We’re excited to announce we’re off to PAX West to show StarCrawlers in the Indie Megabooth! If you’re attending PAX, stop by and say “hi!” to get some sweet loot (maybe something in-game too, if you’re savvy :D) As we’ll be heading out of town next Friday, we’re dropping a mini-patch today with some new content, systems, and bug fixes. Dig in!
The Black Market
Draal has been sprucing up the Black Market with some additional amenities:
Part I: Draal now accepts any passcodes you might find while crawling (or exploring in real life) and rewards you with unique items. Keep your eyes peeled! Speaking of which, you can follow us on Twitter:
@Juggernaut_News
Part II (Coming Soon) : High Value items looted on runs will have expanded value outside of selling for hard credit (though you’ll still be able to do that too) and may trigger unique events...
Favor
To clear up some confusion around factions and reputation vs. favor, we’ve exposed the favor stat. Favor is accrued with factions that you have a Valued or higher rep with and can be exchanged for rewards by contacting the faction through the Wire Terminal on the station. The amount you currently have (up to a maximum of 10) can be viewed in the Info Log or at the Wire Terminal. If you’ve got a lot banked, call up the faction and see what they can do for you!
Systems
Wire Terminal and Info Log now display accrued Favor with factions.
The Favor cost of a reward is shown when selecting a reward option in a Wire contact event.
Factions
Horizon can now help with negative rep with Rhyzohm and Emer LT in exchange for favor.
Riggo’s Fine Liquours can now be contacted from the Wire Terminal (but don’t expect them to be much help - yet).
Hacker
Implemented all ranks of Timed Release.
Hacker Optimizations abilities & effects now correctly apply to all allies and NPCs.
Ex Machina (Rank 3) now reduces the duration of all negative effects on allies.
Optimization now increases all damage caused for allies by 2% (down from 3%).
Cyberninja
Abilities in the Combination tree that utilize punches & kicks to deal physical damage no longer require a melee weapon equipped.
Ambush can now trigger up to 3/4/5 times per turn but now only triggers when allies dodge.
Ambush (Rank 2) now reduces the Time Units of the Cyberninja by 10 with each activation.
Ambush now correctly requires a melee weapon equipped to activate.
Replaced Laserchain Kunai with Cyclone Kick.
NEW ABILITY : Cyclone Kick. Sends the Cyberninja flying through the battlefield and delivers a powerful kick attack to any enemy the Cyberninja passes in the timeline when the ability is activate. Cyclone Kick cannot miss and cannot be dodged.
Takedown now strikes all enemies with Combo Points.
Events
New events added for Mines.
New events options added for Dirty Moves Smugglers.
UI
Newer model medkits have improved instructions printed on them.
Fixed mail loading incorrectly when loading a save from STIX.
Fixed highlight masking on Save / Load menu.
Scrollbars should now correctly respond to the scrollwheel in all instances. If you spot a scrollbar that isn’t behaving correctly, please let us know!
Items
Certain rare accessories can now have combat abilities attached to them. If you equip one you’ll see an extra icon on the Ability Wheel in combat that will allow you to activate its ability.
Misc Fixes
It is no longer possible to assign Ability Points to a dead crawler.
Coming Soon
Black Market (Part II) - Auctioning off those Hot Items.
More unique gear.
More friendly faction contact events.
More cool stuff!
Psst...
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StarCrawlers Patch Notes - 8/12/2016
The latest update has docked! Here's what's happening...
We heard you like fleeing, so now you can attempt to flee from combat. If you are successful at fleeing, you’ll have a short window of opportunity to put some distance between you and the mob before it can engage you in combat again. This is an experimental system, so please share feedback on how it feels.
In a hurry? We’ve also added an option in the Controls menu to speed up combat animations - please note this will cause audio synch issues, so use at your own discretion.
There’s a ton of bug fixes, balance tweaks, and other fun stuff too. Dive in!
Systems
Added option to speed up combat animations in the ESC -> Options -> Controls menu.
Added Flee ability to combat. This ability is available to all characters and is selected from the Ability wheel.
