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  3. UPDATE 0.14.0. WEAPON CUSTOMIZATION

UPDATE 0.14.0. WEAPON CUSTOMIZATION

[h2]IMPORTANT NOTICE[/h2]
  1. [p]With the introduction of the modular weapon system, all old non-modular weapons in your inventory will be removed. You will receive the exact amount of Supply Credits that these weapons are worth according to the new system.[/p]
  2. [p]You can now choose whether to run the game with DX11 or DX12 every time you start it. We added this feature because DX12 has caused frequent crashes and hardware issues for VR players, many of which are beyond our control. By letting you pick your preferred DirectX version at launch, we want to help everyone find the most stable and comfortable experience for their hardware. [/p][p]Why this matters:[/p]
    • [p] DX11 is often more stable for many setups and typically provides better GPU performance for most players. This can mean higher resolutions and smoother visuals.[/p]
    • [p] However, DX11 can make the game CPU bound more easily. If you have a high-end Nvidia graphics card (such as a 5070 or above), you might see better performance with DX12.[/p]
    [p]If you notice issues or crashes in either mode, you can simply restart the game and select the other option from the launch menu. We recommend trying both options to see which works best for you. If you encounter any major issues, please let us know.[/p]
  3. [p]If you played the beta version, make sure to move your save files from %Documents%/My Games/IntoTheRadius2-Beta to %Documents%/My Games/IntoTheRadius2 so you can continue your progress.[/p]
[h2]KEY FEATURES[/h2][h3]Modular Weapon System[/h3][p] The modular weapon system is the core addition in this update. Every firearm in the supported arsenal can now be customized with a wide range of parts, including barrels, handguards, dust covers, pistol grips, and buttstocks. This system allows for deep tuning, letting you tailor each weapon to your preferred playstyle, whether you want a lightweight run-and-gun build, a long-range setup, or anything in between.

At launch, there are 156 modules and 30 gun frames available for experimentation. Most of the main weapon lineup has already been adapted for modular customization, including the AK-74, AKM, AKS-74U, IZh-27, Saiga-12, M4A1, PP-19 Bizon, G36, and the refreshed PP-91 Kedr.

Several completely new weapons have been added to the game: PP-19-01 Vityaz, MP9, Mosin-Nagant, Benelli M2, and SR-25. All of these are available with full modular customization from day one.
Pistols and certain legacy weapons (such as the PM, GSh-18, Beretta M9, Glock 18C, Fort-17, SKS, AS Val, VSS Vintorez, and OTs-14 Groza) continue to use the non-modular system.

Note that weapon cleaning now requires you to clean each part of your weapon separately. Additionally, modular weapons can only be assembled or customized using a vise, which you can find in the Supply Depot, Dormitory, Armory, shelters, and across the Radius.

When customizing your weapon, you can experiment by trying out parts from different weapons in similar attachment slots. If a part fits, it will show up and you’ll see it on your weapon. In some cases, adapters can also be used to install parts from other weapon models, giving you even more flexibility. Don’t hesitate to mix and match different parts to find the setup you like best.

[/p][h3]Mag Palming[/h3][p] You can now hold two magazines in one hand, making reloads faster and smoother. Now, instead of removing the empty mag, stowing it, and then grabbing a new one, you can pick up a second magazine with the Trigger while still holding another one and swap them directly. This allows you to reload without letting go of either magazine, making the process much faster and smoother.
You can also hold and load two cartridges at once by grabbing the second cartridge with the Trigger, for 12x70mm (Saiga-12, Benelli M2, IZh-27) and 7.62x54mm (Mosin-Nagant, SVD) calibers.

[/p][h3]Environment and interior updates[/h3][p] Radius locations have been updated with new terrain features like ravines, slopes, and dugouts. This makes areas feel less predictable and exploration itself more engaging. Forest areas, in particular, are now denser and include more natural variety.

There are new points of interest across all maps: the Pechorsk Outskirts, Forest, and Peninsula. For example, on the Forest map, you can now find a church and a recreation base. On the Peninsula, there is now a new underground maze-like area to discover, offering something fresh for those who want to explore further.

