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

Improvements on Save Game Files

[h2]Save Game Atomization[/h2]

When I wrote the save game system, I was actually pretty new to game dev and whatever I came up with was pretty rudimentary. It worked, but not in a resilient way. It's time to pay back the technical debts :)

The game allows player to save up to 10 "sleep slots". Each of these saves are contained in the OldSaves.json as a monolithic save file. It's not resilient to crashes and file corruption. For example, if the game crashes while saving to this file, the entire 10 past saves become unusable. It also makes game saving slow due to having to write 10 saves to disk every time.

In this update, it automatically breaks up the OldSaves.json into 10 individual saves under /OldSaves/ folder. This way, each time you save by sleeping, the game only needs to create the latest save game file and delete the oldest one. It also makes loading a bit faster by not having to load all 10 of them at once. This is particularly apparent when you have progressed further and your saves become larger.

In the upcoming updates I'll also attempt to reduce the size of each save game json file, but I have to make sure the atomization step works well first.



[h2]Other Improvements in 1.88-2[/h2]

- More fixes for German translation (courtesy of sharzul!)

- Grigori in lake Cheko will list the three ammo types that he can convert, to avoid confusion

- Fixed a bug with throwing rocks/grenades/especially the landmine. When you use Hybrid control scheme and try to aim at a place behind you, the explosive will land a bit closer than you want it to be due to the misposition of "origin" the item flies out of your hand.

- There's a rock near the trailer house that allows NPCs to walk through. I moved it to somewhere else.

- You can now buy the radio for "Sound of Music" DLC in Slaughterhouse, if you wanna listen to your own blood-pumping battle music while slaughtering






Quick Bug Fix

I apologize for the bugs after posting the 1.88 update. There was an oversight where the function call to convert a string to floating number didn't take into consideration of systems in Europe where the float format is "1,2" instead of "1.2", and that caused the database load to fail.

I hope this update fixes this issue for folks in Europe! Unfortunately I cannot test it with my own system (even if I change the windows region to Europe), so please let me know if it fixes it for you! There can be multiple symptoms, such as item stats not displaying correctly, guns shooting ultrafast, NPCs only shooting semi-auto etc.

Thank you for your patience and support!

Weapon Firing Modes!

Hello Ghoul Hunters,

I know I have said previously that the last feature I wanted to add was the X-ray effect, but later I realized that someone made a mod on moddb to add a weapon firing mode feature :) But the mod had some issues with burst fire so I decided to just add the feature officially.

How Weapon FIring Mode Works


It's very simple and doesn't involve any additional key/button binding. Simply take your gun out, aim down sight, and then press Interact key (F key or A button by default). The current firing mode is displayed next to the weapon icon in the HUD:



Also you will see in the weapon item's description which firing modes it supports, in this case the VSS supports S (semi auto) and F (full auto):



Now with this overhaul, the following guns have additional firing modes:

AKM: S/F/B
AK-74: S/F/B
M16: S/F/B
AN94: S/F/B



Other Fixes Included in 1.88


- More fixes and improvements for German translation

- To make sure the important tutorial entries aren't missed, these entries will pop up a window requiring the player to confirm it, such as the warning for landmines.

- Added an improvement to faction job assignment: when player kills a NPC standing on guard, and then save/load, the game will not try to immediately fill this guard position with another NPC, because it makes the player confused: I thought I just killed that guy! Instead, the guard position will stay vacant until there's a guard-changing/relieving event, and then someone sitting by the fire will take up the post. Or, it'll get filled when the faction replenishes the dead NPCs.

- Added a ladder outside Station 11 train hangar to shorten the traveling distance going between Luxury House level and Ashinaka level

Update 1.87-9 Patch Notes

- Fixed a bug in the main menu where controller Y button doesn't work when starting a new game until you use Dpad to move the button focus

- In main menu, pressing Dpad will unlock controller cursor

- Fixed the misalignment of button/key mapping for German UI

- Improved the feel of controlling the quantity slider when splitting item stack using Dpad and right analog stick

- Fixed a bug with motorcycle travelling

- Disabled the motorcycle destination for Ashinaka Forest due to it can be exploited to skip the scripted explosion event

- You can now use A/D to cycle through destinations with motorcycle

Update 1.87-8 Patch Notes

- Improved the first tutorial entry for controller players

- Fixed a bug where mutant AI still runs while player is outside the AI active range (which causes the wolves to kill all of the NPCs in zernaskaya when player is spending a long time in the cellar)

- Fixed an exploit that allows ingredients to be duplicated