Your chance of successfully fleeing is calculated based on your team’s aggregate gear (faster & lighter equipment = better odds), status effects on enemies (Stuns, Blinds, Charms, etc), and other factors (is it a boss, rare spawn, etc).
Bosses, event encounters, and certain unique mobs prevent or reduce the chance of fleeing.
Failing to flee will Daze all allies for 2x the Time Unit cost of their weapon.
Successfully fleeing from combat will give you 5 turns to flee from the mob in Explore mode. Reentering a tile next to the mob will restart combat. Run for it!
Fleeing reduces your chances of fleeing again from the same encounter by 20%.
Soldier
Best Defense now deals Physical damage and Taunts enemies at Rank 3.
Hacker
Hackuracy gained from System Shock now increases in duration with each rank.
Fixed a softlock caused by Mindmelt dealing damage if Black Ice or Hacker are dead.
Fixed Hotlink resistance buff not showing as a buff on allies.
Smuggler
Fixed Fan the Hammers displaying an incorrect value when damage was boosted.
Explosive Trap no longer Confuses at Rank 3 but applies a stun.
Holo Trap no longer redirects the enemy attack but reduces accuracy by a large amount. Damage dealt by Holo Trap has increased to 50/75/100% weapon damage.
Rank 3 Holo Trap no longer places the Smuggler in stealth but instead reduces the accuracy of all enemies when placed.
Trap Card and Bag of Wonders have swapped places in the ability tree.
Reduced Time Unit cost of Bag of Wonders to 50% weapon speed.
Fixed Confusion effects from traps / devices not accounting for target CC resists.
Fixed several edge cases that could cause traps to softlock combat under the right conditions.
Engineer
Built Real Good now displays as a Syndrome effect in combat as it cannot be purged.
Railgun now deals Physical damage, pierces Armor, and has a larger boost to its damage and critical hit chance.
Overshield activation cost increased to 3 Junk.
Bolty’s Power Drain can no longer be used on targets with no active Shield.
Prototype
Reason no longer Confuses at Rank 3 but now causes damaged targets to deal 15% less damage for 2 turns.
Clarified ability description for Aegis Mode to indicate an enemy must damage the Prototype while it is active to trigger a bonus counterattack.
Abbreviated massive tooltip for Adaptive Armor and fixed incorrect display of health regenerated when taking critical damage.
Cyberninja
Tooltip refinement for various abilities.
Fixed Dodge buff from Shadow Dash displaying incorrect duration.
Void Psyker
Fixed Whispers bypassing resistance checks to achieve >100% success chance.
Gaining Void Resistance from Ascendance Rank 3 is now correctly marked as a buff.
Enemies
R.U.M bots have new audio effects. Give ‘em a listen why don’t yarr?
Taunted / Charmed / Confused enemies will try and select single target abilities if possible, but will continue to use AoE attacks / special abilities if they cannot.
Events
Fixed Security Door keypads looking for an Engineer in your party when using an Autocipher.
Fixed several pronoun errors when checking gender of the speaker.
UI
Added buttons to Explore Hud to manually open ESC and Overview menus.
Freelook is now active by default when exploring.
Removed deprecated engine code that could cause the cursor to error when entering combat.
Class abilities can now be previewed in the New Game and Recruit menus.
Added tooltips for ability tree summaries.
Fixed tooltip offsetting issues for ability trees and items. If the tooltips look strange on your setup, please let us know the resolution & system - screenshots welcome!
Updated difficulty descriptions in to reflect Grievous Wounds in Challenge & Hardcore modes.
Updated effects that mod dodge chance to correctly reflect duration.
Fixed sorting of the battle interface during inspect / inventory use.
Fixed visual pop of ability / item tooltips when updating.
Fixed bug that could occur when dragging ability icons around the Ability menu.
Misc Fixes
Medbay will no longer offer to heal a dead character without first receiving them.
Fixed Stun / Confuse / Blind / Combo Strike particles persisting after the target is dead / removed from play.
Fixed rare error if an ability / effect called for the target to emote and the target is emotionless.
Fixed Grievous Wounds being applied when reviving in Standard difficulty.
