[h3]The Exodus global update is available! [/h3]

This update has been a bit delayed. Before we get to the list of innovations and changes, we will allow a small lyrical digression:
It's been over a year since the game was released in Early Access. The game has changed a lot and is almost close to our original expectations. Thousands of hours of hard work have resulted in the biggest global update yet. We are grateful to the community for their support, and we would like to extend a special thanks to the most active members of our small community. We thought it would be appropriate to add the names and nicknames of the people involved in the development, testing and support of the game at different stages to the credits in the main menu of the game. In addition, our community leaders will receive all additional paid content (if any) for TDZ and our other future games for free.
Let's go directly to the update itself:
[h3]Game objectives, quest system and game diary[/h3]
Major and minor tasks

The game diary is divided into several pages. The page with tasks is considered to be one of the main ones. It is on this canvas that the list of all current and previously completed quests is presented next to the game statistics.
We are not yet ready to directly reveal “who”, or rather “what” gives the protagonist tasks and monitors their fulfillment. We've left plenty of clues both on the pages of the diary itself and in the game world. We look forward to seeing how our mystery is solved.
Collection of found items

In-game items, as we will point out many times below, are an important component of the game. We thought it would be quite interesting to add such statistics in the form of an interactive collection. The left side of the diary displays all information about previously found items, while the right side displays information about the item itself and a brief summary of the places and crates where the item can be found.
Unavailable pagesDon't be surprised, some diary pages are blank. In time, a whole story will manifest on them.
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[h3]We're not alone [/h3]

Despite all the horror of nuclear war, an extremely small number of people managed to survive. They are not so many, they do not have the best equipment, but they pose a great danger.
Survivors under the control of artificial intelligence are almost as good as real players. They also explore the location, loot loot, use their own equipment, interact with the inventory, and fight for their lives just like a “real player” would. To simplify, we've developed a system that records the patterns of a human traversing a location or map and creates a script from that for artificial intelligence. Very roughly speaking, a bot is a record of a player who has previously played on a given game level.
We will closely monitor the feedback and work on improving the artificial intelligence.
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[h3]Module system, assembly and care of armament[/h3]
[previewyoutube][/previewyoutube]
Industrial and artisanal small arms is a complex device consisting of many elements and has its own expendable resource. Each shot gradually reduces the “strip” of resource, which can lead to malfunctions and misfires at the most inopportune moment.
We have described the workings of many of the new mechanics in more detail just below.
As in reality, most manipulations require special conditions and tools. Replacement of quick-release elements can be done in the field. While the replacement of functional elements will require an appropriate machine or workbench. The latter you will find in the shelter after the release of the update.
[h3]First batch of modules[/h3]

With each new armory update, the number of modules will increase.
[h3]New Shooting[/h3]
To a realistic module system - realistic shooting!
In the new update, we will abandon the concept of “weapon damage”. From now on, the barrel is only an intermediate link between the caliber and the target. It is the caliber that causes the main damage. Also a bullet during its life cycle can penetrate or penetrate several obstacles depending on the penetration parameter. Wooden walls, thin iron barriers, and vegetation are now shot through.
[h3]New 3D Weapon Models[/h3]
Absolutely all three-dimensional models have been updated in order not to irritate the sharpness of their polygons to the eyes of the player. Following the previously established trend, textures have been added to the weapons. So that the new models did not negatively affect performance: in addition to highly detailed models, we added simplified.

Attention! Visualization of models in the game itself slightly differ from the demonstrated ones. [h3]Calibers and ammunition recycling[/h3]

Added different calibers (BC types). Including overused types of combat kit.
[h3]New mechanics related to weapons and equipment[/h3]
Hand Energy 
In the new version, aiming gives too many bonuses. That's why we introduce additional mechanics. When aiming, the character loses arm energy depending on the total fatigue and the weight of the weapon. When the minimum value is reached, the character will no longer be able to aim fire.
Resource, wedge, and misfire 
Every weapon has a resource. By firing or using the weapon in unsuitable conditions, you use up its technical resource, thereby degrading its parameters.
Armament Inspection

This is the main field tool for detecting defects and weapon problems. The protagonist will inspect his weapon and fix any technical problems found.
Store inspection

