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Chernobylite Complete Edition News

Rev 30700 Hotfix - Localization and major bugs fixes

Localization:
  • We fixed a bug that caused a lot of texts to appear in English


Technology improvements:
  • We optimized the character's performance. Now, fighting more soldiers should no longer cause big drops in FPS.
General:
  • We have fixed most game controller issues. It should work fine now.
  • We have fixed a bug that made it totally stuck in the fractal timeline.
  • Fixed a 100% repro crash that was occurring in the power plant dialogue.
  • Fixed a bug that was causing FPS to drop significantly in the base.
  • Sometimes consumable items had no effect after use. We (probably) fixed it.
Redesign, balance and feedback:
  • You complained that Chernohosts are very rare. So we increased the frequency of their occurrence.

Weekly Report #34

Hello stalkers!

Last time we’ve shown you how will change the prison, so where your enemies can put you if they’ll capture you. Today we’re going to tell you some more about the changes also in their behaviour and their equipment. And while we’re at the gear, we’ll also share something about the UI.

https://steamcommunity.com/games/1016800/announcements/detail/2740956291116599171

[h3]Take cover![/h3]

Last time we wrote about optimization. This is another form of it - the one that focuses on how well the elements are working. In this case, we program the behaviour of NAR soldiers to be more cautious.



This does not mean they won’t chase you, but rather not stand in the open terrain, waiting to be shot. So that’s why we’re trying to teach them how to take cover properly:



[h3]Lasers’n’stuff[/h3]

Your suggestions and our previous plans drew our attention to the lasers. Not like Star Wars ones, but the weapon modifications which are used by NAR soldiers.



We’ve put some work into it and here’re the animations of how it may look in the future. As always, remember that’s not a final version!



[h3]UI is changing![/h3]

That’s only work-in-progress, guys, so don’t pay attention to some minor spelling mistakes and do not take it as a final version. We’re now “playing” with how the UI can look, because lots of you told us that it could be better.

Well, we’ve taken that under consideration and here’s one of the ideas:



Remember to join our streams!

As we already told you, we’re making the livestreams a regular thing. Besides special ones, which we will also make, we will stream the game and answer your questions every Monday, starting around 6:00 to 7:00 PM CEST (we’re announcing every one of them in our social media soon before it starts or just after it has started)

Here’s the link to the transmissions, it’ll always be the same one: https://steamcommunity.com/broadcast/watch/76561198887982618

So that’s all for this today.
Take care, stalkers!


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:
  • 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!

Weekly Report #33

Hello stalkers!

Another week, another sneak peeks behind the scenes of production! This time we would like to show you how we work on the prison and also on the optimization.

You may know the mentioned location, as there are multiple situations already in the game that can lead to your imprisonment. If you do and you didn’t like it, don’t worry, that was only a work-in-progress place. As for the optimization, we’re doing lots of that, but we thought you might remember our previous reports so we will show you today an already familiar character.



[h3]You’re going to prison, buddy![/h3]

Were you there already? It did look unfinished, right? No wonder. For now, it’s mostly a placeholder place.

“Placeholder” means that it’s working enough for us to check the most important parts, but it is still under construction. We use assets (like models, walls, etc.) that we already have to check if that’s working correctly. Think of it as a prototype, which single purpose is to show us crucial elements that we have to further improve, change or discard.

So, here’s how the prison is changing:



Do you like it? You’ll soon be able to visit it, as it should be in the game with the next big update.

[h3]Optimization![/h3]

If you have read the recent reports, you may remember the fellow shown below. Optimization is a tough process, that mostly focuses on keeping the high quality (or even making it better) and lowering the “power cost”. In other words: for the game to run faster without expanding the PC requirements.

https://steamcommunity.com/games/1016800/announcements/detail/4096538607420734464

So, here’s how we work on this guy: the textures are being upgraded, so you may notice some small changes.



And here are some other elements:



Would you like to see more changes like this? Or to learn more about how we improve the game?

[h3]More Chernohost![/h3]

If you have read the previous report, you already know that we’re working hard on the new enemy called Chernohost. So following the recent information, here’re other animations of his behaviour. First, how Igor provokes it with his revolver:



How Chernohost attack & how Igor can dodge it:



And here’s how Chernohost dies!



Remember to join our streams!

As we already told you, we’re making the livestreams a regular thing. Besides special ones, which we will also make, we will stream the game and answer your questions every Monday, starting around 6:00 to 7:00 PM CEST (we’re announcing every one of them in our social media soon before it starts or just after it has started)

Here’s the link to the transmissions, it’ll always be the same one: https://steamcommunity.com/broadcast/watch/76561198887982618

So that’s all for this today.
Take care, stalkers!


Weekly Report #32

Hello stalkers!

Last time you were happy to see what’s going on behind the scenes of the production process of Chernobylite, so we want to show you more this week! Of course, these are only sneak peeks and it won’t spoil you any important parts of the game. But nonetheless, we would like you to see what we are doing right now!

Read the previous report here:
https://steamcommunity.com/games/1016800/announcements/detail/4096538607420734464


[h3]Be authentic[/h3]
So you know that we’re doing a lot to have our game as authentic as it gets. Of course apart from the sci-fi & horror stuff, which is supposed to be unreal!

Roaming through the Zone, Igor looks for clues and pieces of information to find out what happened to Tatiana over 30 years ago. That’s why we’re adding more investigations (there are 3 right now) and with them also new important parts of the whole puzzle. Let’s take a look at the photos we took in Pripyat which are being reworked to be more of an old-fashioned style.



[h3]Chernohost![/h3]
So, the new enemy! Recently we’ve shown you Duster, this small bug-like creature that attacks from the distance and can pop-up behind Igor in no time.

Today we present you Chernohost - another aggressive creature that can be found in the Zone. His story (meaning what is it and… why is it there) will be revealed later, but for now let’s look how he will behave:



He’ll definitely be a very dangerous enemy:



An enemy that is agile and strong:



How do you like him? What do you think of him? Let us know in the comments!

Remember to join our streams!

As we already told you, we’re making the livestreams a regular thing. Besides special ones, which we will also make, we will stream the game and answer your questions every Monday, starting around 6:00 to 7:00 PM CEST (we’re announcing every one of them in our social media soon before it starts or just after it has started)

Here’s the link to the transmissions, it’ll always be the same one: https://steamcommunity.com/broadcast/watch/76561198887982618

So that’s all for this today.
Take care, stalkers!