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Hotfix 0.103.5

Small fixes

Patch Note 0.103.4

[h2]Aiming[/h2]
  • By default, the character holds the weapon parallel to the ground. That is, now you can shoot in the desired direction without pointing the cursor directly at the enemy.
  • Free aiming is available while holding the Ctrl key (the scanner is activated by the X key).
  • Aiming Assist. Now there is no need to hold the aiming cursor exactly on the enemy. The character himself aims at the enemy's body parts that are under the area of the aiming cursor.


[h2]Melee[/h2]
  • To break out of a grapple now use the keys: F, Tab or LMB.


[h2]Item information[/h2]
  • The information displayed (specifics and description) about items in the pop-up tooltips has been significantly expanded.


[h2]Enemies[/h2]
  • Infected can now parkour: climbing on high places, crossing obstacles, jumping over walls and fences.
  • Infected can wound the game character's legs.


[h2]Survival[/h2]
  • A single tourniquet stops any type of bleeding.
  • The character is affected by the weight of items and equipment.
  • A character's maximum carrying capacity is limited to 80 kg.
  • Heavy weight of equipment leads to rapid stamina consumption and reduced movement speed.


[h2]Inventory[/h2]
  • Consumable items (medicines, drinks, food) can be used in the inventory by pressing RMB and selecting the "use" action.
  • In the inventory, wounds and injuries are displayed on the character.
  • Medicines, tourniquets and bandages can be used by dragging on the injured body part.


[h2]Spotted bugs[/h2]
Bugs affecting gameplay. In the process of fixing:
  • Unable to interact with some random containers.
  • Under some conditions it completely lost the ability to interact with interactive objects. The fix is to hold RMB while interacting with objects.

Pathogenesis: Overcome | DEV BLOG #2



People are interested, so this time I will show the arsenal of weapons in the game.
To begin with, I will clarify that the list of weapons available in the game is not random. All of the above models of weapons can be found on the hands of people in the real Leningrad region. Maybe not as often as in the game, but the fact!

The given list is not final and will be gradually replenished as it progresses. The + sign marks the ready and added to the game models. Naturally, the use of different types of weapons requires appropriate game mechanics, which we will return over time. For example, the system of using hand grenades was ready long ago, but requires refactoring. The task is scheduled for the near time. It's dreary without grenades in the village.

The list contains the original names of weapons, so you can find more detailed information if you want. We have changed the names of weapon models in the game for which we have not received permissions.

And I will add that for many weapon models we also create additional modules for customization.

[h3]Handguns[/h3]
+ PM
+ PMM
+ PYa
+ Nagan revolver
+ RSh-12
+ APS
+ TT
+ Luger
+ Luger Artillery
+ Mauser C96
+ M1911
+ SS II Bull
+ CZ-75
+ CZ Chezmate
+ Glock (17, 19, 34)
+ SIG-226
+ Stacatto XC 2011
+ S&W 9 Rev 4"
+ S&W Rev 6
+ S&W MP9 Crimson
+ SWS D9 Sport
+ Walther 5 MFS
+ Walther 5 MFS Champ
MPL
PLK
GSh-18
SR-1 Vektor
PB

[h3]Sub Machine Guns[/h3]
+ MP-40
+ PP-19 Vityaz
+ PPSh
+ PPS
+ AEK-919K Kashtan
+ CZ Scorp Evo3 SMG
+ Kriss Vector
SR-2 Veresk
PP-2000
Suomi
OTs-02 Kiparis
PP-93
H&K MP5

[h3]Assault Rifles[/h3]
+ AKM
+ AKMS
+ AK-74M
+ AK-12
+ A-545
+ A-762
+ SR-3M
+ AS Val
AKS-74U
AK-103
AK-105
OTs-14 Groza
AM-17
AMB-17
9A-91
ShAK-12

[h3]Machine Guns[/h3]
+ PK
+ PKM
+ PKP Pecheneg
+ RPD
+ RPK
RPK-74
DP
RPL-20
RPK-16
Lewis gun