In addition, new ambient sounds and environmental noises have been added to create a more immersive atmosphere. Interiors have been reworked for more variety. Buildings now contain new furniture, more clutter, and clearer signs of age or abandonment. These changes give each location a stronger sense of place and provide new opportunities to find stashes, loot, and secrets when moving through the environment.

[/p][h3]Improved Enemy Behavior[/h3][p] Mimics now behave in a more dynamic and challenging way. Instead of just shooting at your last known position, they actively search for you during combat and after losing track. When under fire, they play it safe by taking cover, and if they are outnumbered or their ambush is compromised, they will reposition or set up a new ambush. Mimics also consider more factors when making decisions and become more dangerous at close range, adjusting their accuracy, firing mode, and attack timing accordingly.

Other gameplay aspects related to enemy perception have also been improved for added realism. Enemies are now able to see flashlights and laser sights in the environment, reacting if you use them nearby. Day and night cycles are now synchronized across all locations, so visibility for both players and enemies changes consistently depending on the time of day. The environment also affects enemy sight and hearing more accurately. Creeps and Fragments have also received some adjustments and minor fixes, making encounters with them more fair and balanced.
[/p][h2]MAJOR CHANGES[/h2]
  • [p]\[Settings] The game now checks your headset and controllers when starting. If your hardware isn’t supported, a warning message will alert you.
    [/p]
  • [p]\[Controls] Climbable objects can now be grabbed with both hands at the same time.
    [/p]
  • [p]\[Controls] Climbable objects, such as ladders, now offer more flexible grab points and angles.
    [/p]
  • [p]\[Controls] Added the ability to stand up from sitting by tilting the crouch stick upwards.
    [/p]
  • [p]\[Controls] The backpack grab zone now follows your head instead of your body.
    [/p]
  • [p]\[Controls] Added more grab zones for weapons, making it easier to draw them without looking and reducing accidental grabs.
    [/p]
  • [p]\[Weapons] On weapons like the AKM, AK-74, AKS-74U, SVD, Saiga-12, and G36, you can now knock out the magazine directly using a new one, making reloads even quicker in the middle of a fight.
    [/p]
  • [p]\[Weapons] Both the OTs-14 Groza and its separate rail attachment can now only be found inside the Radius.
    [/p]
  • [p]\[Weapons] Reduced fire rate and recoil for the Glock-18C when firing full-auto one-handed.
    [/p]
  • [p]\[Weapons] Shotgun pellet spread tweaked: short barrels now shoot wider, long barrels shoot tighter.
    [/p]
  • [p]\[Weapons] The info window for weapons in the Supply Depot now shows accurate stats that include all attached parts.
    [/p]
  • [p]\[Weapons] Added hints when you try to fire your weapon in the wrong state, like when the safety is on, the mag is missing, or the chamber is empty.
    [/p]
  • [p]\[Weapons] Attachment effects are now shown with clear icons, making it easier to see how each of them affects your weapon at a glance.
    [/p]
  • [p]\[Gear] The head flashlight can now be attached to any helmet, in addition to the side slots.
    [/p]
  • [p]\[Gear] Added new invisible Artifact Nests, and introduced an advanced Artifact Detector that can reveal them. This new device also detects all artifacts that the basic version can, so you only need to carry one.
    [/p]
  • [p]\[Gear] Added a new mission item, the Distortion Sensor, and new missions built around it.
    [/p]
  • [p]\[Gear] Player markers on the map now have matching colors for easier identification.
    [/p]
  • [p]\[Missions] Mission balance and structure reworked: increased rewards, reduced enemy counts, and refreshed objectives on the Peninsula and Pechorsk Outskirts. Plus, a new high-tier mission has been introduced.
    [/p]
  • [p]\[Missions] All missions for collecting Altered Items and Artifacts have been removed. Rewards for other missions have been updated.
    [/p]
