It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

high rated

- Fixed the bug that caused the the Core City area where the Coretech entrance is to slow down over time and later cause a transition error when attempting to enter it
- Fixed the bug that caused the transition error when attempting to enter one of the new early game dungeons through certain transitions
- Fixed Praetorian Guardian model and gear not updating
- Fixed the energy and chemical pistol animation bugs on new models added in
- [Expedition] Fixed a bug with camp supply depletion introduced in


- Fixed the bug that caused a certain special random event to occur way early in the game
high rated

- [Expedition] Added an alternative way to reach the Nexus through a certain fetid place
- [Expedition] A certain end-game faction will now also provide free shotgun shell packages if Expedition is installed

- Fixed the bug that caused some female JKK officers to become invisible
- Fixed the bug with the vanishing powder grenade not working correctly
- [Expedition] Fixed a crash when entering the expedition docks zone
- minor dialog and map fixes
high rated
Patch (15 November 2019)

- Fixed Jawbone crossbow tooltip
- Fixed the vanishing powder grenade not granting you movement points from action points... it will work fully as intended one day, I promise
- Fixed the passage to a certain early-game dungeon not appearing in some cases
- Fixed being unable to finish a JKK quest by killing a certain wanted man before talking to him first
high rated
Patch (17 Defember 2019)

- Added an option to manually move the barrier at the GMS entrance in case the guard dies

- Reinforced bison leather boots will now have an icon
- Stealing mushrooms from SGS will now be properly punished by death (the change will not affect the running play-throughs)
- Dirty Kick will now properly add its critical damage bonus when critical hit occurs; the critical damage bonus is fixed to 100%
- Fixed the bug that caused zone transition error when exiting a zone while a mine is exploding
- Fixed a few more new Core City models not appearing
- Fixed yet another reason why a certain early-game dungeon wasn't appearing
- [Expedition] Fixed the bug that would mess up the player vision when triggering a zone transition while using a spying endoscope
- [Expedition] Fixed Protectorate jet patrols and waterway outposts not turning hostile in certain instances
- [Expedition] Fixed Cruzer and Razor not being present when reporting a certain mission and/or the mission not being marked as completed
- [Expedition] Fixed Razor being present when he shouldn't be during a certain raid
- [Expedition] Fixed Aegis jet patrols retreating to the camp prematurely in a very specific case, which disrupts a certain mission
- [Expedition] Burning up the giant weaver web will now work properly (not just visually)
- Minor dialog and map fixes
high rated
Patch (29 January 2020)

- Added Ultra HD resolution (3840x2160) as an option

- Fixed the bug that caused some of the random dungeons to never trigger due to a bug with difficulty restriction
- Item selling value modifier on easy difficulty changed to 100% (down from 150%)
- Combat Stats window will now properly display tooltip text for movement points (MP)
- Fixed the bug that caused Jookhela's cutscene to glitch when using gas grenades before the fight
- Doppelganger attacks will now properly ignore electrical damage resistance even if it's 100%
- Fixed the bug that caused the game to crash when attempting to fish from the ferry's north side while in northeastern waters; keep in mind that the bug will persist until you re-enter the area
- Fixed members of a certain faction getting killed by someone other than the player counting towards the kill count attributed to the player in an end-game encounter
- Fixed a number of end game slide bugs
- Fixed Bogdan stepping into his own traps
- Fixed grey army spec ops sledgehammer sprite
- [Expedition] Fixed a zone trasition error occuring when pirates spawn at a certain flooded place
- [Expedition] Fixed pirate allies turning hostile to the player in a very specific case during an important event at the Arch Island Keep
- [Expedition] Traveling in a certain vessel will no longer repeat text and sound events when returning from [REDACTED]
- Minor dialog and map fixes
high rated
Standalone installer, and that of its DLC, updated ( ⇒ 30 January 2020.
high rated

● Changed the psi empathy health reduction to 20% (down from 25%)
● Changed the maximum number of psi slots to 8 (up from 6)
● Changed the psi slot requirement to 2 int per slot (down from 3), and you get 2 slots for free (no requirements) (up from 1)
● Changed the multischooling psi cost penalty to 10% (down from 15%)
● [Expedition] Psycho-temporal contraction base psi cost changed to 50 (down from 75)

● Shooting Spree - Will now grant an ability that, when activated, will cause your sniper kills to refund 100% their action point cost. This can happen twice and will expire after the turn ends. All your sniper rifle kills will now also reduced the cooldown of Shooting Spree in addition to Aimed Shot. Cooldown: 8 turns.