Fixed Grievous Wounds bypassing a check on the crawlers death count before applying.
Coming Soon
Item upgrades!
More friendly faction contact events.
More cool stuff!
StarCrawlers Patch Notes 7/29 - Belly of the Beast
The next story mission has arrived: Belly of the Beast! We hope you enjoy it :D
This will be the last story mission released while StarCrawlers is in development - the final missions will launch with version 1.0. With all of the released story missions available we’ll be switching our focus back to itemization, abilities, and balance. Huge thanks as always to everyone who has been submitting reports and feedback!
Engine
Upgraded StarCrawlers to Unity 5.3.6.
Linux users should see improvement in audio / startup related crashes from the engine update.
Various optimizations and improvements from the engine update.
Abilities
Abilities that attack using the caster weapon are noted in the ability tooltip.
Cyberninja
Abilities in the Deception tree now all correctly require a non-Heavy weapon to use.
Fixed an issue that cause Shadowfall to fail to count CP on a target when applying its accuracy debuff.
Soldier
Fixed an issue where (believe it or not) Bomblets could cause a soft-lock in combat if they were added by Magnetronc Bomb / Bouncing Betty / UXO while trying to update Bomblets.
Hacker
Mindmelt cast by Black Ice now correctly deals Nanite damage when attacking.
Fixed an issue that could cause DoTs to deal 0 damage if the Hacker was killed.
Smuggler
Double Down now adapts to deal the element type of the Smuggler’s weapon.
Prototype
Reduced Time Unit cost of H.A.M to 50% weapon speed, damage to 49/50/51% weapon damage, and increased accuracy loss to 6/4/2% with each attack.
Enemies
Reduced base elemental damage for Plop, Crabby, and Grinder.
Fixed chance that Copbot Rookies could soft-lock thinking they had no action to take.
Frenzy damage dealing for Mites & Mite Swarms is no longer tied to their animation to address possible issues with the ability animation being interrupted.
Fixed issue causing Mites to deal an extra hit at increased damage when using Frenzy.
Items
Loot containers in explore mode once again have a chance to drop random gear (Weapon, Armor, Shields, Accessories) in addition to credit loot.
Loot from defeated mobs has an increased chance to include random gear.
Worms and Mites now drop meaty credit loot and items.
Several humanoid enemies now drop credit loot and items.
The rarity odds for items on higher difficulty levels increases as your party level increases.
Pistols are no longer generated with the Combat Initiative stat but instead have a new stat, Zeroing, which increases accuracy of weapon attacks against a target with each miss until a hit occurs.
SMGs are no longer generated with the Aggression stat but instead have a new stat, Hyperburst, which reduces the dodge chance of targets when using a weapon attack. Dodge chance cannot be reduced below 0.
SMGs / Pistols generated before these change will retain their original stats.
Shield Breaker, Shield Pierce, Armor Pierce, Critical Damage Boost, and Hyperburst on weapons will now only be applied if the ability attacks using the caster’s weapon.
Shield Pierce on melee weapons slightly reduced for Common & Uncommon rarities.
Environment
Simplified the security sector puzzle in the mission Triangulatin’.
Fixed collision issues with trip beams in The Train Job mission.
Fixed issue that could cause fire hazards to not deal damage at intervals (they still have a slight grace period so you can not stand in the fire).
Gas traps now display a particle effect to warn of an active gas trap in a room before entering.
UI
The state of the Combat Log and Crew Status UIs will be preserved between missions.
Clarified progress on escort missions terminal activations.
Damage reduction effects will no longer be listed as Barrier reductions in the Combat Log.
Updated Codex to include new Zeroing and Hyperburst stats.
Target dodge is now displayed when inspecting a target.
Fixed issue with gas traps failing to display correctly and draining / filling at odd speeds.
Reduced strength of fisheye effect from gas traps.
Gas traps now display a particle effect to warn of an active gas trap in a room before entering.
Misc Fixes
Fixed an issue with the mission Rescuing Rassa that could cause an event to deadend.
Fixed an issue with Retrieval missions that could cause a failure to award credits.