To inspect and count the combat kit, the character must remove the magazine/open the chamber and then count each round.
Firing Mode Change 
With the new recoil, it is extremely important not to “clamp” with guns that have very bad recoil control. Therefore, we introduce this mechanics for the weapons on which this mod is available in reality.
Balance edits and other weapon-related changes:
- Aiming does not reduce the recoil of a shot if the weapon does not have a buttstock.
- The character no longer has independent control over the recoil. The recoil sends the weapon upwards.
- Most weapons in their basic form have received a major downgrade, as they have lost most of their modules.
- Added zones where weapons cannot be used.
- Fixed a condition problem. Let's explain it by example: Previously, pressing the reload button [R] while aiming ignored the reloading process. From now on, with similar inputs, the character will stop aiming, reload the weapon and return to the aiming state.
- Aiming is considered active at the moment of intersection of the sight and the player's eyes. Previously, aiming was activated at the moment of pressing.
More details about all the changes related to armament can be found at
первом developer's diary .
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[h3]World map [/h3]
- Added random generation. When starting a new game, you get a new global map.
- Added random shelter location on the global map within the “home zone”.
- The player's position on the global map is saved after the end of the game session.
- Improved game camera performance. Movement is smoother and more responsive. Added interactive camera states.
- Zones and areas on the global map are now signed and labeled.
[h3]World Map. New Artificial Intelligence[/h3]

Inspired by the technology of revolutionary games of the past, namely the A-life system, we wanted to bring something similar to TDZ. In order to achieve the right level of life simulation, we have added the following parameters to the AI:
- Your own list of tasks, interests.
- A predisposition to a certain faction / tribe / pack.
[Militancy towards a certain faction of the tribe or pack.
- Daily routine. Time of activity within the daily cycle.
[h3]World Map. New battle mechanics[/h3]

In the updated version of the game, it is extremely important at what parameters you encountered the enemy, and who took the initiative. For example, if a player is the first to notice the enemy and start preparing for battle, he gets an advantage in the battle arena (as we call the maps on which battles take place): the player appears further away from the enemy, the enemies are less aggressive and attentive. If the enemy takes the initiative first, or the player is ambushed, then the enemy has the advantage: he has a more favorable position, he knows the approximate location of the protagonist, and he is extremely aggressive.
All of this together helps to diversify and make each game experience unique. In fact, for this simulation, the player is only an observer, and occasionally acts as a target. The simulation is self-sufficient and can exist without the presence of the player at all.
[h3]World Map. New (old) interaction menu[/h3]
The number of interface elements on the global map has increased, and the spatial menu no longer has a place in the UI. We are bringing back the familiar side menu by updating and refining it to our standards.
[h3]World Map. New circular menu of personal markers[/h3]

The global map became larger and the number of points of interest hidden from the player tripled. Therefore, exploring the global map has become the main task. So that the player does not have to memorize the location of absolutely all hidden activities, we added a circular menu with markers. By pressing [LKM] on any part of the global map, you activate the previously mentioned menu, and, selecting the most suitable marker, put it on the vastness of the world map.
*hidden or masked activities - items, events on the map (pointers), hiding places and so on.
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[h3]Asylum[/h3]

We're happy with the current version of the asylum, but it wouldn't be nice of us to bypass such a significant gameplay aspect in a global update.
New constructions and structures.
- Weapons workbenches. [Temporarily] No construction required.
- Rifle range. [Temporarily] no construction required.
- Sink basin.
- Filtration system.
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[h3]World Market[/h3]

