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v0.7.8.5 - Cinema 1

[p]It has taken much time and many new systems for handling larger isometric environments, but today I can finally unveil the first half of the Cinema.[/p][p][/p][p](Don't worry, it's not all in black & white.)[/p][p][/p][p]Normally the Cinema environment shouldn't unlock until later in the game, but I've decided to make it accessible from Chapter 2 while the game is in Early Access, so you can experience the full contenty goodness more easily.[/p][p][/p][p]It's still missing a few planned refinements, but first I need to recover from the late nights I've been putting in to meet my own arbitrary deadline. That's just how we roll around here -- when we make promises, we keep 'em.[/p][p][/p][p]Thus we continue to grind a little bit closer to 1.0 every month.[/p][p][/p][p]Full list of changes included below as is traditional. Let me know if you run into any issues and I will fix them -- if there is a bug in the game, it's only because I don't know about it.[/p][p][/p][p]Now I'm going to chill for a bit and then start implementing the exciting second part of the Cinema. See you out there, in the Zone...[/p][p][/p][p]v0.7.8.5 Changelog: [/p]
  • [p]Implemented first half of Cinema environment[/p]
  • [p]New enemies, new traps, big Cinema midboss[/p]
  • [p]Finished rewriting and unifying exploration trigger system[/p]
  • [p]Fixed some timing-related crashes[/p]
  • [p]Fixed scaling and positioning issues on higher resolutions[/p]
  • [p]Non-random monster groups now stay dead when killed[/p]
  • [p]Fixed improper fades to black in train yard story[/p]
  • [p]Fixed problem getting Power Plant core item[/p]
  • [p]Fixed instability when starting scripted combats[/p]
  • [p]Ailments received from starvation should now show animation properly[/p]
  • [p]Research options now properly unhighlight when not hovered with mouse[/p]
  • [p]Improved how item stashes work[/p][p][/p]