VolTech Accessories (VTA)
Attack bonus increased from +10 to +20
Focus bonus increased from +10 to +20
The Watchers (W)
Attack bonus increased from +10 to +25
Focus bonus increased from +10 to +25
No longer grants Defense bonus
No longer grants Resistance bonus
Luck bonus increased from +2 to +6
HP Regen unchanged
AP Regen unchanged
Zephyr Airways (ZA)
Attack bonus increased from +10 to +25
Agility bonus unchanged
Hit chance bonus increased from 5% to 10%
Crit chance bonus unchanged
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
Ceramic Dagger
The “Cattle Prod” is no longer a “Consolidated Agriculturalists (ConAg)” weapon
The “Cattle Prod” is now a “Freeman Tools (FT)” weapon
The “Chainsaw” is no longer a “Consolidated Agriculturalists (ConAg)” weapon
The “Chainsaw” is now a “Freeman Tools (FT)” weapon
The “Dissonant Edge” has been rebalanced
The “Frozen Tracer” has been tweaked
No longer grants the “Cryo Blade” skill
The “Glove of Power” has been tweaked
Now increases “Steal Volts” Rate by +10% in addition to previous bonuses.
The “Glowing Crystal” has been rebalanced
Weapon Tier has been increased from 4 to 5
No longer grants “Ascension” skill
Now grants “Sunburst” skill
Item description has been updated
The “Kitchen Knife” has been tweaked
No longer classified as an “Exotic” dagger
Now classified as a “Special” dagger
Stats, mod compatibility, and character usage are unchanged
The “L3X-II Dynamo” has been tweaked
No longer deals [Machine] and [Crush] damage
Now deals [Machine] and [Slash] damage
This change was made for more consistency between the L3X-II Dynamo and other shotguns, as well as the FPEW line of weaponry.
The “Machete” has been tweaked
No longer compatible with Blade Mods (See “Changes to Accessories”, below)
Now grants the skill “Slice n’ Dice”
The “Obsidian Dagger” has been tweaked
No longer classified as a “Special” dagger
Now classified as an “Exotic” dagger
Stats, mod compatibility, and character usage are unchanged
The “Pipe Wrench” has been tweaked
Now grants the skill “Whack n’ Smack” (see “Changes to Skills”, below)
The “Rubber Gloves” are no longer a “Consolidated Agriculturalists (ConAg)” weapon
The “Rubber Gloves” are now a “Freeman Tools (FT)” weapon
The “Scrap Cutter” has been tweaked (again)
After testing, it was determined that increasing the item drop rate for encounters while using this weapon made drops TOO common, giving the player way too much loot (and money) for the effort involved in combat. As such, this previously planned change has been scrapped (pun!).
The “Sparkling Phial” has been tweaked
No longer grants “Blessed Rain” skill
Now grants “Holy Water” skill
Changes to Armor
The following armors no longer grant scaling resistance to physical damage:
Casual Clothes
Scavver Clothes
Macho Clothes
Military Clothes
Explorer Clothes
Defender Clothes
Futuristic Clothes
The following armors no longer grant scaling resistance to elemental damage:
Cotton Hood
Cotton Robes
Silk Hood
Silk Robes
Magician Hood
Magician Robes
Clergyman Hood
Clergyman Robes
The following armors no longer grant universal resistance to damage types:
Abyss Shield
Angel Robes
GE-Spectrum
Hunter Shield
Reinforced Shield
Scrap Armor
Scrap Helm
Scrap Shield
Shellbeast Armor
Shellbeast Helm
Shellbeast Shield
Spiked Shield
Steel Shield
Stone Armor
Stone Helm
Stone Shield
Svalinn Shield
Tortoise Shield
Zaindari’s Shield
Bonuses to all armor, shields, and helms have been updated based on new default values for both type and manufacturer.
The extent of these changes is such that all (or nearly all) armor in the game has been changed; as such, a full accounting of individual stat changes has not been provided here (though general stat changes based on type and manufacturer have been provided below).