  • [p]\[Radius Locations] All locations have been reworked and optimized for improved performance.
    [/p]
  • [p]\[Radius Locations] Weapon crates now emit audio cues, making it easier to track down valuable items.
    [/p]
  • [p]\[Radius Locations] Added 5 new lootable items: altered tumbler toy, puzzle cube, toothbrush, alarm clock, and light bulb.
    [/p]
  • [p]\[Anomalies] The Reflector Anomaly now deflects bullets.
    [/p]
  • [p]\[Enemies] Added the Phantom, a new invisible entity that requires extra attention and changes how you approach encounters.
    [/p]
  • [p]\[Friend] A mysterious entity has escaped Pechorsk and appeared in the Makeship location.
    [/p]
  • [p]\[Audio] Different sized items now produce distinct splashes when dropped into water.
    [/p]
  • [p]\[UI] The loading screen now shows a progress bar and useful tips.
    [/p]
[h2]MAIN FIXES[/h2]
  • [p]\[Player] Body no longer shifts left or right when turning the head.
    [/p]
  • [p]\[Controls] All long weapons except PP-91 Kedr and MP9 now keep their direction after releasing the offhand grip.
    [/p]
  • [p]\[Tutorial] Leaving the Command Room during the first tutorial is no longer possible.
    [/p]
  • [p]\[Weapons] Scope images no longer flicker.
    [/p]
  • [p]\[Weapons] Scope shadows are now displayed correctly.
    [/p]
  • [p]\[Weapons] Weapon subtitles for jamming and misfire now display correctly at the Pechorsk Outskirts.
    [/p]
  • [p]\[Weapons] Fixed visual bugs in ammo box animations.
    [/p]
  • [p]\[Gear] Changing durability settings no longer fully restores all gear and weapons currently held.
    [/p]
  • [p]\[Gear] Tablet now correctly returns to the player’s slot when released inside the terminal tray collider, instead of dropping.
    [/p]
  • [p]\[Gear] Distortion-Proof Headgear durability now updates correctly when equipped inside a Distortion Zone.
    [/p]
  • [p]\[Radius Locations] Fixed materials and textures.
    [/p]
  • [p]\[Radius Locations] Fixed missing collisions on Facility walls that allowed players to pass through them.
    [/p]
  • [p]\[Enemies] Mimics no longer lose track of the player when in direct line of sight.
    [/p]
  • [p]\[Enemies] Mimics no longer spawn inside walls, furniture, or rocks.
    [/p]
  • [p]\[Enemies] Tracer shots fired by Mimics now display correctly.
    [/p]
  • [p]\[Graphics] Object geometry now simplifies correctly at a distance.
    [/p]
  • [p]\[Audio] Fixed item splash sounds in water.
    [/p]
  • [p]\[Audio] Cigarette drop sound now matches the item.
    [/p]
  • [p]\[Audio] Ammo box shake sound no longer plays when the box is empty.
    [/p]
[p]\[expand]
[/p][h2]BETA 5 CHANGES & FIXES[/h2]
  • [p]\[Weapons] Added a rail for the Mosin-Nagant that can be attached instead of the rear sight.
    [/p]
  • [p]\[Weapons] Fixed reload animations and the position of cartridges in the chamber on the Benelli M2.
    [/p]
  • [p]\[Weapons] You can no longer reload the Benelli M2 and IZh-27 just by bringing the shotgun close to the cartridges.
    [/p]
  • [p]\[Weapons] Fixed visual bugs during reloading of the Mosin-Nagant rifle.
    [/p]
  • [p]\[Gear] Reduced the grab zone for small items to make it easier to pick up objects of various sizes.
    [/p]
  • [p]\[Gear] Fixed issues with drawing weapons from backpack holsters in shelters during the Tide.
    [/p]
  • [p]\[Facility] Vertical panels for placing gun parts have been added to the workbenches with vises in the Dormitory and Armory.
    [/p]
  • [p]\[Facility] Information for M4A1 and SR-25 handguards now appears again when pointing at them in the Supply Depot.
    [/p]
  • [p]\[Radius Locations] Fixed an issue where it was impossible to reassemble weapons using a vise in shelters.
    [/p]
  • [p]\[Radius Locations] Fixed an issue where it was possible to walk on water in some places on the Peninsula.
    [/p]
  • [p]\[Co-op] The client no longer appears underground after moving from the Pechorsk Outskirts to Peninsula.
    [/p]
  • [p]\[Co-op] Shoulder bands and backpack markers for the host and client now always use different colors for each player.
    [/p]
  • [p]\[Co-op] Death Spot markers now match the color of the deceased Explorer.
    [/p]
[p]\[/expand]
See you in the Radius![/p]