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Tunguska: The Visitation - Enhanced Edition News

Slaughterhouse DLC Has Been Released!

I'm proud to announce that the long-awaited final DLC for Tunguska: The Visitation has been released! Thank you all for your patience and continued support since the DLC was first announce last Fall :)

It will be on a -20% launch discount for one week and I hope you enjoy the fight! It will get tougher and tougher as you progress through the waves, but I know you will enjoy all the rewards - and for sure, those rewards will be accessible in the main game!

Now, if you ask me what is my favorite reward from Slaughterhouse, I would say it is the Soul Crusher, a special garrote that you can use to charge a soul stone with the victim's soul. You can then throw the charged soul stone and summon a soldier with similar equipment tier, like, you know, a Poké Ball :P

Although this one soldier will get obliterated under the gunfire from a group of human enemies, he would be very handy in dealing with annoying ghouls in your way. Also, even though he won't follow you around, if you have more charged soul stones you can throw one while the summoned solider is still in the same level, and he will go to the location where the second soul stone lands. I know you'll like this too!


https://store.steampowered.com/app/1601970/Tunguska_The_Visitation/

Update 1.79-1 Patch Notes

- I finally found a way to keep the landmine from sliding around after throwing it

- Updated the tutorial texts to fix some inconsistencies

- Now if you fail a hit job due to being seen, the game will try to explain to you whether you got seen killing, or seen while wandering around before the kill

Headshot Multiplier, More Fixes, Slaughterhouse Release Date!

I have received the translated text for Slaughterhouse, so I'm going to incorporate the translation into the game, and do some final cleanup. It is very likely - if nothing serious is broken - that the DLC will be released this upcoming weekend with a -20% launch discount :)

https://store.steampowered.com/app/2692830/Tunguska_Slaughterhouse/

Now, regarding headshot multiplier - I have received feedback that the default 1.5X damage boost may not be enough. I have implemented a solution: the headshot multiplier will be determined by the corresponding weapon skill. For example, for a handgun, the headshot multiplier will be 1.5X if your handgun skill is 0. But it will be 2.0X if the skill is 120. I hope 2.0X is a balanced goal to work towards, but I'm open to further feedback.

Whenever you unlock a new perk for this weapon skill, you will see a notification about the current headshot multiplier.

Other fixes included in 1.79:

- Fixed a bug with the hammer scythe's picture not showing up when you loot him

- Rearranged the swamp village level to remove some geometry issues that cause player to stuck or get on the roof

- Fixed a bug with summoned spiders dropping soul stones, but in a later update these soul stones will return for a good cause.

- Fixed a bug that allows player to duplicate items using the medkit/ingredient jar

- Fixed a bug that adds backslashes to texts and names. Existing backslashes in their names will have to stay, though. You can just have them killed :)

Headshots Are Coming!

Ever since the game was released, many folks have asked for headshot mechanism. The game had headshots but it was simulated - when you land a hit on the NPC, it just rolls a dice to get a headshot and you also don't really know when it happens.

But now, I have finally found a way to make headshots more satisfying! But here's the catch: if you are playing with the gamepad or the "ChaseCam" control scheme, headshots are still going to be simulated with a dice roll, because the aim is automatic and there's no way to fix the aim on the head. So the new manual headshot mechanism only applies to the other control schemes where you can aim with your mouse.

Also, headshots only apply to HUMANs in the game. I'm not yet sure whether I want to implement headshots for ghouls since they are supposed to be more tanky, and there hasn't been any headshot mechanism ever (even simulated one) for them.

So if you are aiming with mouse, it's best to use a laser sight to make sure the aim is on point. If you land a hit on the head, you'll see the solid circle/dot showing up on your crosshair and you'll hear a different hitmarker sound. If the enemy's head is protected by helmet, you'll hear a metal hitmarker sound. Headshots does 1.5x the damage and it can be combined with critical hits.

Be aware though - if you aim for the head there's still a chance that the shot misses. If you miss the head, you will either land a body shot, or simply no hit at all. So there's a risk to going for headshots. It's best to go for it while enemy is standing still and unaware. Since it's a new feature, I'm sure there are aspects of headshots that can be improved upon. Please let me know your feedback:)

Finally, regarding Slaughterhouse DLC - I'm just waiting for translation to be completed, and I'm hoping (fingers crossed) to release it sometime this coming week! Make sure to wishlist so you don't miss the launch discount :)

https://store.steampowered.com/app/2692830/Tunguska_Slaughterhouse/

Some other fixes added to 1.78-9:

- Fixed a major bug with human NPCs unable to sprint due to a change I added a week earlier. This would prevent them from hiding behind covers while attacking you.

- Fixed a bug with player movement becoming all jumpy after performing a power melee attack while crouching.

- Current motorcycle and railroad handcar locations will now be displayed when you open the travel dialogue (like when you try to travel to another area)

- Arm strength requirements for guns will now be displayed as an attribute

- Scream attacks from ghouls will now have a damage cap of 50 instead of potentially killing you outright.

- Scream attacks will now show blood spatter on the screen if player is hit by it

- "Air puff" explosions from ghouls will no longer penetrate walls

- Added navmesh obstacles on loot boxes so that NPCs don't walk through them

- Various fixes for slaughterhouse mode

Quick bug fix

- Fixed a bug with some character's last name ending with a single quote, which causes game loading to fail.