The primary effect of the changes implemented based on armor type has been to reduce the overall agility penalty imposed by heavier armors, while also providing much better Defense and Evasion stats for heavier armors than in previous versions.
The primary effect of the changes implemented based on armor manufacturer has been to increase most (but not all) armors’ Defense and Resist stat bonuses. Additionally, the following changes to individual manufacturers’ armor bonuses have been made:
The Attack bonus granted by Alton Defense Solutions (ADS) gear has been increased from (+2) to (+6).
The Agility penalty for Battlers’ Dungeon (BD) armor is no longer reduced by 5.
The Luck bonus granted by Consolidated Agriculturalists’ (ConAg) has been increased from (+3) to (+5)
The Luck bonus granted by Deadhanders’ (Dh) gear has been increased from (+5) to (+10).
Fidei Defensor (FiDe) armor now reduces the base Agility penalty by 5 (minimum ½ Base).
The Agility penalty for Freeman Tools (FT) armor is no longer reduced by 2.
Hunters’ Guild (HG) armor now reduces the base Agility penalty by 4 (minimum ½ Base).
Immaculate Military Interests (IMI) armor no longer increases Max AP by ((2*(Armor Tier))
The Luck bonus offered by Insurgency (Ins) armor has been increased from (+5) to (+10)
The Agility penalty reduction granted by International Crafters’ Association (ICA) armor has been increased from (1) to (2).
Royal Family of Marema (RoyFam) armor now grants a +5% bonus to Evasion, Crit. Evasion, and Men. Evasion.
Seekers of the Ancient (SotA) armor no longer grants a scaling bonus to Attack and Focus.
ShielBlue Corporation (SBC) armor now grants a +5% Evasion chance.
Sopka Waste Disposal (SWD) armor now grants a +5 bonus to Defense and Resist
Trailblazers (TrB) armor no longer grants a +2% bonus to Evasion, Crit. Evasion, or Men. Evasion.
The Focus bonus offered by Treehugger (Th) armor has been increased from (+5) to (+8)
VolTech Accessories (VTA) armor now offers a +4 bonus to Focus
The Men. Evasion chance granted by Watchers’ (W) armor has been reduced from +10% to +5%.
Zephyr Airways (ZA) armor no longer grants a +5% Hit Chance bonus.
These stat increases are also reflected in the price of affected gear.
The “Dusky Shield” has been fixed
Now correctly changes the “Wait” command to “Guard” while equipped
The “ReCharge” has been tweaked
No longer flagged as a “Robot Only” shield
Now treated as an ordinary Light 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%
Description has been updated.
The “Scale Armor” is no longer an ICA product
Now treated as Trailblazers’ armor for the purpose of determining stat bonuses
The “Scrap” Heavy Armor is no longer a SWD product.
Now treated as Trailblazers’ armor for the purpose of determining stat bonuses
The “Svalinn Shield” has been tweaked
No longer grants the “Sunburst” skill
Now grants the “Shine Light” skill
The “Tortoise” Heavy Armor set is no longer a ConAg product.
Tortoise Armor, Helm, and Shield are all now treated as Trailblazers’ armor for the purpose of determining stat bonuses.
Unique resistance bonuses remain unchanged.
The “Wall” has been fixed
No longer grants the “Resonance” skill
Now grants the “Wall” skill
“Zaindari’s Shield” has been fixed
Now correctly changes the “Wait” command to “Guard” while equipped
“Zaindari’s Vambrace” has been tweaked
No longer grants the “Wall” skill
Now grants the “Resonance” skill
Changes to Accessories
All Eloin accessories have been tweaked, as follows:
Now grant +25 Focus / +25 Resist / +1% HP Regen / +1% AP Regen
Elemental immunities and skills granted by these items remain unchanged.
