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The Zone: Stalker Stories News

v0.7.6.2 - March Update

This is a small update limited to important bugfixes and some QoL upgrades. I couldn't get the new side quest done, and there is an interesting reason why, which I can show you:

[previewyoutube][/previewyoutube]

This was my bedroom after a large concrete chimney blew over and smashed into it during a week of non-stop rain and the highest winds this place has ever seen.

Most significantly, it left a very large hole in my roof through which water continued to pour in for several days, during which it was too dangerous to even attempt to fix. Much time was spent with buckets, bailing endless amounts of water out of the bedroom.

Here you can see the bastard the next morning, just lying on top of the roof:




Bits of smashed roof tiles and concrete were everywhere:




By the time we finally managed to tear out enough of the ceiling to expose the hole, I was too frazzled to take a proper picture. Only after it was fixed did I have the wherewithal to snap this one:


(Orange tiles are original. Grey blocks are new, showing the size of the hole.)

While the roof is now patched, the ceiling will take a while longer to fix.

As you might imagine, this little adventure has wiped out most of my spare time and energy, which is why I decided to upload a smaller update rather than push things back again.

At the very least I've managed to implement some important bugfixes, and a nice little Quality of Life feature that properly reflects your changing stats when equipping/unequipping items:



That's all I've got for now. Let's hope April allows for more progress!

v0.7.6.2 Changelog:
  • # Fixed getting stuck in hub interactions
  • # Fixed train yard boss story choices not working
  • # Fixed chapter 2 being unreachable in some situations
  • # Fixed story segments getting stuck occasionally
  • # Fixed crash when accessing menu during inventory tutorial
  • # Fixed inventory tutorial window being shown erroneously
  • # Fixed train yard tunnel animation
  • # Improved deck view stat readout behaviour
  • # Added stat readout on inventory screen

February Update Delay

To put it simply, the next version is not yet ready for prime time.

Please stay tuned for a proper update in March, featuring a new early-game side quest with unique environments and a new boss.

v0.7.6 - The Announcement Update

There have been a few significant updates to the game in the last month, but the really big news of this update is actually about me. As promised in December I can now make this happy announcement:

I've accepted a position as Lead Writer at GrapeOcean Technologies, the creators of Black Geyser: Couriers of Darkness. I will be taking charge of narrative for their future Baldur's Gate-style RPGs (and helping out on some upcoming Black Geyser DLC).


https://store.steampowered.com/app/1374930/Black_Geyser_Couriers_of_Darkness


Over the years I've written quite a few games, RPGs included... but it's been a childhood dream to do a full Baldur's Gate-like with a budget, ever since I played Baldur's Gate itself in 1998. So this is a huge deal for me, especially after what a struggle the last few years have been.


What, I hear you ask, will this mean for Zone?


To be honest I can't say for sure. Certainly I'll have less free time to work on it. On the other hand, I'll be able to afford new art which has been our biggest bottleneck in recent months, and I'm hoping to make some business connections which could mean a massive boost in so many ways.

Obviously I won't be giving up on Zone. I've been at it for 5 years so far, it remains my baby, and I won't stop until it's done. Not to mention I take seriously the promises I've made to you who have supported us on this long journey. The dream lives because of you.


So let's talk about what's new with the game.


The biggest change has been on story segments, which have been unacceptably unstable so far. Thanks to player bug reports I've decided to do a major rework of this old and nasty code, replacing a large chunk of it wholesale. You may notice a difference in how it responds to your clicks; the whole mess is now rather more solid than it used to be.

I've also taken another step forward on controller support, which should make the research tree in particular a little easier to operate.

Beyond that, there have been some more balance changes, new buffs/debuffs, fixed side-quests, and new features for the consumables system. Check the changelog below for the full nitty-gritty.

Anyway, I've gone on long enough for one update. Thank you for being here, and wish me luck.

See you in the Zone!


Changelog:
  • First iteration of controller support on Research screen
  • Automatic food selection now prioritises item with lowest food value
  • Partially consumed food now properly saves its cash value as 0
  • Better Intent icons for Stunned/Idle/Preparing enemies
  • Added new buff vulnerabilities to some enemies
  • New automatic error-detection system for story files -- story crashes should be much rarer from now on
  • Major refactoring of story segment code
  • Implemented multi-use consumables
  • Slicers now have 2 uses & increased cash value
  • New research options
  • Fixed save game corruption related to item stashes
  • Fixed softlock/crash when using Alley
  • Fixed softlock/crash in Discretion Required quest
  • Fixed softlock/crash in Sending a Message quest
  • Fixed softlock/crash in Hunter's Bequest quest
  • Hermit conversation can now be ended properly
  • Fixed potential error in Power Plant cave encounter
  • Fixed potential errors in Wharf ship encounter
  • Side quests Cyn's Favour, Extermination and Rare Delights now properly appear in the Jobs list
  • Ambush option in Wharf whale Opportunity now gives a proper resolution
  • Performance optimisation on story segments
  • Fixed intermittent problem in Options menu
  • Fixed transition arrow pop-up not displaying sometimes
  • Alley in Esper is now enabled during Chapter 1

v0.7.5.9.1 - December Update

I didn't get as much done on Zone as I would've liked this month. However, that's not necessarily bad news... Big things are afoot which could mean immense benefits to both the game and me personally. Will post more details when I know more.