Fixed an issue with Ironmode that could cause the game to flip out in various ways if the hero character was killed but the party survived combat.
Fixed CorpSec Seekers (and variants) from triggering their intro sound simultaneously resulting in possible brain explosions.
In the briefing for mission Cage the Gorzilla, fixed an issue wherein Eliana North would ask you to determine the point of entry of the strange drones but the mission objective was to determine their prime directive.
Fixed Ragnarok failing to award rep when completing The Train Job objective for them.
Fixed typo in random event encountering faction employee and added a new distraction.
Fixed an issue with taking control of the security camera in the mission Triangulatin’ that could cause its movement to be locked.
Fixed funky shadows being cast by Astral Worms.
Fixed various typos and text alignments in UI, abilities, events and effects - thanks tinysalamander!
Coming Next
Item upgrades!
More friendly faction contact events.
More cool stuff!
StarCrawlers Patch Notes 7/17 - Cage the Gorzilla
The next story mission has arrived: Cage the Gorzilla! We hope you enjoy it :D Huge thanks to everyone who has been submitting bug reports here on the forums and with the in-game tool - tons of fixes in this update!
Prototype
Fixed incorrect tooltip in combat for Demean ability.
Fixed Time Unit cost display for abilities that have variable amounts.
Fixed an issue that could cause Prototype to be available to recruit in subsequent games without first unlocking him in the story.
Soldier
Fixed Time Unit cost display for abilities that have variable amounts.
Force Psyker
Fixed an issue with Spirit Onslaught that could cause the caster’s crit chance to read as 0%.
Hacker
Fixed an issue that could cause Kill Switch and Corruption to prevent combat from continuing if they strike the killing blow against a mob.
Items
Accessories that load incorrectly will now attempt to substitute a placeholder item.
> > > Let us know the ID code and we’ll fix it!
Facility shelves have a chance to spawn medkits, energon cubes, and grenade cases.
Medkits found on the mission The Black Box no longer incorrectly contain random loot.
Hacking security doors and panels will correctly consume AutoCiphers once again.
Titan has their own manufacturer upgrades for crit resistance and is no longer stealing upgrades from Boomslang.
Fixed an issue with medkits from older saves being unusable in missions or combat.
Walking through liquid hot magma should be approximately 500% more fatal.
Office maps now can have Executive Doors which are superior to lesser doors.
Fixed an issue with radiation traps that could cause them to appear stuck behind desks.
Fixed an issue on the mission Triangulatin’ that could cause events to fail to trigger after defeating a section boss.
UI
Fixed an issue that could cause factions to not show when visiting the Wire terminal after a certain plot point triggers.
Creating a new save will now correctly increment the save number before saving.
UI scaling will now be applied consistently after a scene load.
Fixed an issue on the mission Triangulatin’ that could cause a plot point to be skipped.
Removed legacy support for clamping faction reputation for story mission factions (Horizon, Aurora, Workers United)
Fixed a potential reset of reputation when dealing with Workers United.
Labeled the water pump in To Catch A Privateer / Rescuing Rassa more clearly.
Factions that send hate mail will give up after they hate you enough. How reasonable!
Items that are force-given during events can now arrive via mail if your inventory is full.
Fixed an issue with credit rewards on randomly generated missions not being displayed.
Fixed an issue with name generation that could cause input to become locked.
Misc Fixes
Fixed an issue with an event in The Train Job that could cause it to repeat incorrectly.
Fixed an issue with Electric Traps that could cause a mission to fail to load.
Fixed an issue with skipping the tutorial that could lead to incorrect progression.
CorpSec Guards will no longer summon reinforcements if there are only 2 crawlers alive.
Fixed mobs scaling armor incorrectly on Standard difficulty.
Fixed an issue with a certain character encountered previously that might cause them to be confused about who they are now. Cryptic!
Added options to continuing exploring after completing The Train Job and using a terminal to exit the mission.
Coming Next
New Story Mission!
More friendly faction contact events.
More cool stuff!
