Smugglers fly now.
They fly now.
(And the CoC2 folks pushed a big update with a dungeon or something!)
Fen here with an overdue update to give you the level 12 unlocks your hearts have been desiring. I’d like to give a big thanks to Savin for doing the hard work of getting some initial ability ideas down on a page and helping me refine them into their current form. We’ve already started work concepting for level 13 as well. Keep your eyes peeled for more news on that in the weeks to come – as well as me personally digging into the current Phaedra content to polish and balance around the new player abilities.
0.9.046:
- New Busts: Nuka, Glowing Nuka, Medibot, Warboy, and Glowing Warboy. (Drawn by Adjatha, added to game by Leek)
- [Currently Backer-only] Added scene for Naomi, a cowgirl on New Texas that got stood-up and is looking for revenge. Available to bipedal Steeles with a cock. Will trigger randomly along the main street between the hours of 1800 and 2400 with a 1 week cooldown. (Written by Damie, coded by DrunkZombie)
- Maximum level has been increased to 12.
- [Level 11] New Smuggler Perk: Die Another Day. When HP drops below 50%, recover 25% of your maximum HP and energy. And drop a flash grenade, because YOU AIN’T DYIN’ YET!
- [Level 11] New Smuggler Chosen Ability: Twist the Knife. Your Sneak Attacks and Aimed Shots apply a bleed effect on your target for 50% of the damage. The bleed effect can stack, but it only lasts for one proc.
- [Level 11] New Smuggler Chosen Ability: Booster Pack. Gain the “Flying” effect for four rounds, and the ability to trigger your Aimed Shot or Sneak Attack ability against enemies who are not flying (while you are). Feruze should’ve been a Smuggler.
- [Level 11] New Mercenary Perk: Helldiver. +10% thermal resistance jumping feet-first into danger!
- [Level 11] New Mercenary Chosen Ability: Vaulting Strike. Grants the ability to make a high damage melee attack that does +50% bonus damage to flying or tripped targets. Hmmm what else can I call +50% damage? Minicrits? MINICRITS BAYBEEE.
- [Level 11] New Mercenary Chosen Ability: Sturm & Drang. Grants the ability to make one melee strike that procs a volley of ranged attacks like ‘Rapid Fire’ ability with enhanced accuracy and critical chance (+25%).
- [Level 11] New Tech Specialist Perk: Perpetual Energy. Gain 1 energy each time damage is done to your shield.
- [Level 11] New Tech Specialist Chosen Ability: Overclock. Give yourself the Haste condition for four turns, increasing your evasion by 5% and granting an extra attack for melee and ranged attacks. For when you absolutely gotta go fast.
- [WARNING: ERROR PRONE] [Level 11] New Tech Specialist Chosen Ability: Deployable Turret. Slap a deployable turret onto the battlefield with a decent-sized laser cannon. Many older AI routines aren’t tuned for the possibility of a PC who adds an ally onto the field. That means they may attack the turret and display text that reads like they’re striking you. There is also a chance that it could introduce bugs into more script-heavy combat encounters like Feruze’s Taxi battle encounter. I will be working on clearing up as many issues as I can over the weekend, but just be aware of the instability this choice might introduce (for now).
- [Level 12] New Perk: Boundless Reserves. Your energy maximum is increased to 150.
- [Level 12] New Chosen Ability: Specialized Combatant. The flurry attack granted by Second Shot or Second Attack is upgraded to a full accuracy attack.
- [Level 12] New Chosen Ability: Second Striker. Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks.
- Bleed damage now bypasses shields.
- Bleed now deals damage on the last turn of the effect (to enable the “Twist the Knife” ability for Smugglers).
- The “Haste” effect is now shaded as STATUS_GOOD.
- The “Flying” status can now be assigned with a duration, using its v1 value.
- Some holiday tweaks and adjustments. (Not Holiday the character, sorry b-baka)
- Tweaks and adjustments to the Player Character paperdoll display in the corner.
- Added Achievements for Dhaal’s probe events. (Gedan)
- Fix loading screen sometimes going past 100% (Lowercase_Donkey)
- Fixes for Dreghan Catch scenes which sometimes confused ass and vagina, leading to some errors. (Lowercase_Donkey)
- Fix for Tarkus sexbots using a vagina’s index to look up a cock, which might or might not exist. (Lowercase_Donkey)
- Tweak nursery buttons for specific children to remove blanks spots. (Lowercase_Donkey)
- Clean up and organize old code. (Lowercase_Donkey)
- Numerous smaller fixes (and larger fixes that seem small on the surface) courtesy of Gedan, Jacques00, DrunkZombie, Lowercase_Donkey, etc.
