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Tunguska: The Visitation - top-down survival shooter inspired by S.T.A.L.K.E.R. series

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,703
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Ngranek
The Legionnaire situation felt odd. When I tried paying them off to fuck off for a while they attacked me regardless - is there a way of dealing peacefully with them? I fully get that this could have been one of those "can't trust anyone in the zone, Stalker" situations, but this felt more like scripts going off the rails.
It used to be the case that you could pursue the paying them off path and they'd betray you immediately. There was no peaceful way about it, ultimately. Now it's supposed to be a valid way to complete not-Sidorovich' quest but they'll turn aggro later on. Could very well be bugged, who knows.
You can with a hidden dialogue branch. If you have 1000 rubles, you can pay them off and complete the mission peacefully, but they will not leave and will shoot you on sight the next time you are back there.
So, there are some quest branchings after all! Nice!
 

Nikanuur

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Patron
Joined
Mar 1, 2021
Messages
1,703
Location
Ngranek
So far, I especially loved the part in the story when the player gets

stripped of their possessions. I had to repeat that part like 8x, but that was the charm. I finished it by garroting two guards, arming myself with one of their guns (ammo almost spent though) and planting three mines--as the only other immediately-available loot-- by the three entrances to the "prison building" where the cutthroat-guards kept passing through on their patrols. All done carefully in stealth.

It was such a gaming treat to wait hidden behind a wall and to listen to the sounds of boom and doom and the following commotion. It was surpassed only by the feeling of leaning into the doorframe, shooting into the appearing crowd, insta-killing two more guards. Five down, three more to go... The rest was "just" a proper shoot out with me shooting from behind doors, them trying to cover behind the tables and outside door-frames, etc.

Thinking about it now, I must've been super-lucky that they didn't throw a grenade in my small room :D
 
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mkultra

Augur
Joined
Feb 27, 2012
Messages
478
Seems decent, but i think i will refund, i'm such a graphical whore unfortunately.

The assets used here belongs in games made some 20'ish years ago, makes very little sense. It reminds me of games like never winter nights 1 or so.

He could spend maybe $100-200 on modern stock assets to make the game look at least twice as good. Bet it would sell better and it could be advertised better with some pretty nice looking screens. I mean its not running on a 20 year old engine, Unity is capable of higher poly count than 800'ish for a tree and 20 for a rock..
lol 200 dollars barely buys you a few car models. Besides, nobody makes post-apocalyptic soviet environments :)
Which asset store are you looking at?
There are many assets from $1-$10, tons of free ones too (though of course one need to read what kind of license it comes with). I'd absolutely look outside of Unity Assetstore, i took a quick look and it seems very expensive there, there are hundreds of other places.

What defines post-apocalyptic is mostly in the texture department or that it looks somewhat broken, quite easy to add i would say. So even if there might not be many post apocalyptic assets many can easily be adapted.

When i worked for Kenshi (which is also a kind of post apoc. RPG) all the assets for that game he purchased in the OGRE asset store (i believe it was), i was quite impressed with the character animations and buildings he had found for the game (might not look impressive today, but this was 11 years ago).

I could probably provide you with free assets (trees and flora / groundcovers) and post apocalyptic textures which have quite a few of, for free / for a mention in credits. PM if you're interested. My biggest graphical mod (Skyrim Flora Overhaul) have ~4m unique downloads, if that counts for anything, and like mentioned i also did some work for Kenshi (some trees, flora, textures).
 
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Nikanuur

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Joined
Mar 1, 2021
Messages
1,703
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Ngranek
Rotorist
Would you be so kind as to talk a bit about how this game came to be? I believe a full-fledged game such as this must be a colossal project for just one guy. Did you do everything by yourself? How did you get inspiration? What were your motives?
 
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Rotorist

Rotorist Workshop
Developer
Joined
Jul 28, 2023
Messages
6
Location
TX
Seems decent, but i think i will refund, i'm such a graphical whore unfortunately.

The assets used here belongs in games made some 20'ish years ago, makes very little sense. It reminds me of games like never winter nights 1 or so.

He could spend maybe $100-200 on modern stock assets to make the game look at least twice as good. Bet it would sell better and it could be advertised better with some pretty nice looking screens. I mean its not running on a 20 year old engine, Unity is capable of higher poly count than 800'ish for a tree and 20 for a rock..
Seems decent, but i think i will refund, i'm such a graphical whore unfortunately.

The assets used here belongs in games made some 20'ish years ago, makes very little sense. It reminds me of games like never winter nights 1 or so.

