1. Tunguska: The Visitation - Enhanced Edition
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Tunguska: The Visitation - Enhanced Edition News

1.81 - Control Improvements

- You can now assign a key for the "interact" function. If you reset key binding to default, it'll be F. And kicking will be Left Alt by default

- You can now cycle through objects near you using the mouse wheel up/down

- You can now use the Dpad on your controller to cycle through character models during character creation

- Added a tutorial for door kicking

- Tunguska Syndrome and Radiation will display at the same time on the dosimeter - no need to switch between them any more

- Added an indicator for the acoustic sensor so you know when it's turned on

- Added some sandbag barriers at player's house which will show up when you hire guards from Larry. If you already have the guards, you can disaband and rehire them to get the sandbags

- Fixed a bug with keybinding buttons not reflecting the current keybinding

- Fixed a bug with dead wolves jumping up when you get near them

- Fixed a bug with player unintentionally swinging the melee weapon when you close a window by clicking a button

These are quite a bit of changes, I hope I didn't break anything major :) But please let me know if I did! Thanks :)

Be Ready: Upcoming Control Scheme Adjustment

I have been noticing that the game's control scheme is different from other games, and some players have to spent effort to adjust to the difference. I'm working on some changes to the control scheme for better parity with other games, which will be released in the next update:

- You will be able to interact with NPC and objects by LMB click, or by pressing F key (or A button on the controller)

- While holding melee weapon, you will be able to loot using the F key (can be re-mapped) without having to holster the weapon

- When you are facing several objects close by, previously you use the ALT key to cycle through them, but now you'll be able to use mouse wheel to cycle bidirectionally. It still works the same as before on the controller

- Both radiation and Tunguska syndrome will be displayed on the Dosimeter at the same time, eliminating the need to use ALT key to toggle between the two displays.

A Little Bit of Cheeki Breeki iv Damke

In this update I am attempting to add some flanking behavior for the enemies who are fighting the player. Flanking has always been a major challenge even for AAA games - check out this funny post:

https://www.reddit.com/r/thedivision/comments/bfgzqq/its_not_flanking_when_the_enemy_runs_straight/

That's exactly the reason I haven't been able to simulate flanking. Sure, the NPCs can choose another cover and sometimes it leads them behind the player, but most of the time they will just run straight towards the player like idiots. For flanking to work as intended, the NPC would need highly complex multi-path pathfinding and prediction. What I'm doing in this build is not fancy at all, and it's very subtle, and only applies to certain locations in the game where flanking makes sense. The end result is, once in a blue moon, an enemy will show up behind you and surprise you while you are camping and cheesing.

Other fixes included in 1.80-6:

- Fixed a bug that prevents the Klemens' Teeth quest to be completed

- Added detailed crafting instruction on the right panel when you open a crafting station, until you open a recipe to hide it

- The Armor Locomotion Unit will reduce flinch while getting shot, and it stacks with the flinch skill perk

- Added a few journal entries that remind player that the quest item is no longer needed so they can be sold/thrown away

- Replaced the icon for the Silenced Makarov with a PB



Quick Bug Fixes 1.80-5

- Fixed a bug with player standing up from crouching every time he opens inventory

- Fixed a bug with turn-slash strike not moving forward sometimes

- Fixed a bug with player's collider enlarging after falling while crouching

- Fixed a bug with motorcycle in Station 11 spawning inside the train model (if it's still there, you can crouch, switch to "Hybrid" control scheme and interact with it. Once you come back there again, it'll be in a better place)

- Fixed a bug with player flying up when running into the wall of a porch room

AI & UI Improvement, Jumping Bug Fixes

Human NPC's "searching enemy" behavior had been pretty bland. I made some improvements for this behavior:

- Each NPC will have a "courage" value determined by his squad's condition, his health condition, and weapon

- When this NPC decides to search for an enemy that vanished from his sight, depending on the courage value, he might:
-- Rush to the last know position of the enemy
-- Wait there and aim at the last know position of enemy for some time
-- While aiming, walk towards a random position to search
-- While aiming, crouch-walk towards a random position to search
Overall, making NPCs less "dumb aggressive".

- When NPC is crouch-walking while out of your sight, you won't see the noise circle until he's very close.

- Added more "SHIFT+Click / RightTrigger + A" usage in the inventory:
-- To move item from backpack to planting UI's seed/fertilizer slots
-- To move an item back to the trader
-- To move an item into motorcycle's fuel/scrapmetal slot
-- To move an item into an interactive object's slot
And now when you quick-move items into a slot, it'll move 1 count of it each time you shift+click. For example, with the grain mill, which needs 4 seeds, you just shift+click 4 times to move 4 seeds.

- You can now quick-move a tool item in the backpack into the TOOL slot and replace whatever is already there.

- Fixed some bugs with the jumping/rolling animation. It used to cause player to hop into the sky whenever the frame rate is low. After some coding overhaul, jump and falling feel a lot more natural now and is no longer affected by frame rate.

- Fixed a bug with applying bandages while crouching which caused player to be visible to enemies.

- Added better error prompt when player tries to use G to quick-throw a non-grenade item such as the stink gourd. G for Quick Grenade is only used for grenades, to prevent player from panic-smashing G and wasting an item when they don't have a grenade equipped.

- Forced an achievement check for "Pulitzer" achievement whenever the game loads, in case the Steam API somehow missed it.

- The Blessed rock and rock of rejuvenation in Ravenwood will no longer make item disappear if you put an invalid item in it