StarCrawlers Patch Notes 7/6 - The Train Job
The next story mission has arrived: The Train Job
In addition, we’ve got tweaks and improvements to the shop, interface, items, enemies and more. As always, please share your feedback in the forums and thank you for playing!
Classes
Soldier : Damage from the Hellfire DoT effect of Hellfire Salvo reduced to 10/20/30% of damage dealt from a strike.
Hacker : Fixed an issue with Hotlink virus dealing increasing damage.
Smuggler : Fixed an issue with traps not registering summoned mobs as valid targets.
Cyberninja : Fixed a potential memory leak from repeated triggering of Ambush.
Items
Upgrading an item that is equipped will now correctly unequip, upgrade and then requip it.
Update descriptions on older Accessory and Utility items to match current formatting.
Replaced several placeholder item upgrades and adjusted test numbers downwards.
DoT effects from weapon upgrades now deal correct elemental damage.
The Train Job mission contains a new test Accessory that can summon an ally.
Talrie has restocked her shop to sell a fixed selection of items:
4x Uncommon Weapons
2x Uncommon Shields
2x Uncommon Armor
3x Accessory or Utility items
1x Repair Kit (For your robotic pal)
Added new items:
Accuracy enhancements for weapons
Dodge enhancements for weapons
EZ-Boom Safecracker
Worm Lube sample
UI
UI scaling amount slider goes from -50% to +50% current resolution.
Addressed some inconsistencies with Doc Sam’s speech in earlier dialogues.
Fixes
Turrets no longer shoot death bubbles.
Fixed a rare crash that could with item sprites on some platforms.
Fixed an issue with Hatchlings that could cause their Worm Ooze to halt combat.
Fixed an issue where using Exit To Title Screen wouldn't update the Ironmode save.
Fixed an issue with the Workers United contact event when asking about help vs. corps.
Fixed hatchlings and other lower health mobs being able to achieve 0 effective health and causing various things to flip out as a result.
Fixed certain mobs stunlocking solo crawlers.
Fixed an issue with Ironmode causing a softlock when killing the last surviving character.
Fixed audio timing issues with some mobs.
Coming Next
New Story Mission!
Deadly assassination ops by a certain corporation.
More friendly faction contact events.
More cool stuff!
StarCrawlers Patch Notes 6/18 - To Catch A Privateer
The next story mission has arrived: To Catch A Privateer
After the events of Dumpster Diving, you'll return to STIX to hear a game-changing announcement from Aurora (better check your rep situation!). Your employer will then assign you a mission to either capture or rescue a notorious criminal...
We hope you enjoy the next step in the story, we won't spoiler anything here, but please feel free to share your thoughts in the forums!
StarCrawlers has been updated to Gregarious Gorilla v8 - 06.16.2016
Soldier
Fixed an issue causing bomblet explosions to halt combat.
For real this time.
UI
Added a UI scaling amount slider. This feature is still experimental.
Fixed ability tooltip triggering automatically when targeting an enemy.
Fixed overlapping elements in the event popup screen.
Fixes
Optimized some class ability memory usage.
Fixed an issue with doors acting oddly if you enter combat while standing next to one.
Fixed trap panels complaining about strings they had failed to find.
Fixed an issue with floor tile navigation in some mine tunnel variants.
Fixed issue with cam traps obssessing over a single tile.
An elemental damage system has been bubbling beneath the surface of StarCrawlers for a while and now it’s ready to burst forth in all it’s zapping, burning, melting, devouring and terrifying glory. In addition, we’ve added a Combat Log, new twists to Challenge & Hardcore difficulties, and tons of improvements to class abilities, weapons, armor, shields and accessories. Dig in!
Elemental Damage
Class abilities can now deal basic Physical damage, elemental damage (Energy, Fire, Chemical, Nanite or Void). multiple types of elemental damage, or channel the element of your equipped weapon. Most generated weapons will deal Physical damage, but rarer and high-level items can deal elemental damage. Mobs also deal elemental damage with some of their attacks and the power of elemental attacks from mob abilities grows as they level.