Flying is interesting, but what of non-smugglers who are of species that can fly (e.g. half-gryvain)? It always bugged me when an opponent takes to the skies and I am told I cannot hit them when I have perfectly good wings and should be able to get right up there with them. Or for that matter, why cannot I take to the skies and leave my enemies on the ground?
Flight-Capable Wings* have enabled Melee attacks vs Flying enemies for some time now. Granted, it was an undocumented change.
*And the Light Jetpack.
But yes, it’s kind of weird that only Smugglers can do this, when anyone can equip the Light Jetpack. Or have Wings.
That’s a good common sense thing that needs addressed.
Wait if that allows for melee attacks to hit flying enemies, then why choose lunge as a mercenary if you already have wings?
Because it can also Stagger non-Flying enemies. And if you’re Melee, you already have the Physique to use Power Armor weapons, so you don’t need Bigger Guns.
After some investigating, it seems like you could give Flight-capable Steeles always-on Flight and it wouldn’t change much. Most enemies don’t use basic melee attacks very much, if at all. Instead, they have melee-themed special attacks that ignore Flight.
At level 12, Second Wind restores 74 Energy (rounding error?) in one turn and half maximum HP.
Smuggled Stimulant restores 75 over 3 turns. No secondary effect.
Can Smugglers get an improvement of some kind?
…did you see the ability that automatically restores 25% max HP and energy for free action economy while also dropping a flashbang and also keeps you from dying if you hit 0 HP right before it triggers?
I’d rather not have to almost die to benefit. But maybe that’s just me.
You guys are awesome. This is turning into a great RPG, you could take the sex out and it would still be a fun sci fi game to mess with at this point. Great job. Good storytelling. Do saved games break with updates? Been replaying quite a lot. Best wishes.
They do not. If there is ever an issue we create code that deals with it when you load an old save.
So the level 12 perks would make ‘extra hit rate’ weapons kinda redundant, or do the effects stack?
If you choose Specialized Combatant, yes, Bonus Hit Rate becomes irrelevant.
If you choose Second Striker, a Bonus Hit Rate weapon in both slots becomes more useful.
Sturm & Drang also gives 3 shots, even if you don’t have Rapid Fire. Bonus Hit Rate is also useful there.
Hmm… sturm and drang sounds perfect for the saurmorian hammer and railgun…
Not really.
1. -7 Accuracy on the Hammer means you’re less likely to get the combo off.
2. Can’t Crit flag on Railgun means you don’t get the benefit of the +25% Crit Chance.
Right… seems like most bonus hit rate weapons also have can’t crit… could do glacial auger instead. Still not perfect, but better…
Its probably better on a ranged build with a good accuracy melee since the primary draw is a better rapid fire which is greatly improved by second shot
What happens if I have stat points left over, and cannot spend them? I am continually being asked to level up, but I have maxed out the stats I am allowed to, and several stats do not allow me to raise them to 60.
You play the game, content in having maxxed out stats, I would think.
The codex bottom keeps flashing asking me to expend the left over points.
The flashing can be disabled with Options > Animation > Animated Buttons. They’ll still be highlighted, but it’s much less annoying.
do the level 12 abilities affect all the classes? or only the merc
It kind reads like it only affects the merc
Level 12 is universal like Level 8.
The shopping bug still there
Can you be more specific?
Shipmode null
Huh so Smuggler are basically mandalorions from star wars now… that’s badass!
I think the turret only attacks whenever it wants right now, not every turn. Might want to get the software upgraded to Windows 11.
The Turret is attacking every turn for me. It can miss and be Staggered & Blinded. Not sure about Stunned.
Once all the bugs with the Deployable Turents are ironed out, will the Siegewulf and Tamwolf be updated to fit into on field allies? Or are they planned on just staying as they currently are?
That’s the plan, from what I hear. I have some potential concerns with scaling and survivability, but we’ll see.
Sweet! Go, my robot army! Destroy my enemies!
Any chance for a cheat that trains stats? running between the ship and the gym every time i level up to get the best stats is starting to get boring
1. Eating at the Bucking Bronco counts as resting for 4 hours.
2. Because stat training has diminishing returns, it’s more efficient to train early, then use level up points to cap off your stats. If you manage to save enough, it’s possible to never have to use the Gym again after a certain point.
