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The Zone: Stalker Stories News

v0.7.6.5.1 - May Update

It's that time of the month again -- another new update for Zone! This time I've been focussed on two things, especially new environments and artwork, as well as putting in a chunk of effort to ensure that the main plot can be properly experienced.

Here is a glimpse of our next isometric environment, the Cinema:
(Don't ask what those coloured areas are hiding...)

And if you remember seeing sketches of the top-down exterior we were working on, the Greenery -- that one's still coming too. Not to mention we've got multiple new enemies in the works...

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(You might remember the cheerful fellow in red from a previous preview -- you may have to fight him sooner or later...)

Of course all this is taking a long time to cook, but I'm excited to show you everything once it's ready.

For now, check out the log below for a list of changes, and let me know if you run into any other issues! I'll get on it right away.

See you in the Zone...


v0.7.6.5.1 Changelog:
  • # Certain damaging anomalies now repel the player
  • # Fixed crash when viewing certain status effect pop-ups
  • # Fixed certain inputs not being recognised on some control devices
  • # Starting equipment is now guaranteed to spawn
  • # In the prologue, player can no longer exit Esper without a pack
  • # Fixed crashes/locks when speaking to Simon in prologue
  • # Female Snake Fang enemy no longer disappears when stunned
  • # Fixed story interactions in late Chapter 2/Chapter 3
  • # Fixed Chapter 3 crash
  • # Fixed quests not being triggered/added to the quest log when appropriate
  • # Can now properly deliver the Core Box to Dominica
  • # Fixed numerous problems & crashes when using quest log
  • # List of choices no longer obstructs blinking light animation in train yard story
  • # Replaced some nasty temp art
  • # Psi Spark animation no longer loops erroneously

v0.7.6.3 - April Update

The roof is fixed, and I've been sleeping in a proper bed again for nigh on a week! Plus, I've been busily plugging away at that new side quest I promised, which is now complete.

The quest, Missing Persons, will require you to gather information and explore unexpected corners to uncover the mystery...

(The door's open. It's a friendly place!)

Other than that, I've made a number of important fixes that should sort out remaining instability in the story segments. This involved rebuilding certain systems from scratch, which were old and coded by a younger me who didn't know enough yet to build them properly... So it goes.

I've not been able to test the new content very thoroughly, so if you run into any problems, please drop a report on the discussion board and I will fix them ASAP as usual.

More environment work is underway -- I'm hoping to get the revamp of the train yard done for the next update, and work proceeds on new enemies and environments for the main quest. This has been our biggest bottleneck recently, but with some old friends rejoining the team, progress is in the wind.

Until the next update -- Happy Stalking, and enjoy the Zone...!


v0.7.6.3 Changelog:

  • # New side quest Missing Persons available from Chapter 1
  • # New unique dialogue, art, sound & environments for Missing Persons quest
  • # Fixed numerous issues with story intro
  • # Fixed story segments getting stuck on certain lines when using TTS
  • # Quest turn-in no longer breaks when quitting the game before turning in a quest
  • # Starting equipment should no longer be given multiple times when starting a new game
  • # Fixed status effect particle animations bugging out on defeated enemies
  • # Dominica is no longer restricted to Chapter 2+ for dialogue in the lab
  • # Some grammar corrections

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