The number of in-game items has doubled and their importance has increased. It wouldn't be entirely fair to leave the world market in its current position. The old system and concept needed a major overhaul.
One of the important changes in the world market will be the availability of basic items: now there is no need to wait for updates (patches), and with them the update of the assortment of the store. Almost all items are available for buying and selling. Exceptions are high-level (for buying/selling) or hidden items.
As previously stated, items have become a lot, for comfortable interaction and search, we have added a division of items into types, and search for an item by name. We have also added a window for selling “modified” items, so that the player can choose the desired weapon for sale.
But it's not that simple! In addition to simplifying the world market, we have diluted the “world market” update with a small balance innovation - “world market level”. Thus, some “tasty” items are not available at the start. You will need to gain a considerable amount of experience to open the entire assortment of the store. However, leveling up is not a difficult task. Make transactions (buy/sell) items, and the necessary amount of experience to reach the desired level will be accumulated very quickly.
And that's not all!
Everyone loves discounts! Every three game days, the theme of the world market is updated, bringing discounts on certain types of items. And starting from the second level, the player has the right to change the theme of the market, contributing a certain amount of “denominations”.
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[h3]New maps, locations and battle arenas[/h3]
Finally, the capabilities of our map editor are reaching full capacity, and we are ready to present the first reimaginings and expansions of the base locations, as well as new battle arenas.
Note! Game levels are extremely difficult to describe in text format. Most of the diary will contain screenshots of the work done.
[h3]
S.Zalesovye [/h3]

One of the earliest and most frequently visited locations gets an offshoot and almost doubled expansion. Instead of appearing in close proximity to the main points of interest, the character starts at a random point in a forested area.
The new offshoot of the map is a large settlement with a large number of points of interest.
[h3]
A destroyed convoy [/h3]

The second map introduced in the game from the first days of Early Access. In the updated version, the location has new zones of interest, a backstory of events and a scenario for artificial intelligence. Also, the location has increased exactly three times in size.
Most of the locations are flat, well-shot highway sections, occasionally diluted with the remains of military and civilian vehicles. For general comfort, so that the player would not be killed in a moment after appearing on the location, we moved the spawn outside the road and placed it in the lowlands. As an expansion, we added zones of interest to the map: Ambulance, near which a new medical box is spawned. Traffic jam of civilian equipment hulks
[h3]
Pridorojnaya[/h3]

A previously inaccessible area is finally available for exploration and there's a reason...
[h3]New battle arena[/h3]

[h3]New battle arena[/h3]

[h3]New location-related mechanics[/h3]
Road Sign

Part of the locations changed their structure, instead of corridor designs (when the player can move only in two directions) were added branches.
Inspection of area/zone

