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Chernobylite Complete Edition News

Rev 33909 Hotfix - Small localization update

Localization:
- We added a big update to Ukrainian localization and a smaller one to Turkish localization.

Rev 33898 Hotfix 3 - Lots of annoying stuff

Another set of bug fixes you report to us. This time they may not be blocking the game, but they are very annoying. We realize that these are not all problems, but we will gradually solve them. There is still a lot of time until the premiere...

Decisions and story:
  • Sashko now correctly changes his attitude if you changed your decisions in "A few things from an old hideout"
  • Sashko will no longer react negatively to Igor for releasing Kostya from prison if Kostya died earlier
  • Sashko now has no change in attitude due to the Ferris wheel crashing down if the player chose to kill Kozlov.
  • “Checkpoint Assault” will no longer require player input every time you return to the Fractal Timeline
  • If a player during "Big Fish" shoots down the helicopter, Mikhail should not leave the team. The decision influences and correctly scales with his loyalty.
  • Olga should no longer be "lost" when we rescue her from prison.
  • During Hack Nar Server, the decision was the opposite of what it should have been. We fixed it.


AI and combat:
  • Soldiers should now react correctly to the death of an ally killed with a silenced weapon. When they hear the body fall, they will check it out, and when they see their ally die
  • Weapons should now be properly filled with ammunition if it has a magazine other than the default.
  • Bolderer's AI was created before EA started. It passed a deep update, which should solve many problems, such as correct path searching, using portals, problems with animations, or sensitivity to eyesight and hearing.


General:
  • Event marker on the compass should now correctly change the transparency scale with distance.
  • Fixed a collision on the passage that prevented you from entering one of the stashes behind the chernobylite wall in Pripyat Central
  • High-tech equipment in Igor's room should now have the correct textures
  • In some quests, an old placeholder was showing on TVs instead of Tarakan. We fixed it.
  • Hermit we encountered on the related quest was very dark. We improved its lighting.
  • Events with gas clouds should no longer spawn in sectors where the main quest is taking place.
  • When entering the fractal world, the cutscene for putting on the helmet should always start correctly
  • During training with Tarakan, it was possible to block yourself if we started a dialogue with him holding a weapon in our hand. We fixed it.
  • We have fixed a very rare issue that was causing problems with sharpen postprocessing.
  • Fixed issues with poor texture quality on some elevations.
  • Fixed lighting issues during mission "Weapon Transport"

Weekly Report #48

[h3]Hello, stalkers![/h3]
We read your opinions, and we know what you most expect ("where is The Heist?!") and you tell us what needs to be improved and what else to work on to make life in the Zone better. As always, your insights were valuable to us, as evidenced by the following corrections that we are preparing for you.
By the way, we have found quite an interesting bug ourselves that turned out to be… somewhat spooky. Although Halloween is long behind us, we think you will like what we’ve found.

https://www.youtube.com/watch?v=xUwMsc7zhpM
[h3]Sustainable Shadow[/h3]
Let's start with the changes that will include Shadow - the monster with huge paws that lurks in buildings in the Zone. There will be quite a few of these changes, but thanks to them fighting him will be… maybe not so much a "pleasure" (let's be honest, meeting Shadow who pops out of nowhere was never pleasant), but definitely more balanced.

This includes faster reaction to the attack and its involvement in the fight (Shadow will not wait for your move, but will attack right away), a significant change in range and angle of view (thanks to this, he doesn’t pass a meter from the soldiers without noticing them). Plus, we make him react to sounds and damage and get rid of a few annoying bugs (e.g. blur effect, which sometimes stayed with the Shadow permanently).


[h3]Distribution of soldiers[/h3]
Another big and quite important change concerns the spawning of soldiers on the map.
To put things simply, we wanted to generate enemy squads randomly, but for them to have similar “strength”. The spawning process had a difficult time choosing which enemy to spawn in the squads. And that changed the balance we wanted to achieve - having e.g. 3 regular soldiers + 1 stronger in a group instead of 2 regulars + 2 stronger ones.


  • spawner - a spot on the map where enemies are, well, spawning
  • distribution - a word used to describe the process of spawning the enemies
  • perfect distribution - spawning the enemies in the best way possible
  • weight (of the soldiers) - “value” of a particular enemy type, which is necessary for the spawning process to decide which to spawn




Overall, we're working to drastically change the soldier spawning system to be more honest and random, rather than rigid, mathematical. Thanks to this, we want to avoid some weirdness related to seeing too many"crafting" on the map of soldiers of the same, weak type.

