Weekly Report #72
[h3]Hello Stalkers![/h3]
So far, we've covered some major changes in Chernobylite that came with the newest Mega Patch. For example, we wrote about the second storyline of the game, about non-one-dimensional characters, about Ariadna technology, about the character's armament system and the new difficulty level. So it's time for us to talk a bit about other changes to the game - those that are invisible to the naked eye, but equally important from the player's point of view.
https://youtu.be/mMByTn2y9bA
[h3]It's time to die...[/h3]
The vast majority of new stuff can be found and activated in the main menu. Let's start with the bigger things. As you know, in the options you have the option to disable individual elements of the user interface, such as the health bar, experience bar, ammunition counter or enemy detection indicator. It is useful for those who are disturbed by this kind of things while playing, as well as for amateurs and professionals of virtual photography.
This noble group was joined by the ability to disable the targeting indicator for NAR soldiers. We decided that this option will be especially appreciated by those who want combat with soldiers to be more like a classic action game. Without this "help" and after starting the game in Insane mode, playing Chernobylite will be even more challenging.

But don't worry. To die in on the battlefield doesn't always mean something bad. In the world of Chernobylite, death often means getting out of a hopeless situation, but also a chance to… correct past mistakes. After death, Igor is able to use the chernobylites gathered during his journey to change decisions made in the past in order to influence the present and the future. Complicated? Don’t worry. We've added a small tutorial to the game that explains in more detail what this system is all about. In short, with its help we tell you that in Chernobylite it is sometimes worth dying.

[h3]WHICH KEY IS IT?![/h3]
This is a certain novelty which, we must admit, helps us a lot as well. It happens that from time to time we have to check or test something on a map in the game. It often requires us to fight our opponents. We were tormented by the fact that when we wanted to replace the weapon, we had to go deeper into our memory to remember under which key THIS PARTICULAR WEAPON was assigned. In the end, we said "enough" and changed that. The quick access menu can now be called up with the middle mouse button (MMB). In addition, we gave the possibility of using it with a scroll - a convenience especially for those who don’t want or cannot use it in a classic way.

Another minor change: we added an icon in the inventory to denote an item that is currently being used by Igor. A slight change, but it makes a big difference.

[h3]I can see forever![/h3]
It is also worth mentioning some important technical issues. First, we've greatly improved the performance of the game on both low and high FOV. Regardless of whether you set the FOV modifier to mini or max, it will not affect the quality of the game in any way.

We also added ADS support in the game options. From now on, each of you can freely set the aiming sensitivity to whatever value is convenient for you.

And the last important news: we added the ability to turn off head bobbing. A brief explanation for those unfamiliar with the term: head bobbing in FPS games is the swaying of the camera up and down as the character walks to simulate the way a person's body moves when taking steps. A pretty cool effect that enhances realism. But for some players, it can cause motion sickness. Therefore, turning it off may reduce this risk.
[h3]Contest results[/h3]
Finally, something that all of you have been waiting for. Earlier this week, we announced the winners of our community art contest on our social media! We were impressed with all the works you sent to us and the number of votes cast for them. It was difficult to pick the winners, but we somehow managed to pick the best works!
In the "Art" category on the podium there were:
1. Domingos Galeno

2. NoatakKapech

3. Ghost

The authors of the works awarded by the jury in this category are:
Adam Sokołowski
Mihail Yuriev
Nika Schumankin
In the "Cosplay" category, the following were on the podium:
1. FerdinandMighold

2. Tomasz Szostak

3. Ghost

The authors of the works awarded by the jury are:
lisa_bkv, stevenson soupcan
Stuart Cowell
Jaime Díaz
Poul Hudson
In the "Virtual Photo" category on the podium there were:
1. Ghost and NoatakKapech (ex aequo)