Elemental Resistances
Elemental damage is absorbed by Barriers and Shields as normal, but pierces Armor. The block power of Armor has been increased to serve as a superior defense against Physical attacks, and the absorption power of Shields has been slightly reduced. When facing elemental damage, you’ll want to stack resistances to reduce the incoming damage to manageable levels. Armor, shields, accessories, item upgrades and class abilities can all contribute to resistances. Similarly, mobs have natural resistances to some elements and have gained abilities to boost resistances.
Classes
There have been significant changes to the class trees to incorporate the new elemental damage system. All classes abilities that deal damage now deal either Physical, Energy, Fire, Chemical, Nanite or Void damage. Some classes will see further abilities updates and changes as we test the new system and receive feedback.
Soldier
Reduced max effectiveness of Meat Shield to 20% damage reduction and increased base damage slightly.
Defiance now reduces damage if the enemy is Taunted to attack the Soldier.
The cooldown on Juggernaut has been increased to 8 turns.
Bouncing Betty no longer drops bomblets at Rank 3 if the Soldier has been killed.
Rocket Strike max damage slightly reduced and no longer pierces Armor as it now deals Fire damage (which bypasses Armor).
Hellfire Salvo damage slightly decreased and now randomly attacks the battlefield instead of random mobs, making it more chaotic, but guaranteeing a hit if a rocket lands near a mob. This make Hellfire Salvo more effective against multiple enemies and less deadly against a single target.
UXO now tosses out extra Bomblets when activated, removing the requirement that Bomblets are already deployed to use it.
Boom King at Rank 3 now also causes targets damaged by your Bomblets to take increased damage from Fire attacks. This effect stacks.
Bonus damage taken by enemies hit with a Heavy Weapon in Overwatch reduced to 5/7/10%.
The max damage of Hotstreak has been reduced to 200% weapon damage and the Time Unit cost reduced to 25% of weapon speed.
Force Psyker
Mirror Prism now deals damage to all enemies when it manifests. Shatter damage dealt to the Force Psyker is converted to Energy damage.
Spirit Armor now provides passive elemental resistance to allies in combat and heals the Force Psyker when taking Energy damage at Rank 3.
Purifying Prism no longer damages the Force Psyker but instead deals damage to enemies when it absorbs a debuff or stun effect or shatters as Rank 3.
Barrier Prison now attempts to Stun the target each turn and deal weapon damage.
Spirit Link now grants resistance to all enemies when a Barrier absorbs elemental damage.
Fists of Fury (Rank 3) now increases Energy damage taken by the target.
Void Psyker
The damage of Overload has been reduced as it now deals elemental Void damage.
The damage on Cannibalize has been slightly reduced.
The damage of Shadowbolt / Voidbolt has been slightly reduced and the energy requirement to convert to Voidbolt has been reduced to 30.
Torrent (Rank 3) now increases Void damage taken by the target.
Void Storm now strikes randomly across the battlefield and deals increased damage.
Ascendance (Rank 3) now grants Void resistance to your allies if you Overload and makes the Void Psyker immune to damage from Overload.
Prototype
Reduced Time Unit cost of Thunderclap.
Engineer
Junker no longer Taunts but can explode to deal Chemical damage and increase damage taken from Chemical attacks.
Hacker
Virus: Mindmelt no longer stacks damage with each use but instead reduces the Nanite resistance of the target.
The explosion damage of Corruption has been reformulated to grow based on weapon damage.
Virus: Hotlink no longer provides Haste but instead deals damage based on your weapon element and grants team resistance to the same element.
Timed Release no longer regenerates shield but instead increases the duration of Optimization tree effects and grants a chance to refresh them automatically. At Rank 3, team damage grows with each turn the Hacker takes.
Fixed an issue with Scramble that could upset the orderly progression of the timeline.
Fixed an issue with Root Hack that could prevent enemies from acting on their turn.
Difficulty
On Standard and higher difficulties, leveling up no longer heals to full but instead maintains the current health percentage.
On Challenge Difficulty, characters will not heal automatically at the end of a mission but can skip a mission, visit the medbay, or use a medkit to heal.
On Hardcore Difficulty, characters must visit the medbay or use a medkit to heal.