Let’s start the tech-talk now! There are spawners placed on the levels, which tell what and how many soldiers should appear in this particular place. Depending on certain variables, we choose one of the predefined levels of "difficulty" that describes the distributions of the types of soldiers. For example: when the NAR squad spawn, we want half (0.5) to be regular soldiers, one-fourth (0.25) sergeants and one-fourth (0.25) elite.

The perfect distribution is that the same group of soldiers will be spotted every time. The problem was that it did not always work as it should, so it happened that in subsequent draws, spawners "produced" only regular soldiers. Simply put, we want to improve this system to allow better, non-biased randomness.
https://www.youtube.com/watch?v=tZQeSlF3AAQ
Here’s a broader description of the problem:

Perfect distribution on the example of a spawner who "produces" four soldiers: two regular soldier (4 * 0.5 = 2), one sergeant (4 * 0.25 = 1) and one elite (4 * 0.25 = 1). From a mathematical point of view, everything is fine.

The problem arises when we cannot make a perfect distribution. Example: we have a spawner who has to "produce" three soldiers each time: regular soldier (3 * 0.5 = 1.5 = 1), sergeant (3 * 0.25 = 0.75 = 0), elite (3 * 0.25 = 0.75 = 0). This is a rather poor solution.

Therefore, we are ultimately working on a solution where we make a distribution based on a value that describes the probability of a given type of opponent in relation to other opponents. On the other hand, for the remaining soldiers, whom we could not replace, we use the principles of perfect distribution (i.e. a draw takes place: 50% chance for a soldier to appear, 25% for a sergeant and an elite).
In other words: every time there will be the same distribution of soldiers depending on the difficulty level. In case this is not possible, instead of spawning the weakest, we spawn them randomly by chance.


[h3]Noises (also from the underworld)[/h3]
We introduce you changes not only visible to the eye but also audible to the ear. We plan to add to the game footsteps heard when walking on very wet surfaces, such as puddles, as well as the sounds of browsing and crafting weapon upgrades. We especially care about the implementation of that second element, because that's what you deal with most often. The sounds of walking on puddles can be considered a modest addition, but it increases the realism in the game.

Similarly, we approach the issue of adding an alert to opponents when the body hits the ground. A body hitting the ground produces an appropriately loud noise that will alert enemies that something disturbing is happening around the corner.

Taking this opportunity to discuss the in-game sounds issue, we have a curiosity for you. This has to do with an interesting, yet very terrifying bug we came across. On the Red Forest map near Olga's Village, you can find wild pigs. If you shoot any of them, it will squeal before it dies ... and that squeal will still be heard even after it dies. We're correcting this bug so that pigs don't bite your conscience from the underworld. ;)


[h3]Level design[/h3]
We are also working on slight improvements to the level design. Mostly these are minor bugs that have been spotted by you (e.g. on several levels the meshes appeared too late). However, we are also working on major fixes that will improve the gameplay.
First, there will be plates with the names of the rooms in the prison for better orientation. This is a large spot where it's easy to get lost.

Secondly, in Pripyat Central, Pripyat Port and Kopachi events have been tweaked so that they don't get blocked. As you know, some places are now blocked by Chernobylite walls or locked doors which require you to use a lockpick. We had to move one of these rooms in Kopachi because there was another event in the same room that we shouldn't block in this way.
[h3]That’s all for today[/h3]
Take care, stalkers!

Weekly Report #47

[h3]Hello stalkers![/h3]
We know it’s 2020 AND Friday the 13th. But nonetheless, we’ve got something interesting for you! And let’s just agree that the last few weeks have been extremely exciting, both for us and (we hope) for you. Two weeks ago, we released the Mega Patch with loads of new content and fixes. By the way, thank you for being on our streams & streaming yourselves after the release of “The Woman in the Red Dress”.

https://www.youtube.com/watch?v=xUwMsc7zhpM

In addition, not so long ago we’ve announced that Chernobylite will appear on current and next-gen consoles! That’s a huge step for us, but we're not slowing down! Here's what we have prepared for you this time.

https://steamcommunity.com/games/1016800/announcements/detail/2937997018931496466
https://steamcommunity.com/games/1016800/announcements/detail/2935744583752568383
[h3]Another version of the interface[/h3]
If you follow our reports and/or played after the recent Mega Patch, you’ve probably seen the changes we’ve made in User Interface (UI). Right now it’s more readable, especially after we’ve redesigned how it looks, not only how it works.