● Added Shooting Spree specialization that reduces cooldown of Shooting Spree by 1 turn per point. Max 2 points.

● New death screen actually enabled now
● Fixed some of the new cave doors not being properly patched (old doors will remain instead and sometimes block the player from moving through)
● Fixed an unknown item sometimes appearing among generated items
● [Expedition]Fixed new quest cutscene on The Rig
● Minor dialog and map fixes


● Improved the start up time for the game
● Initimidation now scales off either Strength or Will (whichever is higher)
● [Expedition] Halved the cost of most jet ski frames, engines, batteries and suspensions
● [Expedition] Increased the damage of all jet ski weapon attacks

● You now have to "innervate" psi abilities that you plan to use and you're limited in the number of innervated psi slots (1 + 1 per 3 intelligence, up to maximum of 6). Existing psi characters can use Will stat instead for the number of slots with some downsides, or they can opt to switch to Int by consuming a pill that's been subtly slipped into their pockets.
Innervating psi abilities from multiple psi schools will now incur global 15% psi cost penalty per additional school
● Introduced psi reserves, which is the long term psi resource that does not regenerate naturally, but through the usage of psi inhalant which can not be done in combat. Psi reserves are depleted when you regenerate psi naturally or through psi boosters. Maximum amount of psi reserves is equal to 5 times the maximum psi points.
● Psi inhalant is craftable with some skill in biology and chemistry.
● All existing player characters will get generous amount of psi inhalants first time you load the game in new version
● Upon loading the game for the first time in the new version, a random set of psi abilities will be pre-innervated for you. If you don't like the random selection, just reload the same save.

Psi Abilities
● Force Field psi cost changed to 40 (up from 25)
● Force Field is now destructable and has its health points scale with invoker's skill. Each segment of the force field has separate health, but destroying one will destroy all of them.
● Thermodynamic Destabilization base damage percentage changed to 30% (down from 50%) and it now scales by 0.5% (down from 1%) per skill point and is capped at 100%.
● Thermodynamic Destabilization action point cost changed to 10 (down from 20)
● Enrage maximum duration changed to 2 (down from 4)
● Increased the amount of damage of Neural Overload and Psi-cognitive Interruption blocked by resolve
● Added psi mentors for all psionic abilities in the game (except one) to the random loot table
● [Expedition] Psycho-temporal dilation and Limited temporal increment learning requirements swapped to their correct positions
● [Expedition] Psycho-temporal contraction now has a high chance of causing its opposite (with randomized power) when it expires

● Biohazard suit now provides full protection from a certain very, very bad gas
● Spearhead sniper rifles will now have base action points of 32 (up from 30)
● Rapid Reloader firearm enhancement will now also have a 25% chance of restoring a random amount of action points ranging from 50% to 100% of the base action point cost of the weapon (but capped at 20ap); this can only trigger once per turn
● Dragunov now costs 30 ap to fire (up from 25) and has 60% chance to restore 10-20 ap once per turn; also has slightly increased damage
● Added shiv blueprint
● [Expedition] Psionic Accelerator now increases psi regeneration by 50% (up from 20%)
● [Expedition] Added Kzozel Yantar, a stronger version of Kzozel

● Reduced the throwing precision of hunchback mutants
● Mutant dog's acid blob attack will now deal some of its damage directly

Quests / Areas
● Added a mercantile check when paying to use the Wormhole
● Silas' death will no longer fail the attack on Scrapper base quest; the player can now speak with Colton to get the reward instead
● Added shiv components to certain encounters in which the player loses his inventory
● Added new graphics for a few secret cave doors
● [Expedition] Added more content for the waterways - one big new dungeon, a couple of smaller locations, many new random encounters and other stuff
● [Expedition] Added some new ways to escape from a jail guarded by a hefty knife thrower
● [Expedition] Added a vending machine to the Gray Army base; it accepts zlatortiyas only
● [Expedition] In the same base, it is now possible to translate messages on one of the computers with sufficient intelligence
● [Expedition] Added a tool with which the player can repair/configure a certain camp defense asset; found in multiple locations in the Black Sea

Continued below =========>
high rated

● You can now zoom the game in by holding shift while scrolling the mouse button, but the feature needs to be enabled in the options first
● High explosive and frag greandes and mines now have new visual effects

● Made a new death screen that will allow you to scroll through the combat log to see exactly what killed you if you didn't catch it during combat
● Fixed the scroll bars so they can be mouse scrolled when moused over

● Locus Of Control - Change AoE radius to 2 (down from 3)
● Force User - now also increases health of force field by 50% (plus 5% per spec, max 5 spec points)
● Critical Power - Base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%); I'm not happy with this feat in general. Straight unconditional passive damage boost feats is something I'm going to avoid in the future for sure