Can only add points in the physique Core Stats. Not sure if it’s the save, or bug.
“between the hours of 1800 and 2400” so we have 2400 hours a day now? What happened with 24:00 hours a day? XD
It’s an alternate way of writing (or, typing) the same thing.
I know I’m not supposed to post this here but I did already make a bug thread in the forum just in case but I finally passed through Dhaal and now I get to fight the fire guardian before landing but the only thing I can do is escape, any other button I get an error message reading-
“Cannot read properties of undefined (reading ‘getClassName’)”
Please help?? Am I doing something wrong??
I am confused. “Booster pack” is the only perk that mentions smugglers getting flurry attacks. No other perk does that. “Booster pack” is a level 11 perk. Both perks at level 12 only buff flurry attacks – which only “Booster pack” seems to enable.
Does that mean that if we as players pick “Twist the knife” at level 11, then both level 12 perks do nothing for your smugglers?
1. Flurry Attack refers to extra low-accuracy attacks granted by perks like Second Attack/Shot or Rapid Fire.
2. Booster Pack gives a Flurry (thus low-accuracy) attack when activated. I’m fairly certain Melee or Ranged is determined by which of Sneak Attack/Aimed Shot you have.
3. Specialized Combatant (probably) removes the accuracy penalty, assuming it matches your level 8 perk.
4. Because Sneak Attack/Aimed Shot is a rider on normal attacks, Twist the Knife benefits from Specialized Combatant.
5. Second Striker doesn’t ‘buff’ flurry attacks, it just gives you whichever of Second Attack/Second Shot you didn’t have. The bonus Melee/Ranged attacks will still have the accuracy penalty.
1) Correct
2) I considering having it consider stat weights and such, but it just made more sense to snap off a ranged attack as you’re launching ‘away’.
3) Specialized Combatant only affects normal attacks via the melee/shoot main combat menu buttons. If specialized combatant is active, it zeros out the number of flurry attacks and adds one standard attack. It does not affect flurry attacks done as part of a special ability like Booster Pack, Rapid Fire, etc.
4) Correct, I spose
5) Basically this. If you have a flurry melee, you get a flurry ranged, or vice versa. It doesn’t improve your pre-existing one. That’s what Specialized Combatant is for.
I don’t know when it was added, but with the evasion cap being reduced, can the Smuggler perk Lucky Breaks give defense from the uncapped number, as opposed to being stuck on %50?
I think that cap was added when evasion was a flat, extra % miss chance on top of normal miss chance. A while back it was changed to have the accuracy stat work in direct opposition to it, so a player potentially stacking up over 100% is less concerning now that higher accuracy enemies can ignore it (or some of it).
I’m bumping it to 75%.
Does fucking the corrupted hyrax’ actually do anything yet?
I’m experiencing some kind of bug, whenever I get into a ship battle.
My ship has an Energy Storage of 400. My three weapons have a combined consumption of 282.
But every time I click “Battle!”, my weapons are not fired. The game says “Playing it cool, you keep your power load low to allow your reactor to recharge faster…” instead, and no energy is used.
One of the few old save issues not fixed on load. You need to sell and rebuy your ship weapons. The way they are tracked was changed a while back.
I’ll try that, thanks.
I tried to sell my ship weapons, but it’s not working. I select and sell them, but they reappear when entering the “Sell” menu again.
Small bug: While some aspects of silly mode are active today (the 1st of April) – e.g. credits are showing as Dogecoin – the access to the Ganrael village in the deep caves is not enabled (no option to move south). Enabling silly mode enables access.
Is there supposed to be a spreadsheet accessible from the menu?
We’re a spreadsheet company now.
Was Jasvalla moved off Zhèng Shi? Can’t find her there at level 12
Survival instincts and die another day would be hilarious if looked at from the enemies pov. This random invader takes out 10 of your friends and looks a little battered. After a long back and forth you manage to pop their shields. You land a devastating critical hit that knocks them down. Your suprised as they stand back up, and throw something at you. A bright flash goes off, but does nothing as your wearing a visor. You both stare awkwardly at each other before they promptly vanish right in front of you, leaving you to say “wt-“
the milodan priestess closer look as a “Placeholdah” now. Just letting you know.
Is the glowing Nuka in the game yet? If so, how do you encounter her?
Does Jasvalla change locations w/ the new levels? I know that her location varies with other levels so I was curious. Or does she stay on Zheng-Shi?