On Challenge and higher difficulties, killed characters have a chance to incur a Grievous Wound after being revived. The severity of the wound increases with each death.
On Hardcore Difficulty, Grievous Wounds are permanent.
Enemies
Mobs now have base resistances to elemental damage that scales with their level.
Mob special attacks now deal elemental damage that scales with their level..
Items
Armor now only blocks Physical (basic) damage and its effectiveness has been increased for both mobs and players.
Shields and Barriers continue to absorb all types of damage and their effectiveness has been slightly reduced.
Weapons can be generated with a chance to deal elemental damage with their standard attack.
Armor and Shields can be generated with a base resistance to elemental attacks.
Upgrades for Weapons, Armor and Shields can improve elemental damage & resistance.
Siyama has begun producing weapons that deal Energy, Fire and Chemical damage.
Zeus has begun producing weapons that deal Nanite damage.
Foxkin has arrived as a manufacturer of fine weapons, armor and shields.
Weapons now have additional generated names.
UI
Combat Log added to combat and currently displays:
All damage absorbed by barriers.
All damage absorbed by shields.
Physical damage blocked by armor.
Health damage taken.
Additional information will be added in future updates and the ability to toggle visibility for different display types.
Fixes
Fixed an issue where events in the hub would not lock some menu controls.
Fixed Crew Status close button overlapping enemies and confusing the UI.
Fixed issue that could cause Battle Icons to not display health bars / numbers accurately if there was a large volume of incoming damage.
Fixed an issue with Soldiers Weapon Specialist that could prevent cooldown resetting on kills.
Fixed an issue with the mission Dumpster Diving which could halt combat.
Fixed an issue breaking the contact event for Chimera BioPharma Solutions.
Fixed an issue that could cause accessories to not load updated stats.
Ironmode has arrived! As requested, you can now subject yourself to permadeath in StarCrawlers by starting a new game with the Ironmode option selected. Mercenaries can now join your crew for a limited time under special circumstances - the first first mercenary available is the enigmatic Mr. Lieu, a security consultant working for Kage Enterprises. Expect to see more mercenaries become available from Factions in the future!
Ironmode
This is the first time this feature has been activated, so if you choose to go Ironmode, we’d love to hear about your experience, be it good or (probably) bad! :D
New games with difficulty of Standard or higher can choose to activate Ironmode.
Limit of 1 Ironmode save that auto updates.
Character death is permanent and equipped gear is lost forever.
The Ironmode save updates whenever a character dies.
If all recruited characters are killed the Ironmode save is deleted.
Not for the faint of heart.
Mercenaries
Mercenaries can temporarily join your crew for a mission.
Mr. Lieu, a friendly smuggler, can be hired after reaching Allied reputation with Kage.
Unique mercenaries can be obtained from rare drops.
Factions
Kage Enterprises can now be contacted via the Wire terminal.
Kage can supply items to help crawlers deal with traps, provided they like you.
Fixed some typos in the Jiyin contact event.
Items
Added new drops that can counter traps.
UI
Crew Status has been added to combat mode to display an abbreviated list of all allies in combat and their health. Never wonder what Bolty's hp is again!
The new game menu has been improved.
Saved games now display the difficulty setting of the game.
Coming Next
New Story Mission...
More friendly faction contact events.
More cool stuff!
StarCrawlers Mini-Patch Notes 5/1
A mini update to address some lingering issues with Smuggler and prep for the next big patch!
Weapons
The maximum damage range for Pistols has been slightly reduced to compensate for their reduced Time Unit costs and ability to cycle cooldowns faster.
The maximum and minimum damage ranges for Heavy weapons has been slightly boosted to compensate for their slower Time Unit costs and reduced ability to cycle cooldowns.
Base critical chance of Heavy weapons slightly reduced.
Base critical chance of Shotguns slightly increased.
Classes
Smuggler
Akimbo passive ability deals equal damage on the first and secondary attacks.
Akimbo active ability deals equal damage to the first and secondary targets.
The Rank 3 bonus of Shoot First ability now has an increased crit chance.