● Acid pistols (and other acid attacks) will now spill acid on the ground regardless of whether they hit the primary target or not
● Certain random encounters will no longer appear in low-level zones (Arsonist in early under-passages, rabid dogs in Crossroad Caves, etc.)
● Balor now has Sprint, and gets an adrenaline shot on higher difficulties
● Cliff can now be given a coagulation shot to stop him from bleeding to death
● Kareem now needs his "memory refreshed" when asked about certain things
● The Black Eels questline can now be started after you've found the drill rotor circuit board
● Halved the amount of money Mykola needs to repair one big machine from 2000 to 1000 charons
● Some dialogs tweaked to reflect the new psi changes

● Fixed the bug that cause the energy shield to dissipate at 2% instead of the nominal 10% rate every turn, but I set it to 5% base now instead because 10% just seems a bit too severe to me now; also changed the minimal dissipation rate to 1.5% (down from 2%)
● Explosive barrels and various misc. explosions should now properly trigger volatile entities such as mines
● Throwable barrels and rocks will now behave properly when throw in water (they will not detonate on impact)
● You can no longer double-click while holding a modifier key (shift, alt, or ctrl). This is to prevent situations such as rapdily alt-left clicking to transfer items from a container from also triggering the double-click event and transfering extra items. Let me know if thiscauses any anomalous behavior.
● Sledgehammer and machete handle now also count as metal components like knife one
Fixed the bug that would cause the caster tentacles to crash the game after the player dies or disengages
● Ranged weapon innate precision modifier will now always be applied if it's negative
● Fixed Gorsky's base not being renovated on easy difficulty
● Fixed sometimes not getting a quest note (and subsequent xp once it's completed) from Kohlmeier when starting his quest
● Fixed traps not despawning after Foundry mines have been cleared, which resulted in hostile miners
● Fixed spears and nets not appearing in the loot locker in the Arena
● Fixed Saban not properly receiving his spare W2C ammo
● [Expedition] Fixed JSHQ bioscan not detecting mutagens
● [Expedition] Fixed an entrance to a cave near a certain homestead being impassable, even if discovered
● [Expedition] Fixed an important flag not being set when going through some branches during a discussion about a truly deathly topic with the Ferryman
● [Expedition] Fixed electrified floor destroying auto-turrets in Water Treatment Facility in one of the variations; also added a sound effect during discharge as to give the player a warning
● [Expedition] Fixed a bug where sleeping in the camp (and under very specific circumstances) triggering a certain crucial event even if the player, paradoxically, already prevented its occurence
● [Expedition] Fixed the final quest note prematurely being marked as completed
● [Expedition] Fixed a crash that may occur if the player obtains some floaty things for the camp too early
● [Expedition] Fixed certain native weapons being non-equippable
● [Expedition] Fixed Captain Grim sometimes ending dialog when telling him about some facilities
● [Expedition] Fixed being able to sleep in the camp even after you got fired
● [Expedition] Fixed the bug that caused players to get stuck on some hives after destroying them.
● Minor dialog/map/scripting tweaks
high rated

● Changed the value of Psi Inhalant to 500 (up from 250)
● Changed the value of Small Oxygen Tank to 275 (up from 150)
● Added static psi inhalants to a few early game dungeons, and Pasquale now gives you four inhalants instead of two
● Electric creep in Water Treatment Plant Facility will now reset when you exit the zone
● Buffed Gorsky
● Added a few agility checks to the Core City sewers
● Core City warehouse defenders will now stay in the room they're in and won't run out into the larger area and get themselves overwhelmed
● All Arena participants (including the player) will automatically turn on their shields at the end of match cutscenes and not the beginning
● Added a couple of stronger creatures to the Arena on higher difficulties
● Dangerous water shallows in the new dungeon will no longer deal damage but will instead either be passable or impassable depending on what jet ski you're riding
● [Expedition] Renamed Magnar's shield bash and increased its damage
● [Expedition] Staggered the temporal distortion triggering sound a bit so they do not overlap too much
● [Expedition] Added the ability to lower UPCCS Armstrong shields once aboard