So what's new in this update? I shall tell you!

For one, we now have a proper tutorial which fully delves into the inventory system. This was a real necessity, based on all the feedback from players.

For two, we've got a couple of brand-new side quests which try out some fresh quest mechanics. Should add to the fun.

For three, there's a whole new class of consumables which will give temporary buffs and other benefits.

(For those tough battles where you need a little extra edge...)


I really like this mechanic. Still working on more unique combinations, like consumables that can grant you temporary cards, and other fun ideas.

Of course, all this is to say nothing of all the bugs that were found and fixed, of which there were many. A big thank-you to everyone who bothered to report issues -- you make my life just a little bit easier.

In closing... Please, please, please continue to report and give feedback. I need that stuff badly. Your effort helps to keep the game alive.

Until the next update, I hope to see you out there... in the Zone.


v0.7.5.9.1 Changelog:
  • New step-by-step Inventory tutorial when starting new game
  • New dialogue for Spatial Artifact quest delivery
  • New side quests
  • Added menu option for enabling/disabling tutorials
  • Added support for temporary status effects lasting a limited number of combats
  • New consumables that give temporary status effects
  • Refactored & expanded combat status effects
  • Major overhaul on quest log
  • Better tooltip behaviour in research and inventory screens
  • Various tweaks & fixes on battle tutorial
  • Tutorial battles no longer bug out if player loses
  • Fixed crashes during Chapter 2/3 story
  • Fixed dialogue choices not working in Corporal's Bequest quest
  • Fixed infinite dialogue loop in Corporal's Bequest
  • Fixed potential crash when loading battle scene
  • Top-left menu buttons should no longer get confused during battle
  • Fixed missing battle background during Chapter 2/3 story
  • Fixed market being unclickable during some story segments
  • Fixed intro combat not triggering in some circumstances
  • Fixed rare dialogue freeze
  • Fixed some card sounds looping
  • Fixed occasional control malfunction after death
  • Tweaked difficulty on train yard roach combat
  • Player should no longer be unable to move after loading

v0.7.5.6 - November Update

Since our last few updates have suffered delays, I decided to push one out a little early for once!

There's a few new features I'm excited about in this update, though probably the most effort has gone into testing and bugfixing. (Shout-outs to zdenbartal for reporting a bunch of issues I wasn't aware of.) As a result, you can see the changelog has a whole laundry list of things that now work properly. I also dropped the health on a couple of bosses to prevent big difficulty spikes.

You, our players, have so much power to change the game for the better -- just by leaving feedback and positive reviews. So don't hold back!


Now, a preview of the new stuff:

(Ooh, what do all the shiny new icons do?!)


The promised revamp of the research tree has officially begun. I'm still fleshing it out, but there's already been significant changes, especially the introduction of class-unique options that unlock more cards and bonuses. Whether you're a Kinetic, Telepath or Augmenter, you'll find a couple of strong upgrades waiting for you that should make a significant difference to how each class feels to play. And if you don't like your choices, there is now an easy and clearly-marked way to respec mid-game.


Next month will probably see a lot of work on controller support, and a more comprehensive tutorial for the inventory. It's been far too common for players to not know how to use consumables, or end up struggling with the interface in some other way, making it an issue that I badly need to address.

After all, an indie game that's not accessible to new players is dead on arrival.


Time will tell how far I get in one month. For now... Happy Stalking, and I'll see you all in the Zone!


v0.7.5.6 Changelog:
  • Cleaned up research tree
  • New research options
  • Class-unique research options
  • Card removal & respec functionality
  • Improved quest data management
  • Adjusted difficulty on several bosses (Train Yard, Down the Hatch)
  • New abilities on mutant prawn boss
  • Back-end changes and improvements to status effects
  • Fixed Chapter 2 ending scene not triggering properly
  • Fixed problems with certain area triggers
  • Fixed unlockable dialogue not unlocking
  • Fixed potential crash when entering/leaving indoor areas
  • Fixed crashes in quest log
  • Fixed quest hint button activating improperly
  • Fixed intermittent problem with quests
  • Fixed intermittent problem with loading saves
  • Fleeing from train yard boss no longer locks you into the encounter
  • Fixed several problems with market UI
  • Fixed voice beeps continuing infinitely when returning to main menu
  • Fixed freeze/crash when clicking through dialogue quickly
  • Fixed other dialogue crashes
  • Fixed resistances/immunities not working in some cases
  • Fixed certain animations showing in the wrong place
  • Several fixes to Cyn's Favour quest
  • AoE debuffs now spawn multiple animations properly
  • Player kick pose is now handled properly
  • Finishing a side job no longer moves inventory items to Storage
  • Fixed side job upgrade buttons appearing in the wrong place
  • Overturned train in train yard no longer confuses scanner
  • All rabbit hole shortcuts now work properly
  • Extermination quest building in Wharf can no longer be entered prematurely
  • Displayed cash value is now consistent for equipped items
  • Fleeing now subtracts the correct amount of resources
  • Slightly improved odds of fleeing combat
  • Resisted debuffs are now shown properly