This is combined patch note for both update 6.0 & update 6.1

Part I: 6.0 update


The Swarm Devours All

In 6.0, five new evolutions are introduced, with a new theme: the Swarm. This series of evolution is inspired by Swarm-that-Walks from Pathfinder: WotR. They are unlocked automatically as you level up, unlike other evolutions you pick from the selector.

Evolution: Swarm Intelligence
Evolve a swarm of biogeochemical recyclers and host them inside your body. These microorganisms collect information on nearby environment as you deal damage and will empower your next attack, throw or spell once enough intel has been gathered.

  • Unlocks at level 1
  • Each damage instance gives roughly 11%~12% progress.
  • At 100% progress, you next damage instance deals additional 6% of your target's maximum hit points, and heal you 6% of your own maximum hit points.

This ability is designed to kill tanks. On enemies with low hp, you will barely notice a difference. It also comes in handy if you are using mods that massively raises enemies' health pool. The percentage based damage keeps Scrounger viable throughout the game.

Evolution: Swarm Feast
  • Unlocks at level 3
  • Passive: once per turn, landing a killing blow restore 1 Morph Sludge.
  • Active: send your Swarm to a corpse, creating an infested area around it that benefits you and disrupt others.
  • While Swarm Feast is active, you gain two temporary abilities, Command Swarm: Redirection and Command Swarm: Relocation.
  • Redirection allows you to move Swarm Feast to a different corpse. Relocation allows you to teleport to a corpse affected by Swarm Feast.
  • When Swarm Feast ends, you are healed 2% of your maximum hit points and restore 1 Biofuel.

Swarm Feast plays a vital role in resource economy for Scrounger. Combined with Strange Mending, Scrounger is now able to replenish all of their class resources without taking any rest. The only limitation is the amount of things you can kill and feed on. I will be monitoring this and make changes accordingly.

Also, although Swarm Feast isn't meant to constantly tops up your Biofuel, there's currently nothing stopping you from idling for 2 and half minutes casting five Swarm Feast back to back to back.

Evolution: Swarm Infest
  • Unlocks at level 6
  • Passive: you gain Blindsight and immunity to Blinded.(Added in 6.1)
  • Active: send your Swarm to a living target, reducing their movement speed slightly and deal a small amount of damage each turn.
  • A creature affected by Swarm Infest has 50% chance to panic at the end of their turn. A panic creature cannot move.
  • Panicked condition has 20% chance to turn into Horrified by the end the turn.

When Swarm Infest ends, there are two outcomes:
  • If the target is still alive, the Swarm will return to you, healing you 2% of your max health and restoring 1 Morph Sludge.
  • If the target is dead, a lesser Swarm Feast is automatically casted on the corpse.

Lesser Swarm Feast has a smaller radius, and can be interacted with Command Swarm. They do not, however, unlock Command Swarm, nor do they restore Biofuel or hit points.

Evolution: Choir of the Swarm
  • Unlocks at level 9
  • Passive: whenever you are healed, you heal an additional 2% maximum hit points. (Added in 6.1)
  • Active: consume 30% (25% in 6.1) of your max health and send out your Swarm, applying a debuff in a large radius.
  • Swarm Infest is automatically casted on affected creatures, excluding yourself. 
  • Choir of the Swarm last indefinitely, but cost 12% of maximum hit points to maintain every round. This cost is further increased if you have any damage bonus.
  • While Choir of the Swarm is active, incoming ranged attack and spells that are supposed to hit you have 50% chance to miss.
  • You can dismiss Choir of the Swarm anytime via Timeless Verse.

Evolution: The Great Swarm
  • Unlocks at level 12
  • All of your ability scores are increased by 4.
  • Gain resistance to spell damage.
  • You become immune to most harmful status effects.


Revisit and Revitalize

6.0 reworked some existing abilities that didn't feel thematically fitting, as well as some QoL changes, new VFX and new models.

Accursed Harpoon & Makeshift Hand Crossbow
  • added new VFX

Mumbling Echoes
  • added new VFX

Industrial Hand
  • Your counter attacks now spawns chaining lightning that bounces up to 2 additional targets.
  • Replaced bludgeoning damage with lightning damage.
  • New 3d model with lightning coursing through it.

Sunken Maul
  • New 3d model and VFX

Depth Tow
  • New animation

Baleful Blow
  • New VFX for Sheltered by the Deep
  • Sheltered by the Deep's temporary hit points is now based your Constitution modifier.
  • AC bonus of Sheltered by the Deep reduced to 3.

Horrid Withering:
  • Description changed to match the new model.

Lung Impaler
  • New 3d model and VFX

Shrapnel Blast
  • Area increased to 12x3
  • New VFX

Hazard Navigation Suit
  • New 3d model
 
Symbiotic Assault Interlace
  • No longer grants a flat +2 to spell save dc.
  • Now grants a stack of Vicious Acclimation whenever you deal weapon damage (attack or throw) or unarmed strikes.

Vicious Acclimation:
  • Each stack grants +2 movement speed, +1 to attack roll and spell save dc, and a gradually increasing penalty to your max hit points. 
  • Stack up to 3 times.
  • At max stacks, you gain a bonus to both outgoing damage and incoming damage base on spellcasting modifier of the attacker (the additional percentage incoming damage increase is removed in 6.1). You next damage instance also roll its damage die twice and take the highest result.

The stacks are gained only through dealing weapon damage (attack or throw) or unarmed strikes. This means that damage options like bombs and spells does not increase or reset your stack. Use this information to plan your strategy with this ability.

Chemical Support Tank
  • New 3d model
  • Consolidated the descriptions of its passives.