[h3]Rifles[/h3]
+ Mosin
+ VSS Vintorez
SVD
SVU-AS
SV-98
Sako TRG
OSV-96
H&K 417 (G28)
VSSK Vykhlop
SVCh
МВК / KMR

[h3]Shotguns[/h3]
+ Saiga 12K
+ MR-155
+ MR-135
+ MR-27
+ Benelli M2 SP
+ Remington V-Max
+ Mossberg 94 Pro
Benelly M4
RMB-93
Mossberg 500

[h3]Carbines[/h3]
+ SKS
+ S&W M&P (AR-15) Ultra match 18"
+ AR-15 NVK 5.56 Steel 14"
+ AR-15 Gov 5.56 Carbine 10.5"
+ Saiga 9
+ SR-1
+ SCAR 10
+ SCAR 14
+ CZ Scorp Evo3 CRB
Steyr AUG-Z A2/SA

[h3]Grenades[/h3]
+ F-1
+ RGD-5
+ RGN
+ RGO
+ VOG-25
Zarya-3
Molotov cocktail
RDG-2


[h3]Grenade launchers[/h3]
+ GP-25
+ GP-30
+ GP-34
+ RG-6
+ RPG-26
RPG-7
GM-96
RPO-A Shmel
RGM-40 Kastet

[h3]Mines[/h3]
+ MON-50
MON-100
PFM-1
OZM-72

[h3]Cold Steel[/h3]
+ Shaitan Dagger
Yatagan Dagger.
MPL-50
Tactical Tomahawk

Pathogenesis: Overcome | DEV BLOG #1



People! As promised. Let's start with the developer's blogs.
And in the first issue I'll tell you about what is now in the process as a whole, and what is planned for the next stage.

[h2]In progress[/h2]
[h3]GAMEPLAY[/h3]
  • Progress on improving the system of using and managing items in inventory.
  • Expansion of the tooltips functionality. More useful information in item descriptions.
  • Progress on expanding the survival system. Addition of mechanics of damage recovery and medication consumption.
  • Expansion of the AI abilities of the infected. Infected can parkour. New type of particularly agile infected.
  • Improvements to the aiming system, which will greatly increase the comfort and visibility of shooting.
  • Bug fixes for the character navigation system.
  • Bug fixes for the container interaction system.


[h3]ART[/h3]
  • Special small-size automatic rifle SR-3M, to replenish the collection of weapons under the cartridge 9x39 mm.
  • AKS-74U assault rifle, AK-74 machine gun and accessories to them, to expand the line of weapons under the 5.45x39 cartridge.
  • Updating a significant number of foliage assets on the location.
  • New items of clothing and equipment for the character: motorcycle helmets and glasses.


[h3]LOCATION[/h3]
  • Progress on adding location loot and points of interest - abandoned tourist camps and camping spots.


[h3]LOCALIZATION[/h3]
  • Translation of the game text into languages. In response to requests from the community, the first wave languages chosen are: Chinese Simplified, Portuguese Brazilian, German, French, Japanese, Korean.


[h2]Updates[/h2]
Updated builds with progress and fixes are posted about once a week. Watch the patch notes. As we complete the current high priority tasks, we will begin building and integrating the following systems as planned.

[h2]Roadmap[/h2]
In order not to overload with redundant information, I will dedicate each dev blog to a separate topic. And for more detailed information on the planned systems to be implemented during the Early Access period, I will write (or draw) a separate roadmap.

[h2]Save system[/h2]
This is the most important system that we will be implementing in the near term. In general, it is a complex system that should allow the player to save the game progress at any time and an unlimited number of times.
The Save System will be implemented into the game as it is created, so players will not have to wait until it is fully ready.

Update 0.100.3

Fixes:
- Progress on using items in inventory.
- Progress on inventory weight system and the effect on the character.
- Fixed the effect of destructible objects on navigation. Broken windows no longer drop framerate.
- Alarm clock fixes.
- Clothing items fixes
- Minor fixes.