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Rattle is now called Full Force and has been completely reworked. It now causes you to spend all remaining Action Points whenever you attack and gain 10% more damage per Action Point spent. The effect is double for one-handed weapons
Entrenched has been completely reworked. It now grants +5 Resolve per adjacent ally, +5 Ranged Defense per adjacent obstacle and 15% more Ranged Skill if at least 3 adjacent tiles are allies or obstacles
Dismemberment no longer causes any morale checks. It now grants +20% chance to hit the body part with the most temporary injuries
Weapon Master no longer works with hybrid weapons. When you learn Weapon Master you now gain a new random weapon perk group
Target Practice has been completely reworked. It now makes it 50% less likely for your arrows to hit the cover, when you have no clear line of fire (stronger than vanilla Bullseye)
Bullseye no longer reduces the penalty for shooting behind cover. It also no longer works with Take Aim
Shield Expert no longer prevents fatigue build-up from avoided attacks
Quickhands can now also swap two two-handed weapons
Phalanx no longer requires a shield to be equipped
The positions of Rattle (now Full Force) and Deep Impact in the Hammer Perk Group have been swapped
Scoundrels now spawn with Knifes instead of Dagger
Outlaws no longer spawn with Two Handed Wooden Flail or Greatsword
Enemy archers are 66% less likely to target someone because of how many potential scatter targets are adjacent - Marauder no longer spawn with Two Handed Wooden Flail and are twice as likely to spawn with a Greatsword
World Parties with champions will display an orange skull on top of their socket
Improve Dismantle perk icon
Fixes
Fix Reach tooltip being wrong
Fix throwing mastery not actually giving any damage bonus
Fix Distracted setting Reach to 0
For Modder
Nomad Sling and Staff Sling no longer have the weapontype Sling
Add new 'AffectedBodyPart' member for injury.nut (temporary injuries) which specifies which bodypart that injury belongs to
Add two new events 'onReallyBeforeSkillExecuted' and 'onReallyAfterSkillExecuted' for skill.nut which guarantee to only trigger when a skill is actually used