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

Poison your sword! And Dead Zone DLC WIP Update

I've realized that I've been really missing what I did back in Skyrim and Diablo: poisoning the sword :) So I decided to add a poison item that you can drop onto the equipped melee weapon. The poison will give the Melee weapon 5 poison hits, and each hit delivers a varied amount of poison damage over time.

So where can you get the poison? You can either find it (sometimes, if you are lucky) with Cheslav after he becomes a travelling merchant, or if you manage to lift your relationship with the Lake Cossacks (Grigori in Lake Cheko), he will sell it to you as well. I'll also introduce a way to craft it in Nightmare or Dead Zone difficulty mode in the DLC.

Speaking of Dead Zone DLC, I just wanted to provide a quick update on my progress. I have just finished working on all the TEN new weapons, and started working on the SIX new weapon attachments. Then I'll need to figure out how to start a new playthrough after ending the game and place those new weapons in the map *only* for high challenge levels. Could get pretty messy, so I need to figure it out carefully.

Other changes included in 1.66:

- Tree cutting is balanced. Now the amount of damage you do to a tree depends on the type of weapon, how you swing it, the weapon's durability, and your melee skill perk (whether you have the increased damage perk)

- Enabling the control scheme tutorial at the beginning of the border-crossing quest, to remind players other options

- Fixed a bug with not able to add a two-row backpack upgrade if only one row is space is left. Also, After unlocking all your backpack space, if you find further backpack upgrades, they'll just increase your max weight.

- Added an option setting to adjust the UI size. Please don't use - and = any more.

- Fixed a bug that doens't allow player to craft serum or cook immediately when the Visitation ends

- Fixed an exploit where you are able to access Sidor's locked up cupboard while standing on the stairs

- Added the missing collider to the locker in Ashinaka lab

- Adjusted the 9x18 ammo weight

- Fixed a bug where you can see the floor below if you aim a gun at the wall of the first floor, when you are on the second floor

- Changed the label of "Auto" for auto save to "Quick", and the label of "Save" for manual sleep save to "Sleep"

A few bug fixes

- Fixed a bug with equipping shield causing null pointer error

- Added a mechanism to reset player action state, if the state is stuck for over 10 seconds. If you ever get stuck into action state race condition, this will be helpful

- Reduced the price of firewood

- Added an command to the console (Backspace): "unstuck". If you ever get stuck inside a geometry, just enter that command to lift yourself up

Update 1.65-2 Patch Notes

- The throwing knife has been added to the game, but since it's a DLC weapon, you can only access it by using the console. So if you are interested in trying it out, open the console with Backspace and type "get throwingknife 10". Equip and use it like a grenade, but you have to figure out how to make it "stick" to the target. Try throwing it at wooden objects like wooden fence.

- Attempted to optimize the interactive object selection code for mouselook/chasecam/gamepad control modes

- Fixed a problem with player back into a wall after strangling

- When aiming a rock/grenade, you can now see the distance in meters

- Kicking hostile human enemies will now cause some melee damage

- Several water-related infrastructures can now be looted, and they contain respawnable water bottles

- Fixed a script error in Ravenwood where you get to complete the final quest before you get it

- The radiation of Mad Mechanic anomaly will now vary from day to day. If the radiation is too high for you, come back in a day or two.

- Your base speed of receiving radiation is reduced. it was too fast previously

- Fixed a problem with NPC doesn't drop loot that he looted from another dead body

- Fixed a problem with silenced 44 magnum not playing reloading sound

- Each salt crafting now produces 10 salt

- Fixed a problem with not able to rebind quick-save key

- Reduced the level of noise produced while strangling someone

- Added a raycast blocker on the second story floor of Sanatorium

- Fixed an issue with player immediately alerts the enemies when the Sanatorium stealth quest begins

- If you close a notebook, and open the same one again, you will automatically go back to the last open page. If you open another notebook, the page memory resets.

- Fixed an issue with player stopping for a second while sneaking and toggling always-walk

- All smashable crates no longer have physics. this should prevent them from flying away.