The full list of affected accessories is below:
Iron Flask
Frozen Paintbrush
Toy Chariot
Pelican Amulet
Bronze Statuette
Gold Locket
Clay Aludel
Horn Dagger
Weapon compatibility for the following accessories has been tweaked:
Artificer Ring
Marauder Ring
Templar Ring
Usable with all Daggers and Swords which deal pure [Slash] damage EXCEPT:
Daggers or Swords from the following “brands”:
Seekers of the Ancient
The Watchers
Based on the above, ONLY the following weapons are compatible:
Tarnished Dagger
Kitchen Knife
Steel Dagger
Reinforced Dagger
Obsidian Dagger
Combat Knife
Hunter Dagger
Barbed Dagger
Dull Sword
Practice Katana
Cheap Claymore
Steel Sword
Katana
Harpe
Reinforced Sword
Andaeus’ Blade
9-Ring Blade
Pincer Sword
Anjin Blade
Gan and Mo
Hunter Sword
Sanjuro
Geweldige Zwaard
Weapon compatibility for the following accessories has been tweaked:
Berserker Ring
Corsair Ring
Outlaw Ring
Usable with all Gloves and Knuckles which deal pure [Crush] damage EXCEPT:
Gloves or Knuckles from the following “brands”:
Seekers of the Ancient
The Watchers
Based on the above, ONLY the following weapons are compatible:
Brass Knuckles
Steel Knuckles
Cestus
Reinforced Knuckles
Hunter Knuckles
Maduvu
Rubber Glove
Modified Dastana
Slimy Gloves
Weapon compatibility for the following accessories has been tweaked:
6.9-11 Testify
21.29 Monomyth
80.2-8 Behold
Usable with all Sidearms and Firearms which deal pure [Pierce] damage EXCEPT:
Sidearms and Firearms from the following “brands”:
Immaculate Military Industries
Seekers of the Ancient
Based on the above, ONLY the following weapons are compatible:
Pre-War Handgun
Old Revolver
Rickety SMG
Steel Revolver
S9 Togusa
Uziel Gal
Military Handgun
9182 General
Black Arnold
Hunter Handgun
HK-71a
Antique Rifle
Useless Rifle
Steel Rifle
Scoped Rifle
H2 Burst Rifle
Reinforced Rifle
Evgeny
Imperial SR-57
Hunter Rifle
DR326 “Supreme”
109 Templar
M9130 Custom
“6.9-11 Testify” has been rebalanced
+15 Attack / +5 Luck
Grants Pyro / Cryo / Electro Shot
“21.29 Monomyth” has been tweaked
+15 Attack / +5 Luck
Grants Aero / Hydro / Geo Shot
“80.2-8 Behold” has been tweaked
+15 Attack / +5 Luck
Grants Helio / Umbra / Mech Shot
“Aegis FG” has been tweaked
Now grants +10 Defense / +10 Resist
12.5% Universal Elemental Resistance is unchanged.
“Artificer Ring” has been rebalanced
+10 Focus / +10 Resist / +5 Agility
Grants Electro / Geo / Mech Blade skills
“Berserker Ring” has been rebalanced
+10 Attack / +10 Defense / +5 Resist
Grants Cryo / Aero / Mech Strike Skills
“Corsair Ring” has been rebalanced
+10 Focus / +10 Agility / +5 Luck
Grants Electro / Hydro / Helio Strike skills
“Marauder Ring” has been rebalanced
+10 Attack / +5 Defense / +10 Luck
Grants Cryo / Hydro / Umbra Blade skills
“Outlaw Ring” has been rebalanced
+5 Attack / +10 Agility / +10 Luck
Grants Pyro / Geo / Umbra Strike skills
“Templar Ring” has been rebalanced
+10 Defense / +5 Focus / +10 Resist
Grants Pyro / Aero / Helio Blade skills
“Longshot TAC” has been tweaked
No longer grants +13 Attack
No longer grants +2% Hit Rate
2% Bonus to Crit. Chance remains unchanged
“Steady TAC” has been tweaked
No longer grants +11 Attack
Hit Rate bonus has been increased from 2% to 5%