He could spend maybe $100-200 on modern stock assets to make the game look at least twice as good. Bet it would sell better and it could be advertised better with some pretty nice looking screens. I mean its not running on a 20 year old engine, Unity is capable of higher poly count than 800'ish for a tree and 20 for a rock..
lol 200 dollars barely buys you a few car models. Besides, nobody makes post-apocalyptic soviet environments :)
Which asset store are you looking at?
There are many assets from $1-$10, tons of free ones too (though of course one need to read what kind of license it comes with). I'd absolutely look outside of Unity Assetstore, i took a quick look and it seems very expensive there, there are hundreds of other places.

What defines post-apocalyptic is mostly in the texture department or that it looks somewhat broken, quite easy to add i would say. So even if there might not be many post apocalyptic assets many can easily be adapted.

When i worked for Kenshi (which is also a kind of post apoc. RPG) all the assets for that game he purchased in the OGRE asset store (i believe it was), i was quite impressed with the character animations and buildings he had found for the game (might not look impressive today, but this was 11 years ago).

I could probably provide you with free assets (trees and flora / groundcovers) and post apocalyptic textures which have quite a few of, for free / for a mention in credits. PM if you're interested. My biggest graphical mod (Skyrim Flora Overhaul) have ~4m unique downloads, if that counts for anything, and like mentioned i also did some work for Kenshi (some trees, flora, textures).

I would love to have some flora/ground textures :) That would be great!

The thing with the assets in asset store is that they don't fit my needs. Tunguska is a top down game which means the buildings need to be more wider than usual, and walls must be less tall to look more comfortable from way above. I require a distorted proportion. I can model all sorts of buildings, the only painful part is of course texturing, because textures.com gets really repetitive after making a few buildings. But I think the graphics could use a lot of detailed ground decors, such as little rocks, tire tracks, etc. But I have a hard time finding those textures.
 

Rotorist

Rotorist Workshop
Developer
Joined
Jul 28, 2023
Messages
6
Location
TX
Rotorist
Would you be so kind as to talk a bit about how this game came to be? I believe a full-fledged game such as this must be a colossal project for just one guy. Did you do everything by yourself? How did you get inspiration? What were your motives?

Sure :)

It was started way back in 2014 or so, when I was contemplating a 3D top down zombie shooter with RPG elements. I was playing a game called "Dead Horde" (https://store.steampowered.com/app/27940/Dead_Horde/) which had an art style I kinda liked, but the gameplay was really bland, so I was thinking what if I made a zombie game with similar aesthetics but more in-depth mechanics and a better story? So I started working on a prototype, figuring out how to add animations to characters, writing AI (the AI was inspired by F.E.A.R.'s GOAP system), and you can see one of the earliest prototype videos: https://www.youtube.com/watch?v=TQmZ0IsS_VQ (you can browse my channel to see all my dev videos)

Later I thought the zombie theme was over-done, and I happened to play This War of Mine and thought it would be cool to make a top down shooter related to a besieged city like Sarajevo. I bought a bunch of books about the Bosnian war and read them to get inspiration. It didn't really work out because a city scene would be way too complicated to model for me. Also, I first envisioned a paused real time combat tactical gameplay, and even got it to work, but I realized that controlling just per character in a stealth setting felt really good (https://www.youtube.com/watch?v=RVEu2J5k88w) so I ditched the team tactical idea and focused on single character.

One day I had an epiphany, that why don't I just make a top down stalker? I had all the combat mechanics made already, and all it needed was a background story. Plus, it would be easy for me to model a rural russian setting since it didn't have to have a bunch of buildings to model. So by end of 2017 I had a full-feature demo released to the public (https://www.youtube.com/watch?v=uROEpiWRtlw)

Then my second kid was born, I was really busy taking care of the baby, and I also ran into a block with writing the story. So I did very little for the next two years, almost gonna abandon the project. Then COVID happened, I suddenly found myself no longer going to work or taking my older kid to school, so I decided to pick up the old project, simplified the scope, chopped up the big scene into small maps, and a year later I managed to complete it and release it. After that, it was just all about fixing the game according to player feedback and keep making DLCs :)
 

Tacgnol

Shitlord
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Joined
Oct 12, 2010
Messages
1,871,860
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
I grabbed this and all the DLCs recently when it was on sale. Looking forward to playing it in the near future.
 

Nikanuur

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Joined
Mar 1, 2021
Messages
1,703
Location
Ngranek
:lol:Rotorist
Would you be so kind as to talk a bit about how this game came to be? I believe a full-fledged game such as this must be a colossal project for just one guy. Did you do everything by yourself? How did you get inspiration? What were your motives?

