VERY Major Patch - Biggest changelog ever
We're more than halfway to the next mega patch. We thought "why shouldn't we give you some of its content today?". So here it is:
Technology improvements:
Localization:
Improvements/Additions:
Redesign, balance and feedback:
General:
Technology improvements:
- Unreal Engine has been updated to the latest version. This means much more stable operation and removing many troublesome bugs.
- The game has been thoroughly optimized in many places. Expect even a 20% increase in FPS
- The game has been heavily optimized in terms of the required memory. Lots of textures should load faster and less noticeably. The game should look MUCH better at low settings.
- We've completely reworked the graphics options. They have a much greater impact on performance now, there are also a lot of new settings you asked for - like the ability to turn off motion blur or flares
- We cleaned up all the content of the game. Build is a good 6 GB lighter.
- We've added a crash reporter to help you report a game crash. It appears automatically after closing the game.
- We added Kopachi, Red Forest Pripyat Port and Central to the benchmark. Now you can thoroughly test the entire game. Warning! Benchmark is now really long, but I'm sure you will want to thoroughly test all the new settings.
Localization:
- Major localization update for Czech, German, Hungarian, Polish and Russian.
Improvements/Additions:
- We've added a new monster - Chernohost. Its AI was created for fighting in the open space. It will replace the Borderer on the outdoors.
- 2 new items in the base: Infirmary Bed (allows to passively heal a wounded ally) and Decontamination Shower (increases radiation safety)
- We have added a new "heist" board. It will allow in future to lunch the final mission in the game.
- We have completely reworked the system of covers used by soldiers. Now they should use them better, nicer and more naturally.
- We have added the ability to build a station that allows you to swap weapon upgrades. Now you can modify your weapons anywhere in the game.
- When the player distributes food to allies, we have added a lot of new messages that tell you what and how it affects them. The base mechanics should be much clearer.
- We have improved the training costs, now better skills require more skill points
- We've slightly improved the player's dodge effectiveness
- We have added new icons on the level selector. Now it will be easier to determine what we gain from a given mission.
- We rebuilt the health system. Now consumables are added to the quick menu, and using them does not have an immediate effect - they trigger the appropriate animation. In other words, healing is more difficult, especially in combat.
Redesign, balance and feedback:
- We improved all dialogues throughout the scenario, many things were rebuilt and improved. The whole thing should now be more interesting and much more coherent.
- We've reworked the way the game works on day one. The player is not sent on any story mission. He can get to know the game mechanics better and calmly.
- We improved the distribution of resources on the levels according to your feedback. Now there should be fewer resources, but more in each individual unit.
- We have removed the limit of days from the game after which the next time loop begins. Since we introduced the "fractal timeline" to the game, it doesn't make much sense anymore. You can play endlessly, no explosion of the power plant will stop you anymore.
- After death, we start on the day we died, along with the same quests we had before we died. Thanks to this, you shouldn't have the feeling that the game "deleted your progress"
- We've completely rebuilt how often, how many and how fast monsters and soldiers appear. The initial missions should be fairly simple and more focused on exploration. With time and depending on the player's decision, there will be more and more monsters and enemies, and they will also become more difficult
- We have removed the limit a player has to complete story quests. We want you to be able to quietly devote yourself to exploration, side missions and side activities, and not just running at breakneck speed through the main plot
- Space Time Distributor now reduces the amount of radiation on levels
General:
- We fixed the bug that caused gardens to decreae comfort of the base, but didn't increase it. Thanks to PaTi6op for bug submission on Steam Forums!
- We have corrected the collision on Prypiat Port boat, player will no longer be able to stuck inside permanently. Thanks to essetin for bug submission on Steam Forums!
- Changed material of glass on Prypiat Port, now it can be penetrated with any bullet. Thanks to essetin for bug submission on Steam Forums!
- We fixed conversations with companions while being crouched, player will now obtain normal speed after dialogue.Thanks to Darius6 for bug submission on Steam Forums!
- Added walls and collisions to the Kopachi Kindengraten bunker - player can no longer go Out of Bounds there nor see through the walls. Thanks to PaTi6op for bug submission on Steam Forums!
- We fixed crash on Prypiat Central when you entered tent with mission marker. Thanks to AbstractDev and other who submitted it on Steam Forum!
- Fixed an islands on timeline that caused player to got stuck there permanently. Thanks Asthern and Overlord for the submissions on the Steam Forums.
- Fixed bug that allowed you to craft infinite amount of First Aid Kits and antirads. Thanks to PaTi6op for submission on Steam Forum!