2. FerdinandMighold

3. Draven Redgrave

The authors of the works awarded by the jury are:
Draven Redgrave
David Fall
Jack1_1Hammer
TheGuyInTheSpacesuit
Congratulations to all the winners and the awarded! Now there is nothing else to do but wait patiently for contact from us. ;)
[h3]That's it for today![/h3]
Take care, Stalkers!
So far, we've covered some major changes in Chernobylite that came with the newest Mega Patch. For example, we wrote about the second storyline of the game, about non-one-dimensional characters, about Ariadna technology, about the character's armament system and the new difficulty level. So it's time for us to talk a bit about other changes to the game - those that are invisible to the naked eye, but equally important from the player's point of view.
https://youtu.be/mMByTn2y9bA
[h3]It's time to die...[/h3]
The vast majority of new stuff can be found and activated in the main menu. Let's start with the bigger things. As you know, in the options you have the option to disable individual elements of the user interface, such as the health bar, experience bar, ammunition counter or enemy detection indicator. It is useful for those who are disturbed by this kind of things while playing, as well as for amateurs and professionals of virtual photography.
This noble group was joined by the ability to disable the targeting indicator for NAR soldiers. We decided that this option will be especially appreciated by those who want combat with soldiers to be more like a classic action game. Without this "help" and after starting the game in Insane mode, playing Chernobylite will be even more challenging.


But don't worry. To die in on the battlefield doesn't always mean something bad. In the world of Chernobylite, death often means getting out of a hopeless situation, but also a chance to… correct past mistakes. After death, Igor is able to use the chernobylites gathered during his journey to change decisions made in the past in order to influence the present and the future. Complicated? Don’t worry. We've added a small tutorial to the game that explains in more detail what this system is all about. In short, with its help we tell you that in Chernobylite it is sometimes worth dying.



[h3]WHICH KEY IS IT?![/h3]
This is a certain novelty which, we must admit, helps us a lot as well. It happens that from time to time we have to check or test something on a map in the game. It often requires us to fight our opponents. We were tormented by the fact that when we wanted to replace the weapon, we had to go deeper into our memory to remember under which key THIS PARTICULAR WEAPON was assigned. In the end, we said "enough" and changed that. The quick access menu can now be called up with the middle mouse button (MMB). In addition, we gave the possibility of using it with a scroll - a convenience especially for those who don’t want or cannot use it in a classic way.

Another minor change: we added an icon in the inventory to denote an item that is currently being used by Igor. A slight change, but it makes a big difference.

[h3]I can see forever![/h3]
It is also worth mentioning some important technical issues. First, we've greatly improved the performance of the game on both low and high FOV. Regardless of whether you set the FOV modifier to mini or max, it will not affect the quality of the game in any way.


We also added ADS support in the game options. From now on, each of you can freely set the aiming sensitivity to whatever value is convenient for you.


And the last important news: we added the ability to turn off head bobbing. A brief explanation for those unfamiliar with the term: head bobbing in FPS games is the swaying of the camera up and down as the character walks to simulate the way a person's body moves when taking steps. A pretty cool effect that enhances realism. But for some players, it can cause motion sickness. Therefore, turning it off may reduce this risk.
[h3]Contest results[/h3]
Finally, something that all of you have been waiting for. Earlier this week, we announced the winners of our community art contest on our social media! We were impressed with all the works you sent to us and the number of votes cast for them. It was difficult to pick the winners, but we somehow managed to pick the best works!
In the "Art" category on the podium there were:
1. Domingos Galeno

2. NoatakKapech

3. Ghost

The authors of the works awarded by the jury in this category are:
Adam Sokołowski
Mihail Yuriev
Nika Schumankin
In the "Cosplay" category, the following were on the podium:
1. FerdinandMighold

2. Tomasz Szostak

3. Ghost

The authors of the works awarded by the jury are:
lisa_bkv, stevenson soupcan
Stuart Cowell
Jaime Díaz
Poul Hudson
In the "Virtual Photo" category on the podium there were:
1. Ghost and NoatakKapech (ex aequo)


2. FerdinandMighold

3. Draven Redgrave

The authors of the works awarded by the jury are:
Draven Redgrave
David Fall
Jack1_1Hammer
TheGuyInTheSpacesuit
Congratulations to all the winners and the awarded! Now there is nothing else to do but wait patiently for contact from us. ;)
[h3]That's it for today![/h3]
Take care, Stalkers!