“Close Call TAC” has been tweaked
No longer grants +12 Attack
Crit. Rate bonus has been increased from 1% to 2%
“Dissonant Fragment” has been tweaked
No longer grants +500 HP and +50 AP
Now grants 5% HP / AP Regen
“Obsidian Ring” has been rebalanced
Old Stats: +15 Attack / +10 Defense / +5 Focus / +5 Resist / +15 Luck
New Stats: +10 Defense / +5 Resist / +10 Luck
Still grants “Miasma” skill
“Swallow Bracelet” has been rebalanced
Old Stats: +10 Attack / +12 Defense / +10 Focus / +12 Resist / +2 Luck / M. Evasion +10% / HP Regen +2% / AP Regen +2%
New Stats: +15 Defense / +21 Resist / +4% M. Evasion
Still grants “Despair” skill
“Matla’s Vambrace” has been rebalanced
Old Stats: +22 Attack / +14 Defense / +4 Resist
New Stats: +6 Attack / +20 Defense / +9 Resist
No longer grants “Power Tackle”
Now grants “Charge” (see “Changes to Skills”)
“Legion Spaulder” has been rebalanced
Old Stats: +15 Attack / +11 Defense / +11 Resist / +3% Evasion / +5% Crit. Rate / +5% Crit. Evasion
New Stats: +16 Defense / +11 Resist / +3% Evasion
Now grants “Charge” (see “Changes to Skills”)
“Drake Gauntlet” has been rebalanced
Old Stats: +10 Attack / +7 Defense / +5 Focus / +7 Resist
New Stats: +12 Attack / +9 Defense / +6 Focus / +9 Resist
Elemental Resistances are unchanged
Still grants “Drake Claw” skill
“Zaindari’s Vambrace” has been rebalanced
Old Stats: +12 Attack / +10 Defense / +17 Focus / +10 Resist / +1% Crit. Evasion
New Stats: +12 Attack / +9 Defense / +6 Focus / +9 Resist / +5% Crit. Evasion / +1% HP Regen / +1% AP Regen
Still grants “Wall” skill
“Doctor’s Bag” has been tweaked
Now grants +5 Defense / +5 Resist
Still grants “First Aid” skill
“Glowing Pouch” has been rebalanced
Old Stats: +8 Defense / +20 Focus / +13 Resist / +5% M. Evasion / +2% HP Regen / +2% AP Regen
New Stats: +12 Defense / +8 Focus / +16 Resist / +2% HP Regen / +2% AP Regen
Still grants “Vivify” skill
“HandiDoc 11.4-F” has been rebalanced
No longer grants +18 Defense / +18 Resist
+5% HP Regen / +5% AP Regen remains unchanged
Description has been updated
“Rusty Choker” has been rebalanced
Old Stats: +13 Defense / +10 Focus / +13 Resist / +3% HP Regen / +1% AP Regen
New Stats: +15 Attack / +14 Defense / +15 Focus / +14 Resist / +2% HP Regen
Still grants “Rust” skill
“Soothing Talisman” has been rebalanced
Old Stats: Attack +10 / Defense +12 / Focus +10 / Resist +12 / M. Evasion +10% / HP Regen +3% / AP Regen +3%
New Stats: Defense +40 / Resist +40 / Luck +10 / Crit. Evasion +5% / M. Evasion +5%
“Inspiring Talisman” has been rebalanced
Old Stats: Attack +12 / Defense +10 / Focus +12 / Resist +10 / M. Reflection +5% / Counter Chance +5% / HP Regen +3% / AP Regen +3%
New Stats: +46 Attack / +34 Focus / Luck +14 / Crit. Chance +4% / HP Regen +2% / AP Regen +2%
Description has been updated
“Ancient Coin” has been rebalanced
Old Stats: +12 Attack / +10 Defense / +17 Focus / +10 Resist / +1% Crit. Evasion
New Stats: +15 Attack / +15 Defense / +25 Focus / +21 Resist / +4% M. Evasion
“Arrow Coin” has been rebalanced
Old Stats: +10 Attack / +10 Defense / +10 Resist / +5 Agility / +10% Hit Rate / +5% Crit. Rate