Better Beer + Lots of Improvements And Fixes (Update 1.65-1 Patch Notes)

- Beer will now give you a short and big buff in arm strength, which results in significantly higher melee damage. Drunken brawls!

- Traders will pay a better price if you sell them a gun with better durability than all of his same items

- Kicking crates by clicking them will force player to face the crate

- Added a console log history page, accessible from the Tasks page

- Tamed the clinking sounds while running/sprinting

- If your melee strike first hits a wall before hitting the target, the hit will now properly register. But not if you try to hit someone through the wall

- Player walking speed is increased with new animation

- Added some task descriptions/steps to Sidor's first two quests to avoid confusion

- Crafting during visitation is no longer allowed

- Fixed a bug with crooked aim after throwing grenade with G key

- Fixed a bug with crooked aim and spinning while sneaking

- Fixed a bug with UI being stuck in menu page with message "there's still selected item"

- Added yield quantity info in food recipes

- If gun has laser, then the yellow arrow will not show while aiming with ChaseCam mode

- Flipping pages key will now be A/D or left/right arrow

- Respawn announcements will not show if there was a recent one in the same location

- Rebalanced medicine prices

- Rebalanced food calories for meat dishes

- Visitation is less frequent in Normal mode

- Radiation and bleeding indicators will flash to indicate the severity

- Radiation given by mad mechanic anomaly will vary depending on its state

- Reduced energy consumption speed, which wasn't meant to be this fast.

New Free Gear, Improved Main Menu, Update on Dead Zone DLC

Dear Ghoul Hunters:

First of all, thank you everyone for the support! It's an honor for me to present this game to you, and I hope you get many hours of fun time from it :)

As a small token of gratitude, I'm releasing a free gear that you might find useful: a wooden shield. You can equip it on either of your primary/side arm slots, and when you pull up a melee weapon, the shield will be moved to your left arm. The shield will provide 100% protection from head-on melee attacks - if you keep it in good condition (and no it doesn't block bullets). Attacks from the side has some chance to be protected as well. It will definitely help when you tackle a group of Scythes!

You can find this shield at the barrel on the small pier by the Zernaskaya church (if you start a new playthrough), or buy it from any traders who sell melee weapons (except Sidor, his level is too low).


Also, I know many of you folks are eagerly waiting for the Dead Zone DLC. I apologize for the delay; I just had to fix some of the technical debt that got piled up. I'm almost done with making all the new weapons. I just have a couple of things left, such as the throwing knife - it's going to be the most realistic throwing knife you'll see in modern gaming, might even be as tricky as real throwing knives :) After this, I will start making some "boss ghouls" for the high challenge playthroughs.

Other changes included in this update:

- NPCs will sometimes loot dead bodies they see. Not all of them, which would be frustrating for you. They would equip the new weapon if it's better than their, and save the rest of the loot in their inventory, and put them on sale if you trade with them.

- The main menu now supports up/down arrow or Dpad navigation

- When you click on "Continue" in the main menu, it'll show a "load save game" page where you can choose which save to load.

- Balanced the sound effects in the main menu.

- Increased the F1 Grenade and Makeshift Landmine's damage drastically to make them more desirable and useful.

- A new icon for the potato bread so it's no longer confused with the Rye bread

- Fixed some issues with strangling with Garrotte. Hopefully now you will no longer encounter problem with your victim sliding away when you strangle them.

- Fixed a bug with NPCs detecting dead bodies even when they are out of their sight. This could cause your silent takedowns to go haywire when you kill one of them, and immediately the guards would notice the dead body

- Fixed a bug with Ashinaka sanatorium spawning human NPCs who just stand there like idiots

- Added a chest in the car in the army cordon level. Now you can find all three gasolines required in that level, not having to go back to town to get it.

- Sidor will try to remind you about Hans's detector project before you head to the train station

- Siren and mutant spawning sounds are cached, hopefully to reduce some micro-stuttering

- Added error handling of failure to connect to local database, which can be caused by putting the game file in a folder with special characters



As usual, whenever I add new features I tend to break stuff... Please feel free to let me know either in the Steam Community or Discord if you notice anything wrong.

Thank you! :)