Inside Megapatch 03 #2
[h2]Hey, hey! š[/h2][p][/p][h3]In the first Megapatch that we published couple months ago, we added a new set of weapons to the game's arsenal ā a powerful hammer and an equally powerful rifle. Today, we'll also be covering weapons, but from a slightly different perspective.[/h3][h3]
š© Your weapon is your friend š©[/h3][p][/p][p]Let's start with some changes you suggested. One of them addressed something that really annoyed you during the fights with the Chernohosts - their crystal shields. Breaking through them is nearly impossible, making fighting them very tedious. We didn't want to completely eliminate this feature ā after all, we don't want enemies to be mere puppets for us to vent our frustrations on. It's good for them to have a way to defend themselves. Therefore, shields will remain after the update, but they will have a limited durability. In other words, the longer you hit them, the faster you'll destroy them. š”ļø
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Another change you suggested concerns the visual aspect of the game's ammo.[/p][p]
Tl;dr: The appearance and names of ammo packs are heavily inspired by real-world ammo.
[/p][p]There are different types of ammo in the game (power ammo, speed ammo, energy ammo), which basically match every weapon type. We want to change that with this upcoming update. From now on, each weapon will have its own ammo type. Furthermore, their names and the appearance of the packs they come in are heavily inspired by real-world ammo. For example, instead of the futuristic-sounding Energy Ammo, we have simply Military Batteries "Iskra," and rifle ammo isn't called Speed Ammo anymore, etc.
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[/p][p]We've also completely reworked the weapon stats, specifically how they work after modifications. These will affect not only the weapon's basic parameters but can also have special "perks" that visibly impact gameplay. This can be considered an upgrade+: the weapon will not only have better accuracy and firing power etc., but will also deal some extra damage to enemies.
[/p][p]And, most importantly, we've once again significantly improved the FPP performance. Weapons now have significantly better recoil, and evasions are more immersive. ā [/p][h3]
š© Silent and... Deadly š©[/h3][p][/p][p]Okay, now let's talk about what new features we want to introduce to the game. One such new feature is silencers. And not just one silencer for the entire game, but several types, each with varying degrees of sound suppression. It's worth testing and seeing which silencer works better for missions in closed locations and which in open spaces. š¤«[/p][p][/p][p]![]()
[/p][p]A little protip: monsters have worse hearing than humans...[/p][p]
[/p][p]With:[/p][p]
[/p][p]Without:[/p][p]
[/p][p]
The update will also introduce a new defence and damage vulnerability system. If an enemy has an iron plate attached to their torso (there are plenty of them in the Zone, so why waste them?), the damage from projectiles hitting it will be reduced. Of course, like any scrap metal found here and there, such a metal plate also has its durability and will shatter after a few hits. This is a small innovation on our part, which can be impressive both visually and functionally.[/p][p]![]()
[/p][p]If something was added, something also had to be removed. But believe us, it will be beneficial to the game. We completely removed the essence and all the "magicians" present in the game (they will be given different roles). We decided that they didn't fit the atmosphere of Chernobyl and our new vision significantly reduces the game's sci-fi elements. The Energy Gauntlet is still craftable, but it works with ammunition powered by a Blaster or Railgun. "Intelligence" now, instead of increasing Essence, increases a factor affecting weapon and equipment wear rate.
[/p][p]And the last thing we're removing in terms of combat: character classes. There were several reasons for this, but the most important one was that character classes limited players' playstyle. By eliminating them, we restore complete freedom. The game will begin in the style of classic RPGs ā with 10 points allocated to each attribute, which will then be developed over time. We're also simplifying the entire character development structure, reducing the number of parameters and statistics, leaving only those that are important and have a real impact on gameplay.