New Stats: +25 Attack / +25 Defense / +20 Resist / +5 Agility / +10% Hit Rate / +5% Crit. Rate
“Bird Coin” has been rebalanced
Old Stats: +20 Defense / +10 Focus / +20 Resist
New Stats: +8 Attack / +26 Defense / +12 Focus / +15 Resist / +5% Evasion / +2% Crit. Evasion / +2% M. Evasion
“Crown Coin” has been rebalanced
Old Stats: +20 Defense / +15 Focus / +15 Resist
New Stats: +10 Attack / +15 Defense / +20 Focus / +30 Resist / +5% Evasion / +5% Crit. Evasion / +5% M. Evasion
“Dagger Coin” has been rebalanced
Old Stats: +10 Attack / +8 Defense / +3 Focus / +13 Resist / +3 Agility / +8 Luck / +5% Hit Rate
New Stats: +21 Attack / +15 Defense / +9 Focus / +15 Resist / +3 Agility / +18 Luck / +4% Crit. Rate
“Dragon Coin” has been rebalanced
Old Stats: +15 Attack / +15 Defense / +10 Resist / +5 Agility / +5% Hit Rate
New Stats: +30 Attack / +24 Defense / +12 Resist / +9 Agility / +5% Hit Rate
“Fish Coin” has been rebalanced
Old Stats: +14 Attack / +11 Defense / +10 Focus / +12 Resist / +4 Agility / +11 Luck / +6% Hit Rate / +4% Evasion / +4% Crit. Rate / +3% Crit. Evasion / +5% M. Evasion / +3% Counter / +2% HP Regen / +2% AP Regen
New Stats: +20 Attack / +18 Defense / +16 Focus / +18 Resist / +6 Agility / +19 Luck / +6% Hit Rate / +4% Evasion / +4% Crit. Rate / +3% Crit. Evasion / +3% M. Evasion / +3% Counter / +2% HP Regen / +2% AP Regen
“Fist Coin” has been rebalanced
Old Stats: +15 Attack / +11 Defense / +11 Resist / +3% Evasion / +5% Crit. Rate / +5% Crit. Evasion
New Stats: +25 Attack / +16 Defense / +11 Resist / +3% Evasion / +5% Crit. Rate
“Gavel Coin” has been rebalanced
Old Stats: +25 Attack / +5 Defense / +20 Resist
New Stats: +34 Attack / +20 Defense / +20 Resist / +4% Hit Rate / +2% Crit. Rate
“Scroll Coin” has been rebalanced
Old Stats: +15 Attack / +10 Defense / +15 Resist / +5% Hit Rate / +5% Evasion
New Stats: +32 Attack / +15 Defense / +30 Resist / +6 Agility / +7% Hit Rate
“Skull Coin” has been rebalanced
Old Stats: +15 Attack / +10 Defense / +5 Focus / +5 Resist / +15 Luck
New Stats: +10 Attack / +10 Defense / +5 Focus / +5 Resist / +20 Luck
“Star Coin” has been rebalanced
Old Stats: +15 Attack / +12 Defense / +5 Focus / +7 Resist / +5 Agility / +3% Crit. Rate / +3% Counter
New Stats: +28 Attack / +24 Defense / +10 Focus / +16 Resist / +9 Agility / +3% Counter
“Tree Coin” has been rebalanced
Old Stats: +8 Defense / +20 Focus / +13 Resist / +5% M. Evasion / +2% HP Regen / +2% AP Regen
New Stats: +10 Attack / +12 Defense / +31 Focus / +23 Resist / +2% HP Regen / +2% AP Regen
“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
“UBM-Shadow” has been tweaked
Name has been changed to “UCM-Shadow”
Can now be equipped by any character regardless of equipped gear.
Description has been updated.
“UBM-Specter” has been tweaked
Name has been changed to “UCM-Specter”
Can now be equipped by any character regardless of equipped gear.
Description has been updated.
“UBM-Stalker” has been tweaked
Name has been changed to “UCM-Stalker”
Can now be equipped by any character regardless of equipped gear.
Description has been updated.
Changes to Skills
New Skill: “Charge”
Description: Charge forward into an enemy, dealing [Crush] damage
and possibly "Knocked Down" status.
