- Update v1.90.5:
- - Fixed an issue where you can jump out of the room in the Editor's Office
- - Arranged the location of UI so that they don't appear out of screen when zoomed in
- - If a domestic plant that you grew has germinated, now you can see the name of it, and it will say "Immature". This way you don't mistakenly think the plant is bugged.
- - Fixed an issue where NPC might spawn on top of the tree in Ranger's camp
- Update v1.90.4:
- - Rebalanced player's visibility boost (easier to be spotted) when firing suppressed weapons.
- - In main menu, the values of each option is now translated
- - "Gamepad" is now referred to as "Controller" throughout the game.
- Update v1.90.3:
- - The "Auto Aim Threshold" setting now applies to manual aim with Hybrid/ARPG control schemes. It affects the aim "snap on" sensitivity. Higher the number, less sensitive. 10 means zero aim snapping, if player prefers it that way.
- - Fixed a bug with Hybrid and ARPG control schemes where pulling out a melee weapon resets camera position, which may cause discomfort
- - Reduced the particle count for fireballs to improve performance
- - Lengthened bullet hitboxes to prevent hit detection fail when the bullet travels very fast (like SVD)
- - Fixed a bug with laser dots not showing up on raven helmets
- - Changed the name for the "Copy of Potion of Elation Recipe" item to make it less confusing, since it can't be used as a quest item.
- - Fixed a cosmetic issue with Fire Axe having green line around the sprite
- - Added a plank as ramp in Slaughterhouse fountain in case player falls into it
- Update v1.90.2:
- Since the number of pocket slots are tied to the type of armor you wear, it becomes an issue when you take off armor (for repair, for example) or switching to another one. Prior to this patch, whenever you take off the armor, all the items just fall on the ground. I have figured out a way to make it easier. This is how it works now:
- - The moment you remove or swap out an armor in the inventory, all your pocket items will stay in place temporarily. You will see a gray cross over them when they are in the disabled pocket slots. You can pick up this item but cannot put anything in it or swap it with something else.
- - The moment you close the inventory, any items in the disabled pocket slots will first try to go into your backpack. If there's no room, they'll then be dropped on the ground.
- - If you are looting a dead body or accessing a crate, SHIFT + LMB (Right Trigger + A) on a suitable item in the backpack will send it to the pocket slots. First it'll attempt to merge with an existing item there. If it can't merge, it'll try to place it into an empty slot.
- This change will make armor swapping easier and less likely to lose things on the ground.
- - For some use cases with the left trigger or right trigger, you no longer have to pull them all the way down to activate.
- - Smoothed out the Y-axis camera pitch movement when rotating camera with mouse.
- - Some end-game achievements will be awarded the moment you give away the quest item instead of after leaving Tunguska
- - Made key items' colliders larger to help avoid falling through the floor with low FPS systems
- - Added a collider to Station 11 hangar roof to prevent NPCs under the roof from seeing you when you are up there
- Update v1.90.1:
- - Updated the algorithm for bleeding on NPCs. Basically, I increased the chance for bleeding to happen, but decreased the duration and severity of bleeding. In the past, bleeding effect has been pretty useless because it doesn't happen very often, even though it can last a long time. Most of the time the enemy is killed way before bleeding kills him. This is most problematic for weapons with low fire rate and high bleeding value, such as the .44 magnum.
- - For balancing purpose, increased the bleeding effect for ballistic knife to 0.7. This means against an unarmored enemy, there's a 100% chance of causing bleeding. The ballistic knife had been pretty useless due to its low fire rate and low range, which requires 3 shots or even more against armored enemies. The increased bleeding makes it more viable as a stealth weapon. But you need to make sure the enemy (especially human) is killed off before he bandages himself.
- - Added some AI cover locations inside Jian Jun's house
- - Fixed some formatting errors for Russian and German translations that causes UI bugs
- Update v1.90.0:
- - Fixed an issue with throwing knife where player's arm strength is not properly applied
- - Improved the NPC behavior when player throws a rock:
- 1. When you throw the first stone, a guard/patrol nearest to the stone's first impact will immediately look at the stone. fire-side resting NPCs will ignore it
- 2. When you throw the second stone, a guard/patrol will walk there to investigate. 2-3 Fire-side resting NPCs will also stand up and walk there to investigate
- 3. When you throw the third stone, whoever are already investigating will pull out the weapon and investigate on high alert
- 4. If you throw a stone at anyone and it lands very close to that person (<1 meter) he will immediately get up and look for threat
- - When you are in a place with radiation that's above your radiation defense (the red zone on your geigercounter), you will immediately lose health. To help with the "Unscathed" achievement, this type of health damage will not be counted against your effort.
- - Traders will replenish more money in NG+ modes
- Update v1.89.9:
- - To reduce player friction when they arrive at the old mill house, I put 3 ghost barley seeds in the mill house in a crate, in case player harvested less than 4 seeds in the ghost barley plants nearby.