Like the player, the protagonist sees many territories for the first time. Exploring them is an integral part of exploring the game world. Also, there are several quests associated with exploring locations.
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[h3]Other changes[/h3]
Main Menu
- Disclamer has been moved to the start of the story. It will return again with the release of the first story episode.
- The credits menu has been finalized. New names and nicknames have been added.
- Added welcome messages.
Environment and weather
- Instead of thick darkness at night, lighter, grayer tones have become prevalent.
- The temperature is no longer static, but changes as the day cycle progresses.
- Added fog.
- Changed the rate of wind and rain strengthening and weakening.
- Game time began to flow more slowly (game day became longer).
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Visual Effects
- Improved gas mask effect.
- Improved the effect of incoming (for the character) damage.
- Added gunpowder haze effect after the shot [only on high graphics and with additional effects enabled].
- Improved fire effect when shot. Added light when shot [only on high graphics and with additional effects enabled].
- New effects of bullet hitting surfaces.
- Added deep water shading.
Protagonist.
- Global energy has been removed. Normal energy now performs both functions.
- The formula for the “fatigue” parameter has been redesigned. Previously, fatigue was accumulated while moving. Now fatigue comes from the character's energy.
If the character is not hungry or thirsty, the protagonist's body restores energy and one unit of health every 3 seconds.
- Deep bodies of water now impose a stronger slowdown.
- Bushes now impose a stronger slowdown.
- The character reacts much faster to keyboard commands. Faster transition from states, and faster turning.
Inventory.
- The mechanics of backpack size have been redesigned. Instead of the maximum number of slots, now there is only the capacity of the backpack, expressed in kilograms.
- Items labeled “cannot be lost in a raid” are now also impossible to lose on location (they do not fall out of the backpack and pouch).
Mining and Looting
- New crates have been added: a medical crate and several variations of the schematics.
- The probability of getting a completely empty crate has been added.
- Due to the large number of new items, the average probability of getting a valuable item has been reduced.
Sound
- Improved spatial sound for all enemies.
- Improved spatial sound for all sounds in the game location.
- Improved the spatial sound of the environment.
- Added new environment sounds.
- Added new background sounds.
- Added new sounds for weapons and equipment.
Artificial intelligence and adversaries
- Many types of mutants are no longer tied to a single point on the map.
- All kinds of aggressive mutants can with a certain probability (if scripted) come to a location from the edge of the map.
- AI interacts with interactive objects throughout the map. Previously only with objects in the spavn area.
User Interface(UI)
- Weapon information in the item window has been updated. Added parameters: technical condition, ergonomics, rate of fire and caliber.
- Added bullet/caliber information in the item window: damage and penetration.
- Improved normal sights (out of zoom) and sights in the “aiming” state. Added new sights coming from modules.
User Interface(UI) shelter
- Added asylum level experience progress to the asylum menu.
- Added notification with asylum level experience progress.
- Improved the background of the build menu.
- Added a button to interact with the object through a cutscene in the build menu.
- Added a timeout marker for a build in the asylum.
- Added a new line effect for determining the binding of one structure to another.
- Added a button to turn on/off a structure/construction.
User Interface (UI) of the world map
- New interaction menu (previously mentioned).
- Character energy is only displayed when changing/spending.
- Fixed “white squares”. Icons load correctly.
- Added gas mask visualization on the world map.
- Fixed radiometer visualization.
- Added notifications of large background (radioactive contamination).
- Areas and zones are now signed.
Game Guide
- Added new sections and content.
- Added a “summary menu” with basic information when opening new content.
Loading the game and downloading content
- Finalized the main scene and composition.
- Added new illustrations.
- New clues have been added.
Textures.
- Recolor textures of vegetation. Seasonal change to fall.
- Added full textures on buildings and structures.
[h3]Fixes and gameplay improvements[/h3]
Optimization
- Equipment behind the back is displayed only when additional effects are enabled [in order to increase FPS on weak configurations].
- Optimized algorithm for updating items in the inventory both in active mode (when the inventory is open) and in simplified mode (when the player picked up or lost an item).
- Models of equipment in the hands optimized: twice less polygons. At the same time, models in the build/workbench menu have more detailed geometry.
- 3D models of constructions have been optimized. Geometry has been reduced by 2-3 times compared to the old version.
- Improved game performance in forest locations.
Balance and complexity
- The character's detection marker for enemies was removed.
- Most mutants now deal twice as much damage.
- Enemies began to pay more attention to the sounds made by the player.
Economy
- The prices of many items have been revised.
- Items that include sub-items (modules) have become much more expensive, as they include the price of the original and attached items.
Important corrections
- Fixed an extremely rare bug with loot loading that caused the entire location to crash.
- Fixed a bug where most items were broken or empty after starting a new game.
- Fixed a bug where items labeled “Can't be lost” could be sold in the World Market.
- Fixed navigation for the AI in the asylum. Our lovely companion is no longer failing or going off the map.
Gameplay
- Fixed repeated triggering of anti-personnel mine.
- Fixed weapon “remember-recall” mechanics not working properly when transitioning in and out of animation.
- Fixed a dead zone issue when the cursor is in the character area.
- Fixed an issue with uniform, unchanging weather.
- Fixed issues with enemy death animations. Previously, some enemies could freeze in the default animation.
- Fixed an issue when swapping items.
- Fixed an issue with food characteristics and effects.
- Tracking to the target (after entering the location) can be interrupted and take control of the character.
World map
- Fixed an issue where items found within a cell could not be collected.
- Fixed an issue with location timeouts.
Interface fixes
- Fixed incorrect display\ of item icons when picking up items from the map
- Fixed text in dialog boxes: displaying name in monologue and text that started with “$”
- Fixed a bug in the interface with incorrect display of time on the global map.
Management fixes
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- Fixed input lag when switching equipped weapons.
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Sound Corrections
- Fixed the effect of no echo after a shot on game maps.
- Fixed the presence of echo on game locations outside.
- Fixed playing sounds after character death.
Visual fixes
- Fixed incompatibility of water shader and fog of war (blurring of areas that are not visible to the player).
- Fixed lack of rain splashes on the character in heavy rain.
- The gas mask in the putting on animation finally matches the equipped one.
Finally, this is it! We have high hopes for this version and are actively following feedback. Feel free to leave comments, it is extremely important for us to hear the opinions of our players. Enjoy the game!