Cost: 6 AP
Damage Calculation: a.atk * 4 - b.def * 1
Additional Effect: 35% chance to cause “Knocked Down” status
Dev Note: There are two (2) versions of this ability based on which accessory the player is wearing. The version granted by Matla’s Vambrace deals [Crush] damage, while the version granted by the Legion Spaulder deals [Crush] and [Pierce] damage.
As with most physical attack skills, this attack also gains any damage types granted by the player’s equipped weapon (e.g., wearing Matla’s Vambrace and the Larrami SS50 means “Charge” will deal [Crush] and [Water] damage)
New Skill: “Whack n’ Smack”
Description: Attack twice with a blunt object dealing light [Crush]
damage with each successful hit.
Cost: 12 AP
Damage Calculation: a.atk * 4 - b.def * 1
Dev Note: Virtually identical to “Slice n’ Dice”, but deals [Crush] damage rather than [Slash].
The “Banish” skill has been updated.
Icon has been changed.
AP Cost has been reduced from 20 AP to 12 AP
No longer forces the user to the front of the turn order.
Success rate has been increased from 20% to 70%.
Now has varying effects depending on the targeted enemy.
“Standard” spectral foes (such as Anidades or Spooklights) are instantly destroyed if the skill hits.
Unique variants, as well as certain enemies which are partially spectral in nature (such as the Voradra) instead take a significant amount of damage if the skill hits.
The “Blackout” skill has been updated.
No longer forces the user to the front of the turn order.
Success rate has been increased from 20% to 70%.
Now has varying effects depending on the targeted enemy.
“Standard” robotic foes (such as Sentry Drones) are instantly destroyed if the skill hits.
Unique variants, as well as certain enemies which are partially robotic in nature (such as Experiment 452 or 415) instead take a significant amount of damage if the skill hits.
The “Blowtorch” skill has been updated.
Now has the potential to score critical hits.
The “Cleave” skill has been updated.
No longer has the potential to score critical hits.
The “Electric Lash” skill has been updated.
Now has the potential to score critical hits.
The “Extract Essence” skill has been fixed and updated.
No longer returns zero / negative healing based on enemies having far higher base stats than the player characters.
New Damage Calculation: a.mat * 4 - b.mdf * 1
Damage Type: Machine (AP Drain)
The “Flash Freeze” skill has been updated.
Now has the potential to score critical hits.
The “Holy Water” skill has been updated.
Now treated as a magic attack for the purpose of determining evasion chance.
The “Jinsoku Cut” skill has been updated.
No longer has the potential to score critical hits.
The “Lightning Whip” skill has been updated.
Now has the potential to score critical hits.
The “Live Wire” skill has been updated.
Now has the potential to score critical hits.
The “Missile” skill has been updated.
Now has the potential to score critical hits.
The “Missile Volley” skill has been updated.
Now has the potential to score critical hits.
The “Siphon” skill has been fixed and updated.
No longer returns zero / negative healing based on enemies having far higher base stats than the player characters.
New Damage Calculation: a.mat * 4 - b.mdf * 1
Damage Type: Machine (HP Drain)
The “Siphon Field” skill has been fixed and updated.
No longer returns zero / negative healing based on enemies having far higher base stats than the player characters.
New Damage Calculation: a.mat * 4 - b.mdf * 1
Damage Type: Machine (HP Drain)
The “Terrify” skill has been updated.
No longer forces the user to the front of the turn order.
Success rate has been increased from 20% to 35%.
Now immediately KOs the enemy if it is successful, rather than waiting until the end of their next turn.
The list of enemies immune to “Terrify” has been expanded to include:
All unique enemy variants
All named human enemies
All robot enemies
All spectral enemies
All Bunyips
All Deisols
All Dragons
All Eloin
All Shamblers
The “Throat Punch” skill has been updated.
Now has the potential to score critical hits.
The “Zephyr Kick” skill has been updated.
Now has the potential to score critical hits.
The “Zephyr Rush” skill has been updated.
Now has the potential to score critical hits.
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.