- - Fixed a bug with being able to spend skill points even if the skill is maxed out
- - Reduced and randomized the amount of armor worn by NPCs in Dead Zone mode
- - Made it easier to hover over a skill in the skills panel
- Update v1.89.8:
- - Fixed a performance issue where a high-cost function call gets invoked all the time for each dead body... crazy that I didn't catch this before
- - When entering the game for the first time, it'll try to detect your local language and change to that language if supported
- - Fixed a bug with using the controller right stick to select item quantity
- - Fixed a null pointer error that can happen when you pick up an item
- Update v1.89.7:
- - Fixed a bug with firing guns with controller, which causes the crosshair to flash every 3 frames.
- - You can now earn a small amount of Crafting skill when creating food or serums of normal grade. High grade ones will give more skill progression.
- - Changed the "F1-F5" controller button mapping to say "Pocket 1 - Pocket 5"
- - Fixed a bug where player cannot kick animals.
- Update v1.89.6:
- - To reduce frustration for players, in normal mode if crafting fails due to incorrect ingredients/temperature, the ingredients will no longer disappear. But fuel and time will still be spent. In hardcore mode, the ingredients will still disappear.
- (note that it's still highly encouraged to use the recipe book and click on the "collect ingredients" button to ensure crafting success)
- - Fixed a bug where items that should be hidden still shows up even though you can't pick it up
- - You can now sell seeds (including garlic and potatoes) in the shipping bin
- Update v1.89.5:
- - To avoid confusion, after completing the "blessed stone" quest, the game will tell player to go back to the quest giver for next step
- - Added cheat code for spawning high quality food, food ingredients, serum ingredients, and serums. Syntax:
- Incorrect syntax. Use: \n get
[durability(0-1)] [superior|premium|refined|purified] - (refined/purified are only for serums)
- - To avoid confusion, when player receives Jerry's notice about new meal order, he'll remind player to check out the chalkboard.
- - You can now sell medicine and grenades in the shipping bin in Ravenwood.
- Update v1.89.4:
- - If player chooses to use the "Gamepad" control scheme, when creating a new character it no longer requires the player to input a firstname and last name (in case there's no keyboard available). Instead when player clicks "Submit" it'll use a default male/female name.
- - Fixed several problems with Russian translation
- - If player hasn't progressed far enough in the story and tries to create the experimental serum, it'll not be allowed, in order to prevent the quest being stuck.
- Update v1.89.3:
- - A lot of players gave me the feedback that sometimes they forget where a specific NPC is located and had to search for them. To alleviate this issue, I made it possible for you to find a list of all important NPCs in a location, by going to the Global Map and hover the mouse over each location.
- - Fixed an issue with the barn legionnaire elimination quest, where if you pay 1000 rubles to complete the quest, once you go back to the barn, Sergey is gone and you can't get his key to the red chest and the small hut with the ghouls. The solution is that once you turn in the quest with Sidor, the chest and hut will be unlocked for you.
- Update v1.89.2:
- - Fixed a bug where the game spits out a bunch of error message when there are looters in the area
- - Reduced sample count for volumetric lights to improve performance
- - After achieving "Terminator" rank, the ranking progress bar will stay filled up to avoid confusion
- - Added calories for certain hard-to-made foods
- - Reduced health for certain types of ghouls
- - Increased the amount of faction reputation gain when delivering serum or food by 50%
- - Traders will sell more scrap metal to make it easier to repair weapons
- - Reduced the amount of gas required to leave Tunguska
- - Fixed the collider for the doors in player's house in Ravenwood
- - Replaced the icon for the sabotaged gas mask so that player doesn't dismiss it easily
- Update v1.89.1:
- - Able to hit multiple targets in one swing
- - Obstacles between melee weapon and enemy
- - Enemies that are too "low" such as wolves and spitters
- So to make melee work, I have to implement different ways to detect hits.
- This update addresses several issues around melee:
- - When the enemy is very close to the player, if the player has a habit of clicking onto the enemy (hybrid control scheme or ARPG control schemes), the character might turn around and not able to hit the target
- - Some swing styles can't land a hit if the target is at a certain angle
- - Missing hits when attacking "low" enemies
- With this update, you should be able to confidently click onto the enemy, and as long as the enemy is close enough and in front of the player character, it'll guarantee a hit.
- Also this update adds loading progress whenever loading a save/scene requires more than a few seconds. Loading progress is a common feature, but man it was a mess to implement! After days of killing brain cells, it seems to be working well now.
- - If you get killed at the soviet border, the game will ask you if you want to skip this part. If you say Yes and you happen to be bleeding, your bleeding will continue after arriving at Zernaskaya.
- - Removed the flickering flashlight in the main menu to avoid motion sickness.
- - PP19 BIzon is now a side arm and can be equipped in the side arm slot.
- Update v1.89.0:
- - Increased the amount of fish you get from grenade-fishing
- - Planting your own garlic, potato, and barley will generate even more products
- - Fixed several bugs caused by German translation
- - New gunshot sound for AS Val and VSS Strelok! (they are essentially the same gun with different furniture)