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Tunguska: The Visitation - Final Cut News

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

Update 1.80-3 Patch Notes

- Fixed a bug with the motorcycle consuming all of the gas you put in the slot even when there's more than it can hold

- If you have a serum recipe book in your backpack, when opening the serum lab the book will be opened automatically

- Added a Makarov with limited amount of ammo to the player during the Soviet border mission. Player can choose to use the gun or the crowbar. Updated the tutorial text for this too.

- If player dies at the Soviet border, the game will ask whether to skip this map (and give up the weapons and money) and go straight to Zernaskaya

- Improved gamepad handling: if you release the left trigger while aiming and if your right stick has input, the right stick will be slowed down for a second so that the camera doesn't accidentally spin around

- Also improved the gamepad auto-aim threshold when the enemy is very close.

- If you have a superior stink gourd, you can summon 1 more spider per gourd; and if you have a premium one, you can summon 2 more.

- Fixed a bug with summoned spider not causing any explosive damage after it dies

- Changed the rate of receiving radiation when your radiation protection is not enough to cover the radiation in the environment. The rate is now exponential - meaning if there's just a little bit of radiation, you will gain radiation poisoning much slower.

- Got new icons for F1-F5 pocket on the HUD for gamepad

- Added a tutorial for cooking

Update 1.80-2 Patch Notes

This patch fixes a few bugs from the recent inventory control overhaul:

- Fixed a bug that prevents player from putting items into containers (keychain, medkit etc.)

- Now player can also move items between container and pocket slots and discard slots

- Fixed a bug that prevents player from clicking the "1" or "2" tab buttons to switch between sidearms

- Fixed a bug where the grid cursor (gamepad) is invisible under some circumstances.