The following status recovery items now have animations:
Portable AED
Antidote
Eye Drops
Throat Spray
Focus Booster
Smelling Salts
Muscle Relaxer
Coagulant
Rad Pill
Aspirin
Snake Oil
Changes to Enemies
The “Glowing” variant of the Giant Bat has been fixed.
Its primary attack “Feed” now has a 35% chance to cause Nausea, consistent with other “Glowing” enemy variants’ basic physical attacks.
The unique Spooklight variant “Abyssal Spooklight” has been fixed and tweaked.
No longer absorbs [Holy] elemental damage
Now absorbs [Dark] elemental damage
No longer uses the “Deva’s Spear” skill
Now uses the “Umbra II” skill
No longer uses the “Erebo” skill
Now uses the “Erebo II” skill with the same frequency
The unique Spooklight variant “Restless Spooklight” has been fixed and tweaked.
No longer absorbs [Dark] elemental damage
Now absorbs [Holy] elemental damage
No longer uses the “Asura’s Spear” skill
Now uses the “Helio II” skill
No longer uses the “Erebo” skill
Now uses the “Solar” skill with the same frequency
The Steel Legion boss “Felix” no longer drops a “Steady” TAC upon defeat.
The “Barrel Sludge” has been fixed
The Level 50 version of this enemy now has the correct stats for its level.
The “Lumva Beetle” has been fixed
The Level 50 version of this enemy now has the correct stats for its level.
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 enemies is ALWAYS 100%.
The “uncommon” drop rate for standard non-human enemies varies based on level, as follows:
Level 01 – Level 24 à 37%
Level 25 – Level 49 à 50%
Level 50 – Level 74 à 62%
Level 75 – Level 99 à 75%
The “rare” drop rate for standard non-human enemies varies based on level, as follows:
Level 01 – Level 24 à 12%
Level 25 – Level 49 à 25%
Level 50 – Level 74 à 37%
Level 75 – Level 99 à 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 “Ruined Wires”
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% - 75%
Mossy Core 12% - 50%
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% - 75%
Spinneret 12% - 50%
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% - 75%
Twisted Root 25% - 50%
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%
Ruined Wires 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% - 50%
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 37% - 75%
Rotted Heart 12% - 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
MAJOR CHANGE: Spooklights no longer appear as randomly encountered enemies, either in the overworld or in dungeons, forests, etc. Due to the number of encounters which have been removed and their overall effect on the encounter tables for the game (most variants of Spooklight encounters appeared at a frequency of roughly 2%), the removal of Spooklights is not highlighted in the individual encounter tables below.
Dev Note: Players should take care to note that there are TWO (2) quests which require one or more “Soul Lanterns” to complete. I am aware that the removal of Spooklights as random enemies will cause these quests to be somewhat harder to complete.
Spooklights are among the many enemies whose item drop rates have been tweaked; however in the interest of game balance I chose not to make Soul Lanterns a 100% drop (Restless and Abyssal variants notwithstanding).
Currently, there are ~40 normal Spooklights in the game, with a total of five (5) Soul Lanterns being needed to complete both the “Tools of the Trade III” and “Supply and Demand XV” quests. Adding in the 100% drop rate for Soul Lanterns from the “Abyssal” and “Restless” variants, the required # of random drops needed to complete both quests is only 7.5% of the total number of Soul Lanterns potentially available in the game.
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.
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 Loican Beaches
The strange machine/animal hybrids patrolling the Loicans’ territory continue to be a common sight; however, Echinoids and Pugil Crabs appear to have grown used to their presence and no longer avoid the areas where they are active.
Changes to Loican Grasslands
The strange machine/animal hybrids patrolling the Loicans’ territory continue to be a common sight; however, Bristlebees and Deathwasps appear to have grown used to their presence and no longer avoid the areas where they are active.
Changes to Loican Rich Grasslands
The strange machine/animal hybrids patrolling the Loicans’ territory continue to be a common sight; however, Echinoids and Pugil Crabs appear to have grown used to their presence and no longer avoid the areas where they are active. Additionally, it appears that several large herds of Shellbeasts have moved into the area.