We know that having a limited space in a backpack and trying to manage space in your base can be a challenge. Learning additional skills on how to properly pack your gear can be helpful, but you’ll also need the necessary skill points to train with your comrades.

That’s why we are thinking about how to allow you to manage your equipment better. On the screenshot below you can see an important element that you asked for - the possibility to split the stacks.


[h3]A new, better indicator[/h3]
Not much, but also a very important change that you asked for. We are working on a new visibility indicator (or more specifically, “threat meter”). If you’ve played after recent changes, you may recognize the question & exclamation marks that tell you the enemy is either alarmed (yellow question mark sign) or aware of your presence (red exclamation mark sign).

But you have also suggested that the current indicator (this yellow / red curved line above the enemy’s head) can be improved. After the changes, it will be adapted to your needs more, the effects of which can be seen in the gif below. You can see that it looks more dynamic and draws attention even better.


[h3]Mud![/h3]
Another thing we are very proud of. We are constantly improving the environment's appearance and trying to create it in the most realistic way possible. All this to make the game fun to play, but also to make it pleasing to the eye. You can find an example of our work on the screenshots below. They clearly show how the light behaves when it hits an uneven surface such as mud on the ground.



Of course, please remember that these are only work-in-progress screenshots and the final effects can be very different!
[h3]New faces[/h3]
If you haven’t seen the recent Reports, we wanted to tell you a bit about our models. We have recently taken some pictures for the avatars of the various characters you will meet in the game (you may already see them in the game).



In those screenshots below you can see Wojtek, our Creative Director, who lent his face, which we scanned in the studio using our technology. 3D scans have been lightly processed and then converted into in-game models (as we made more than just one). We have done similar sessions at the Farm before but we thought it’s something you can be interested in!



By the way, here’re photos from our 3D scanning space, where all the magic happens. These’re old photos, taken over a year ago, but we still use the same technology (though improved, of course). Thanks to it, we were able to accurately photograph the Zona, and then reproduce the appearance of the area with the accuracy of individual blades of grass. You can already admire the final effects in Chernobylite.


[h3]That’s all for today[/h3]
Take care, stalkers!

Rev 33898 Hotfix - Lots of stuff

Usually we try to name people who helped us find and solve given problems. This time, however, you were flooding us with various bugs - on steam, on discord, even in private messages. It would be really hard to name all of you, so we'd like to thank the whole community instead. You make the game better! Now let's move on to fixes:

General:
  • Fixed a bug that caused a modified weapon to disappear from the quickuse menu
  • Fixed a bug where weapons found sometimes had upgrades that should not be available yet. You will get a thermal sight and an automatic shotgun system, but not yet ;)
  • Attachments found with new weapons are now properly unlocked for the entire archetype. So you can easily move the sight from the newly found shotgun to the one we use.
  • Fixed a bug that caused characters on the timeline to appear poorer in "ultra" settings than in "medium"
  • One of the rifles was broken and did not appear correctly in inventory. After the number of reports I have the impression that everyone found it ;) We fixed it.
  • Sometimes a door closed with a lockpick had ... A second door locked with a lockpick. We fixed it.
  • On some computers there could be a problem with the sharpeing that greatly degraded the graphics quality. We have fixed it, or at least limited it.
  • Problems with physical materials meant that soldiers were sometimes able to shoot through tires or sandbags. We fixed it.
  • Fixed a rare bug where soldiers would start firing at the player instead of starting a conversation with them.
  • Fixed a bug where soldiers killed with silenced weapons would not interrupt their custom animations.
  • Fixed an issue where one of the crystals on Fractal Timeline remained red and blocked the passage.


Item management:
  • Fixed issue with item duplication if half stack was once swapped with full stack and player tabbed out of inventory.
  • Fixed issue with item disappearing if its grabbed and player tabbed out of inventory when there is no more room for it (it should drop on the ground now).
  • Fixed issue with disappearing upgrades from weapons when its swapped with different item.
  • Fixed issue with disappearing upgrades if item was grabbed but player tabbed out of inventory.
  • When you held a weapon in your hand and then threw it out of the inventory or disassembled it, it still remained in the hand. We fixed it.



Base:
  • Fixed a rare softblock that was triggered by trying to harvest vegetables
  • Fixed a bug that allows you to get infinite resources by interrupting the Recycler work
  • Fixed a rare bug that blocked progression when you accidentally trigger the build system while sleeping.