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Chernobylite Complete Edition News

Weekly Report #28

Hello stalkers!

Today we will tell you a bit more about using new features to your benefit. With the recent update, we’ve added many items which you can now craft either in the base or during missions. That second option is a totally new thing!

Also, if you’re interested in why you had to update your game yesterday: we released a hotfix. You can read about its details here:

https://steamcommunity.com/games/1016800/announcements/detail/2520276100965150101



[h3]It’s MINE precious![/h3]
We don’t know how about you, but we love to use mines to gain a huge advantage during Igor’s missions. You can now craft lots of things when outside the base, but mines are definitely items you want to pay your attention to.

Right now we have four different types of mines:
  • the one that electroshocks the enemy,
  • the one that is perfect against chernobylite creatures,
  • the one that is a bit more advanced and uses a laser as a trigger,
  • and the one that is old-fashioned anti-infantry.




All of them now can be crafted with not so many resources. If you run around any map a bit, you probably will get enough of them to create at least one or two mines. To show you how much they can help, during one of our recent streams we were fighting large band of NAR soldiers.

First one we sniped with a single shot and thanks to that we’ve lured the rest of them into our small minefield. They didn’t suspect nothing of a sort, so another four of them were killed almost instantly and only one was left. He was also hurt from explosion so finishing him was easy peasy lemon squeezy.



And that’s why we really want you to try out our new features which you already should have in your game (well, at least if you’ve downloaded the recent Mega Patch called Black Stalker).

Remember it’s still an experimental thing, so if you encounter any bugs, please report that on Steam or on our Discord server. That will help our Q&A team to reproduce the bug and to send info to our programmers, who can deal with it. That said, it’s pretty clear we will work on that a lot more. Actually we’ve never stopped and here you can see one of our work-in-progress ideas on how the electroshocking mine can look in the future:



[h3]Try out new crafting in the base![/h3]

We’ve really added A LOT of new items into the game. We worked hard on recreating the image of already existing furniture, but there’s also many new ones. We think you may especially like a recycler.

It’s a workstation which allows you to scrap almost all items to have more resources. We know sometimes building more advanced devices in the base can require a lot of them, so that’s one of our ideas how to make it feel more realistic.



So before that workstation was included, you may have leave additional stuff behind, like 3 spare revolvers or extra vodka bottles or antirad medicine. Now it’s not so easy decision, as all of these can be turned into necessary resources. And that’s why having this device is also a part of what you may call “advanced tactics”. Having more resources means more workstations, more items, being able to create more mines or covers during missions.

Let us know in the comments how do you like these new devices! Which one do you think is the most useful? Or which one looks the best? By the way, have you seen a chernobylite throne? Yeah, that’s what we thought.



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!


Chernobylite Rev 28968 Hotfix v2

General:
  • Motion blur, strongly criticized by you, flew out of "Dream". I hope that nobody will have motion sickness anymore.
  • We've improved the game's stability a bit. To improve it even more we will have to update the engine. Expect this in the next few weeks.

Chernobylite Rev 28968 Hotfix

Localization:
  • Russian subtitles should now display correctly at the starting “Dream” level.


General:
  • We've fixed a bug where the “dream” level at low graphics settings could be very dark in some places.
  • Before entering the base there was a buggy bonfire. We removed it.
  • We optimized the lights in the hotel on Pripyat Central. Now they should work better.

Mega Weekly Report #27

Hello stalkers!

Today we have a huge announcement to make! Mega Patch number 5, Black Stalker, is already live! You can download it via Steam client and enjoy the new content. And believe us, there are big changes and upgrades to the story, gameplay and overall experience!

So let’s start and talk about what has been just added to the game!



[h3]Deeper meaning[/h3]

We have added two new levels and two new quests! Every one of them is important, but the Prologue will answer questions about Igor you might have asked before: why is he here? Why did he return here now? How did he even know that much about chernobylite or how was he able to build that portal gun? This will be now revealed.

Igor life is one, big, complicated story and you’ll be able to feel that even better now. By adding this new content you’ll learn more about him and Tatiana. You’ll see for yourselves the Dream Beginning, which will clarify a few things, but to understand them fully you’ll have to dive into Chernobylite’s plot.



Sounds are always helping a lot to build a specific mood, so we also think about improving that side of the game. That’s why you’ll hear new music in Chernobylite, that we think you’ll enjoy a lot. Just enter the game and it will be there!

Let us know if you like it! We really think that’s a good audio piece and it will significantly improve your experience.

[h3]Totally new things![/h3]

First of all, we’re happy that we’ve managed to keep a secret from you. You asked us a lot about a little feature called…



ARMOR. Yes, you heard us right. Now you can craft 3 types of armor, also with 3 different types of inserts. Remember it still needs more work and that’s only our first approach to it.

Also, we’ve redesigned crafting a bit. New workstations will allow you to feel more control over your hideout and also to improve your experience during the missions. You will be able to create completely new stuff of which every single one will have an impact on your gameplay. New equipment, new devices, new possibilities! And there are lots of them!



But you told us that it would be nice to be able to craft more advanced things while on a mission. We really took this advice seriously and we made that happen. So that’s why now you can build special stations, covers and traps - all of this when outside of the base! Just think about all the tactical possibilities of creating minefield and luring your enemies onto it...

We encourage you to do it! We worked hard on that too, but it’s still an experimental feature, so your feedback is very important to us! Tell us what you think about these new possibilities, how do you use them, if they are working the way you could expect or maybe even add some more ideas to our own ones!