Changes to Loican Verdant Forests
The strange machine/animal hybrids patrolling the Loicans’ territory continue to be a common sight; however, the other wildlife in the appear to have grown used to their presence and no longer avoid the areas where they are active. Giant Spiders, Lumva Beetles, Millipedes, and Thornheels can all be found in the area now.
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.
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.
Mateyan Beaches
Prized by the Mateyans for their meat and spines, lone Echinoids are regularly culled by hunters from the village, making encounters with small groups of Echinoids more common on the island than in other parts of Marema. Due to the reduced availability of prey in the area, Pugil Crabs are somewhat more aggressive towards humans, as well.
Mateyan Grasslands
A determined effort by the hunters from the village has reduced the number of Bristleebees in the grasslands, allowing the population of Chompers to rebound slightly.
Mateyan Rich Grasslands
A determined effort by the hunters from the village has reduced the number of Bristleebees and Chompers in the rich grasslands, allowing the population of Boomers and Ceratoads to rebound slightly.
Mateyan Verdant Forests
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.
Pecasta Caverns
Zanghera do not stray far from the water when hunting, preferring to launch themselves from shallow water at passing prey.
Pilgrim’s Way (Mateyo)
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.
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.
Spiders’ Lair
Predation by the Giant Spiders in this area has had a significant impact on the population of Deathwasps in this area.
o 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.
o 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.
o 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.
o 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.
o 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.
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.
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.
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.
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.
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.
General Changes
The multiplier for Critical Hit Damage has been REDUCED from (x3) to (x2).
This change will impact both enemies and party members.
The Outcast Seer now has an additional text option regarding “the town”.
Now offers a riddle which directs the player to the location of the “Phylactery”.
When the player discovers a weapon mod for the first time, they are given an explanation of how they work.
For each subsequent weapon mod the player finds, they are given the option to hear the explanation again.
An explanation of how weapon mods work has also been added to the ReadMe file, included in the game’s folders.
When the player discovers a TAC interface for the first time, they are given an explanation of how they work.
For each subsequent TAC interface the player finds, they are given the option to hear the explanation again.
An explanation of how TAC interfaces work has also been added to the ReadMe file, included in the game’s folders.
The “Chained Box” -type locked containers can no longer be opened using a Crowbar.
Instead, these containers can now be opened using a Scrap Cutter.
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!
Removed the “Optimize” option from the Equip Menu, as it would prioritize flat ATTACK or DEFENSE bonuses to the detriment of all other stats.
Added a more comprehensive “equipment comparison” feature to the equip menu so players have a better idea of how gear selections will affect previously “hidden” stat parameters.
- NoteCertain combinations of old vs. new gear may cause an overflow of changes on the comparison screen. If you are not sure what exactly an item does, you should “remove” the old piece of equipment for best results.
Dev Note: This isn’t really a “bug” per se, but I simply could not add any more lines or further tweak the window / font sizes without creating serious accessibility issues. With the changes to gear bonuses, this should only occasionally be an issue, with the features most often cut off being HP/AP Regen or certain elemental resistances.
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.
The player is now prompted to save their game after defeating or recruiting each Eloin, reducing the chance of losing major progress from a surprise boss battle or unfortunate random encounter.
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
Fixed an issue where a specific Deadhander would continue to be visible and “not moving” after completing the final Deadhander quest for Eight of Spades.
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.
Fixed an issue which would sometimes cause certain characters in Pedregal Springs to remain invisible after the Taranis fight.
Previously, this issue would resolve after leaving the area and returning.
Various temporary party members should no longer be placed in the party permanently when completing the following quests AFTER their “guest appearances”:
The Practical Magician (Allan Storyline Quest)
The Fighter’s Challenge (Corbett Storyline Quest)
Fresh Blood (Isaiah Storyline Quest)
Training the Heart (Isaiah Storyline Quest)
Heroes and Thieves (Jurgen / Malcolm Storyline Quest)
The Runaway Crook (Zach & Casey Storyline Quest)
Additionally, fixed an issue with “Runaway Crooks” which could potentially cause the player to lose Lucas under certain circumstances.
Source
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