* * *
[/p][p]So, as you can see, things are happening! We're glad you're with us, and we hope you'll join us in early August, when we implement these changes and additions. However, please remember that this post is only a preview of the changes and new features coming with Megapatch 03. A detailed description of the changes will be published with the update's release. So, there are plenty of surprises waiting for you that we haven't revealed yet.[/p][p]Get ready for the next post - for a change, there will be a lot of photos instead of text.[/p][p][/p][h3]Thanks for joining us! š[/h3][p]
If you have any questions, feel free to ask in the comments. We also invite you to the official Chernobylite Discord. Don't forget to follow us on our social media ā you'll find lots of cool stuff from us there too :)[/p][h2][/h2][p][/p][p][/p][h2]Take care, and good hunting, Stalkers! ā¢ļø[/h2][h2]
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š© Your weapon is your friend š©[/h3][p][/p][p]Let's start with some changes you suggested. One of them addressed something that really annoyed you during the fights with the Chernohosts - their crystal shields. Breaking through them is nearly impossible, making fighting them very tedious. We didn't want to completely eliminate this feature ā after all, we don't want enemies to be mere puppets for us to vent our frustrations on. It's good for them to have a way to defend themselves. Therefore, shields will remain after the update, but they will have a limited durability. In other words, the longer you hit them, the faster you'll destroy them. š”ļø
[/p][p]
Another change you suggested concerns the visual aspect of the game's ammo.[/p][p]
Tl;dr: The appearance and names of ammo packs are heavily inspired by real-world ammo.
[/p][p]There are different types of ammo in the game (power ammo, speed ammo, energy ammo), which basically match every weapon type. We want to change that with this upcoming update. From now on, each weapon will have its own ammo type. Furthermore, their names and the appearance of the packs they come in are heavily inspired by real-world ammo. For example, instead of the futuristic-sounding Energy Ammo, we have simply Military Batteries "Iskra," and rifle ammo isn't called Speed Ammo anymore, etc.
[/p][p]
[/p][p]And, most importantly, we've once again significantly improved the FPP performance. Weapons now have significantly better recoil, and evasions are more immersive. ā [/p][h3]
š© Silent and... Deadly š©[/h3][p][/p][p]Okay, now let's talk about what new features we want to introduce to the game. One such new feature is silencers. And not just one silencer for the entire game, but several types, each with varying degrees of sound suppression. It's worth testing and seeing which silencer works better for missions in closed locations and which in open spaces. š¤«[/p][p][/p][p]
The update will also introduce a new defence and damage vulnerability system. If an enemy has an iron plate attached to their torso (there are plenty of them in the Zone, so why waste them?), the damage from projectiles hitting it will be reduced. Of course, like any scrap metal found here and there, such a metal plate also has its durability and will shatter after a few hits. This is a small innovation on our part, which can be impressive both visually and functionally.[/p][p]
[/p][p]If something was added, something also had to be removed. But believe us, it will be beneficial to the game. We completely removed the essence and all the "magicians" present in the game (they will be given different roles). We decided that they didn't fit the atmosphere of Chernobyl and our new vision significantly reduces the game's sci-fi elements. The Energy Gauntlet is still craftable, but it works with ammunition powered by a Blaster or Railgun. "Intelligence" now, instead of increasing Essence, increases a factor affecting weapon and equipment wear rate.
[/p][p]And the last thing we're removing in terms of combat: character classes. There were several reasons for this, but the most important one was that character classes limited players' playstyle. By eliminating them, we restore complete freedom. The game will begin in the style of classic RPGs ā with 10 points allocated to each attribute, which will then be developed over time. We're also simplifying the entire character development structure, reducing the number of parameters and statistics, leaving only those that are important and have a real impact on gameplay.
* * *
[/p][p]So, as you can see, things are happening! We're glad you're with us, and we hope you'll join us in early August, when we implement these changes and additions. However, please remember that this post is only a preview of the changes and new features coming with Megapatch 03. A detailed description of the changes will be published with the update's release. So, there are plenty of surprises waiting for you that we haven't revealed yet.[/p][p]Get ready for the next post - for a change, there will be a lot of photos instead of text.[/p][p][/p][h3]Thanks for joining us! š[/h3][p]
If you have any questions, feel free to ask in the comments. We also invite you to the official Chernobylite Discord. Don't forget to follow us on our social media ā you'll find lots of cool stuff from us there too :)[/p][h2][/h2][p][/p][p][/p][h2]Take care, and good hunting, Stalkers! ā¢ļø[/h2][h2]
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