The damage boost from each use of Push Yer Luck has been reduced to 20/35/50%.
Push Yer Luck now benefits from Akimbo to deal ludicrous damage. Maybe.
Enemies that cannot act (due to Stun / Stasis / etc) cannot be targets of Shoot First.
Shoot First no longer passively generates Threat for the Smuggler.
Trick Shot direct damage reduced to 50/75/100% weapon damage, number of of bounces increased to 5/7/9 times and bouncing bullet damage reduced to 30/35/40% weapon damage.
Engineer
Sapper now deploys immediately after the Engineer in the timeline.
Fixed an issue that could cause Sapper to deal 0 damage when detonating.
Hacker
Black Ice now deploys immediately after the Hacker in the timeline.
The TU cost of Black Ice has been reduced to 25% of weapon speed.
Factions
Agrigen can now be contacted via the Wire Terminal.
Added new events for Agrigen.
Added new unique items for Agrigen.
UI
Player deaths are now called out more clearly in combat.
Fixes
Fixed an issue with Smuggler abilities that used the Akimbo passive effect not receiving the correct damage modifier on the initial attack.
Fixed an issue that could allow Smuggler Akimbo to remove 2x shields when attacking.
Fixed additional instances of unlootable credsticks when exploring.
Coming Soon…
Focus On: New Story Mission...
More friendly faction contact events.
More cool stuff!
StarCrawlers Patch Notes - 4/15/2016
Latest hotfix notes (now with Experimental Changes) can be found here!.
The next story mission has arrived: Dumpster Diving!
Your investigations into the rogue drones aboard the Stella Marin have led you deep within the bowels of the ghost ship. Have you discovered the source of the mystery? Or merely the beginning of some new terror…
PLEASE NOTE!
If you are still having issues with your keybindings (for example, Free Look, Flashlight, ESC menu), reset your player preferences to clear them from the registry :
From the Title Screen -> Options -> Reset Preferences.
Resetting your keybindings alone will not resolve these issues.
Shields
Based on feedback and discussion, we’re trying something different with shields to make them more intuitive for both choosing which to equip and understanding enemy shield strength at a glance. Previously, light shields had many charges and heavy shields had fewer, and the range of damage absorbed by shield types was quite large. Now:
The amount of damage absorbed by shields has been normalized and ranges reduced.
Light shields have 3 charges and the ability to Regenerate during combat.
Tactical shields have 3 to 5 charges and Empower the wearer when a charge is used.
Heavy shields have 5 to 8 charges and maintain their Safeguard ability.
We feel these changes make shields more intuitive at a glance, for both team and mob gear. Fewer charges = less shields and dmg reduction, more charges = more shields and dmg reduction. Let us know what you think about this change!
Weapons
Melee weapons have been reduced in damage to bring them more in-line with ranged weapons of similar TU cost.
Classes
Hacker’s Mindmelt now properly displays duration and stack damage when refreshed.
Duration of Prototype’s Demean taunt effect extended.
Smuggler’s Shoot First now applies at the start of combat, not on the Smuggler’s first turn.
Smuggler’s Kalmonri Trap no longer sometimes believes itself to be a mob.
Game Difficulty
Challenge scales Boss Fights to your level and traps deal bonus damage.
Hardcore scales missions and Bosses to your level and traps deal deadly damage.
UI
Updated Codex to reflect changes to shield type bonuses.
Your initial character choice is now remembered by the game as the Hero Character. For legacy saves, this will be set automatically upon saving to the character you first chose.
Environment
Security Doors can no longer be opened by mobs on the other side.
Nanite Swarms will now disperse after inflicting a set amount of damage to your party.
Don’t trip the traps and there won’t be no Nanite Swarms.
Fixes
The value of the Shionlium Lunchbox has been increased to match credits rewarded when skipping the tutorial mission.
Fixed unintentionally displaying mob info when clicking an item in combat inventory.
Fixed healthbar display for characters in combat inventory selection.
Fixed an issue with random map generation that could prevent mission progress.
Fixed an issue that would cause the healthbar on battle icons appear to drain at the start of combat, giving the illusion of taking damage.