And when we’re talking about crafting: remember those useless things you didn’t need and just threw them away? Well, you will be allowed to disassemble them into raw materials thanks to a recycler you can now build in Igor’s base!

As for other new information, we’ve added new stealth takedowns! We’ve talked about them in some recent Weekly Reports, but just to remind you: now, to be quiet, Igor will have to learn the skill from Olivier. Also, there are new melee animations for every single weapon - in the future, we will make sure to make melee damage depend on the type of weapon and it’s possible upgrades that you can build.



[h3]New missions and levels too![/h3]

Another level is Fractal World “Black Stalker” - you will be able to visit it when finishing a new investigation on the board. And there are also the two new missions: they are connected to major Kozlov and are part of different companions’ chains. So you can encounter Kozlov in two different situations. First one is a mission called “Kozlov killing” and it’s a part of Mikhail & Olga chains, the second one is called “Kozlov kidnapping” and it’s a part of Tarakan & Sashko chains. Pretty straightforward mission names, right?

These two tasks will be important to the whole story and, as always, your decisions will have an impact on what will happen next. And what about the missions themselves? We think especially killing Kozlov may bring some memories back to those of you, who visited Pripyat years ago in a completely different game…



[h3]Parkour, baby![/h3]

“Yes sir, Olivier, sir!” As Anton would say in this kind of situation. We’ve added the support for HDR, so it can be interesting to you, but please remember that it’s only the first approach to that and it will probably need some final touch later. But it does look great!

Igor actually got some training in between our recent patches! Now he’s able to dodge, just like some enemies already do - if you make him dodge in the right time, he will completely avoid all damage from either a gunshot or melee hit.

Igor also started to move better and even watched some parkour movies - you can tell by knowing now he can climb and jump over smaller obstacles. So this means no problem when running and encountering some barrel.



Oh, and we did improve the placeholder voiceovers - you know, that “strange”, reverse-like voices in some of the dialogues. Now they are less annoying (at least in our opinion), but if you still don’t like them much, remember you can turn them off at the menu.

We have also added a lot of fixes, most of them thanks to you, your feedback and perceptiveness! If you want to check out particular fixes, look for a Steam post (here, on game page) with all the changes listed.



[h3]Remember to join our streams![/h3]

This few days ahead, starting today, we will be doing more streams, showing you the game in the current state, so you’re all invited to join us! We will be also answering questions if you have any!

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 week.
Take care, stalkers!


Mega Patch #5 - “Black Stalker” Changelog

Content Additions:
  • Added a new level: Prologue. Why did Igor come back to Chernobyl right now? How does he know about Chernobylite? Where does the portal generator come from? Prologue will answer all these questions.
  • Added a new level: Fractal World “Black Stalker”. It is the conclusion of a new investigation on the board.
  • New quest “Kozlov Killing” (part of Mikhail and Olga chain).
  • New quest “Kozlov Kidnaping” (part of Tarakan and Saskho chain).
  • Dozens of new items to build. Including many functional things you'll read about in "Improvements / Additions"


Technology improvements:
  • We've added support for HDR. This is just the first iteration and not everything is perfect yet, but the game looks very interesting.
  • Our interactive “Green fractal world” loading screen has met with huge criticism from you, mainly for technical reasons. We changed it to a more classic loading screens, while strongly optimizing their duration. In the future we will replace the green tunnels with special films that will expand the backstory of the game. For now, we've created a trial one at the beginning of the game.


Improvements/Additions:
  • This is the thing you asked for probably the most often, and somehow we managed to keep it secret. Now you can build armor in the base. 3 types with 3 different types of inserts. They will be very useful for players who prefer fighting over stealth. This is the first iteration, so it requires light polishing and balance. Surprise!
  • In base you can now build a "Microprocessor Recycler" that allows you to extract raw materials from items that you no longer need. You've been waiting a long time for this, right?
  • Following your feedback, we've added building system outside of Igor's base. You can build special crafting stations, enemy traps and covers right on mission levels. Not everything works as it should yet, treat this functionality as experimental! We welcome your feedback.
  • New melee animations for all weapons. In the future, melee damage will depend on the type of weapon and the upgrades used
  • New animations for stealth takedown. Now, to make them quiet and without killing you have to undergo training with Olivier
  • Now Igor can climb and jump over smaller obstacles. Movement should be smoother.
  • Igor can now use dodge, just like soldiers do. Timed properly allows you to completely bypass damage from gunshot or monster hit
  • We have improved the placeholders VO. Now their sound should be much less annoying, and whenever they appear, relevant information also appears


General:
  • Fixed a bug where you could get infinite amount of XP during Excuses quest thanks to @Fantek_CZ from Steam Forums.
  • Fixed bug where good effects was shown in red and could mislead player thanks to superbit from Steam Forums.
  • Fixed bug where you could fall into a basement at Red Forest and block yourself - Thanks to @Anonnymoose from Steam Forums.
  • Moved loot crate on Red Forest to more accessible place - Thanks for @jakub-SVK from Steam Forums.
  • Fixed AI of Shadows, they will no longer stay in one big group anywhere. Thanks to @MiBzjeee from Steam Forums.
  • Fixed floating grass on Kopachi Kindergarten thanks to @Jakub-SVK, @Dima and @mytri from Steam Forums.
  • Redesigned mechanics of beds inside the base, now game will precisly point out who was missing his bunk and you won’t have to build more every time. Thanks for community from Steam Forums for pointing this out.
  • Fixed savepoint on Tarakan's Hideout mission, now even if player dies during the mission it will properly execute next time. Thanks for community from Steam Forums for pointing this out.