● Enarge should now properly lasts 2 turns max as stated in the original update
● You can no longer AI-scramble Dreadnoughts
● You can no longer bandage force field
● Fixed the bug that caused turrets (including those manned) to fail to target force field when it blocks the firing line to the player
● Fixed the bug that would sometimes cause vanishing powder to crash the game when used in real-time, also your turn should no longer automatically end as if you have no more action or movement points after using it when you've enabled "Automatically end turn" in gameplay options
● Fixed Lucas' new quest sometimes not completing properly
● Fixed being able to bring certain items into the Gauntlet. Also suited up the player before the intro cutscene; looks better then walking around in your underpants
● Fixed various minor things related to new waterway dungeons/events
● Fixed Otto's jetski missing engine
● Fixed an issue with faction hostility regarding the members of Drag 'n' Drop
● Fixed Pagos store not accepting any currency
● [Expedition] Fixed Protectorate Cruiser patrols using Aegis Patrollers instead
● [Expedition] Fixed Zoner Ma and dumpster-diving hobo not taking money from the player even if their dialog states so
● [Expedition] Fixed Reef Glider selling price
● [Expedition] Fixed musical cypher text being unintentionally bolded at certain places
● [Expedition] Fixed the bug that would cause Naga protectors fusion cannon explosion to go through the force field
● Minor global map fixes
● Minor dialog and map fixes


● Holding left or right ALT key will now allow you to always target the tile and ignore any entities; this will allow you to get behind your forcefields among other things

● Tweaked the NPCs decision making a bit regarding when to attack the Forcefield and when to go around

● Electrokinesis will now be automatically innervated when learned from Bison
● Neural Overload will now be automatically innervated when learned by alternative means from Ezra
● Serrated and broadhead bolts and bear traps will no longer ignore bleed immunity on living creatures
● Cyrokinetic Orb will no longer be able to crit targets immune to it when used with Psionic Mania
● Psi-cognitive Interruption will no longer deal more damage than psi burned (modified by the damage modifier of course); previously it could deal normal damage even if no psi was burned
● Fixed the bug that caused the game to crash when using force field against crawlers
● Headlight component no longer stacks
● Fixed Ion's quest upon completion not awarding player with money
● [Expedition] Further fixes to the Dude's door
● [Expedition] BArm Grinder 350 will now sport its stated power (instead of 250)
● minor map and dialog fixes


● Reduced the headlight enhancement and electric torch buzzing sound volume
● Sound played when force field is damaged will no longer stack volume
● Added static desaturated psionic inhalant blueprints and components to stores
● Added 10 psi inhalants to the Gauntlet starting pack

Psi abilities
● Electrobolts will no longer jump to force field segments (but they can target them directly)
● [Expedition] Psycho-temporal contraction reversal chance now reverse-scales with skill and you can see the chance; and the psi cost reduction stated in the previous hotfix is now actually live

● Added Psycho-neural Optimization - While having only one psi school innervated, the psi cost is reduced by 10%.
● Added Psycho-neural Flexibility - One psi school is ignored when determining psi cost multischooling penalty.
● Added Expanded Psi Capacitance - Increases psi reserves by 30%.
● [Expedition] Shooting Spree - Cooldown changed to 10 (up from 8 ) and now only refunds one attack unspecced (see below)

● Force User: Forcefield Health - now increases FF health by 10% per spec point (up from 5%)
● Added Psycho-neural Optimization spec - further reduces the psi cost by 1% per spec point (max 5)
● Added Expanded Psi Capacitance spec - further increases psi reserves by 10% per spec point (max 2)
● [Expedition] Shooting Spree: Cooldown - max spec points changed to 4 (up from 2)
● [Expedition] Added Shooting Spree: Shots - Increases the number of refunded shots by one (max 1).

● Desaturated Psi Inhalant - Now restores 1500 psi reserves (up from 1000) over the same period
● Bullhead - Now also provides immunity to daze.
● Added Psi Circuit Extension - an enhancement for psionic headband that grants an additional psi slot

● Fixed the bug that caused a new psi ability to be innervated into all free slots instead of just one when learned from a teacher
● Force field will no longer trigger traps
● Enemies should no longer be able to AoE and Burst through Force field
● Force field will no longer act as a decoy, at least not as well as it did
● Made forcefield immune to most status effects
● Consuming Psycho-neural Reconstructive Pill will now properly remove innervated abilities from locked slots
● Fixed the bug that caused the entrance jumping ramp to stop working
● Fixed a minor bug in Harlands dialog and nerfed the reward to his quest from 500 SGS credits to 400
● Refixed new secret cave doors
● Fixed a bug in Broderick's dialog where he wouldn't take you to Silent Isle under certain circumstances
● Fixed a bug that prevented players to use stairs in certain location after they've saved the game in said location
● [Expedition]Fixed D' Flinger aggroing people for carrying weapons around
● [Expedition] Psycho-temporal contraction base psi cost changed to 50 (down from 75) for real this time
● minor dialog and map fixes