Instrument of Boundless Rage
  • New VFX

Paranormal-Temporal Manipulator
  • New VFX on spell preparation and casting.

Paranormal-Temporal Dilation
  • Removed penalty to AC, initiative and removed disadvantage on Dexterity
  • Now imposes a flat -4 to Dexterity

Paranormal-Temporal Contraction
  • Removed bonus to AC, initiative and removed advantage on Dexterity
  • Now grants a flat +4 to Dexterity

Vivisection Instrument
  • Hit points reduction changed from a flat value to 20%.
  • Cost increased to 4 Structural Integrity.

Flash Flare
  • Damage type changed to Lightning from Psychic.

Atrophic Canister
  • New icon
  • Replaced fog with acid, with new acid rain VFX 

Shell of Sonic Boom
  • Renamed to Shell of Air Shock
  • Replaced darkness cloud with fog.

Shell of Blast Furnace
  • Massively increased targeting range

Trajectories
  • Adjusted initial and final velocity
  • Added pathfinding, you can now use it around corners and obstacles.

Handheld Supernova
  • Based damage reduced to 100
  • New deals additional damage equal to 14% of target's maximum hit points.

Megafungi Blister
  • New VFX
  • Removed haste spores
  • Replaced haste with Paranormal-Temporal Contraction

Rejuvenating Spore
  • Now distinguish between enemies and allies
  • Enemies inside will be pushed out at the end of their turn, and suffer from Paranormal-Temporal Dilation.

Tonic of Perfect Body
  • Removed flat 3 damage reduction
  • Damage reduction is now based on half of you Strength modifier.

Tonic of Perfect Mind
  • Removed flat damage bonus.
  • Damage bonus is now based on your Intelligence modifier

General
  • Added a visual helper to all bombs and ammo that can create a Persistent Surface. You no longer have to guess their aoe.
  • Optimized Persistent Surface to make it more... persistent.


A Fresh Start

6.0 introduces a new starting gear, it is only available on new characters created after 6.0. Don't stress too much as it's most cosmetic only.

Malfunctioning Hazard Navigation Suit (renamed to Malfunctioning Suit in 6.1)

  • Looks identical to Hazard Navigation Suit besides the glow of the lantern.
  • Does not have any functionalities (It does now in 6.1, though nothing crazy).
  • Worth 1000 gold points, so feel free to sell it.

Part II: 6.1 update

Storms, Secrets and a Sprinkle of Immersion

Hazard Navigation Suit got a visual change in 6.0, however, something felt lacking. In particular, the lantern and the shovel on the belt are just decorations, with no functionality whatsoever. 6.1 changes that.

Malfunctioning Suit
  • Added two new abilities to enhance immersion.

Hurricane Lantern
  • Toggleable passive feature.
  • When toggled, it produces a gentle, warm light and illuminates your surroundings. Similar to a torch.
  • Unlike a torch, your hands are free.
  • New VFX added to the lantern, you can see tiny moths flying around it when lit.

Miner's Shovel
  • Passive feature, always active.
  • Whenever you discover a dig site, you can uncover its treasure. 
  • You can do that even if you don't have an actual shovel in your inventory.
  • Simply click on the dirt mound, and you will pull out a shovel and start digging.

Hazard Navigation Suit
  • Added two new abilities to enhance immersion.

Foxfire Lantern
  • Toggleable passive feature.
  • This lantern uses Foxfire as a light source, unlike the Hurricane Lantern which just burns oil.
  • The lantern produces a ghastly green light, which looks unsettling compared to that produced by the Hurricane Lantern.
  • In addition to illumination, this lantern also provides +5 bonus to Perception and advantage on Perception checks when turned on.

Trench Dozer
  • T-02 Trench Dozer is the actual name, its a second generation survival shovel issued to cult members. Lorewise its made from Cold Iron, but gameplay wise it doesn't have special interaction with Fey and Demons.
  • Functions similar to Miner's Shovel.
  • In addition to excavation, it also passively grants +5 bonus to Survival and advantage on Survival checks.

Like I said, these new abilities are nothing too crazy, but feels appropriate for Hazard Navigation Suit.


Too many Morphs, too much Sludge

Swarm Feast made Morph Sludge easily available, which spawn some problems. Certain evolutions, like Optical Melanophores, are built around the fact Long Rest requirement of Morph Sludge.

Optical Melanophores
  • Added a cooldown of Once per Long Rest.
  • When Morph Sludge is completely drained, Optical Melanophores will persist through full 5 turns duration instead of dispelling after 1 turn like pre 6.1.

Choir of the Swarm
  • Cost increased to 3 Morph Sludge.
  • Fixed a VFX bug where you character appears bloodied during Choir of the Swarm.


Icono-icons

Scrounger finally has its own class resource icons! Huge thanks to patch 7 and ImpUI. I didn't add them for a long time because they use to work differently where you had to edit xaml file and only one mod can edit that, so you had to do a pull request to ImprovedUI pre ptach 7 if you want to include them. Now it's much more streamlined. 

Biofuel, Morph Sludge & Structural Integrity
  • added custom action resource icons

Scrounger's Fabricator, Speculative Evolution, Fuel Tanks (all tiers), Strange Mending & Xeno-Engineering
  • Updated their icons.


A terrifying presence

Prior to 6.1, Malformed Experiment shares the same model as a flesh golem. Despite many unique abilities it has, it doesn't appear visual unique. With the little bit of blender I learned, I was able to give it a more unique and frightening appearance.

Malformed Experiment
  • New 3d model
  • It now looks like a boss from survival horror games. 

Overall I really like how the look turned out. After so many patches, it finally feels unique, powerful and visually pleasing (or terrifying depending on your POV) at the same time.

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KuaiBan

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