Sure :)

It was started way back in 2014 or so, when I was contemplating a 3D top down zombie shooter with RPG elements. I was playing a game called "Dead Horde" (https://store.steampowered.com/app/27940/Dead_Horde/) which had an art style I kinda liked, but the gameplay was really bland, so I was thinking what if I made a zombie game with similar aesthetics but more in-depth mechanics and a better story? So I started working on a prototype, figuring out how to add animations to characters, writing AI (the AI was inspired by F.E.A.R.'s GOAP system), and you can see one of the earliest prototype videos: https://www.youtube.com/watch?v=TQmZ0IsS_VQ (you can browse my channel to see all my dev videos)

Later I thought the zombie theme was over-done, and I happened to play This War of Mine and thought it would be cool to make a top down shooter related to a besieged city like Sarajevo. I bought a bunch of books about the Bosnian war and read them to get inspiration. It didn't really work out because a city scene would be way too complicated to model for me. Also, I first envisioned a paused real time combat tactical gameplay, and even got it to work, but I realized that controlling just per character in a stealth setting felt really good (https://www.youtube.com/watch?v=RVEu2J5k88w) so I ditched the team tactical idea and focused on single character.

One day I had an epiphany, that why don't I just make a top down stalker? I had all the combat mechanics made already, and all it needed was a background story. Plus, it would be easy for me to model a rural russian setting since it didn't have to have a bunch of buildings to model. So by end of 2017 I had a full-feature demo released to the public (https://www.youtube.com/watch?v=uROEpiWRtlw)

Then my second kid was born, I was really busy taking care of the baby, and I also ran into a block with writing the story. So I did very little for the next two years, almost gonna abandon the project. Then COVID happened, I suddenly found myself no longer going to work or taking my older kid to school, so I decided to pick up the old project, simplified the scope, chopped up the big scene into small maps, and a year later I managed to complete it and release it. After that, it was just all about fixing the game according to player feedback and keep making DLCs :)
So, you have two kids and you create games as a sole developer... Are you like Will 21 Char, chugging energy drinks by gallones or something? Only 3 years of development of a game with pretty advanced features in just one person.
 

mkultra

Augur
Joined
Feb 27, 2012
Messages
478
Rotorist

You can use skew tool in photoshop to adjust the textures for your needs.
what textures would that be? this is a 3D game, if they require adjustments you should do it in the UV-mapping.
Skewed perspective on a 3D model will not look good.
 
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cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,944
Shadow Master (English) Ready for Open Beta!
Hello Ghoul Hunters!

Thank you for patiently waiting. I have finally finished the work for Shadow Master DLC, and it's now ready for free open BETA!

Please note that currently I only have English version of it, because there are quite a bit of new dialogue in a new quest line, with a long story about Haruko's past, so I just need to finish polishing the English version before committing it to translation.

But if you are interested in playing the English version, please follow below steps:

1. Disable Steam cloud save for Tunguska

2. Back up all the files under C:\Users\<username>\AppData\LocalLow\RotoristWorkshop\Tunguska

3. Enable BETA build using password "shadowmaster" from the settings window on Steam for Tunguska

4. Once you launch the game, you should see version showing as "1.70-0 beta" and a crossbow in the main menu scene

5. You can either start a new game with the "Sticks & Stones" mode

6. Or if you already completed Haruko's military document quest, just go back to her and select the "Interview" option in her dialogue to start the assassination quest line

I hope you have fun with it, and please let me know if you notice something wrong :)



And now, some new changes added to the 1.70-0 patch:

- Changed the appearance of the Lucifer melee weapon, and reduced its inventory size

- Increased the body turning speed while holding a melee weapon, and this turning speed now depends on the weight of the weapon - heavier the weapon, slower you turn around

- Added more coverage attribute for the "Breast of Nachtkrapp" armor, while giving it a handicap which is a 30% increased footstep noise

- Corrected the stack size of the Repair Kit for RUS, UA, and Chinese. They should not stack.
 

mkultra

Augur
Joined
Feb 27, 2012
Messages
478
Seems decent, but i think i will refund, i'm such a graphical whore unfortunately.

The assets used here belongs in games made some 20'ish years ago, makes very little sense. It reminds me of games like never winter nights 1 or so.

He could spend maybe $100-200 on modern stock assets to make the game look at least twice as good. Bet it would sell better and it could be advertised better with some pretty nice looking screens. I mean its not running on a 20 year old engine, Unity is capable of higher poly count than 800'ish for a tree and 20 for a rock..
Seems decent, but i think i will refund, i'm such a graphical whore unfortunately.

The assets used here belongs in games made some 20'ish years ago, makes very little sense. It reminds me of games like never winter nights 1 or so.

He could spend maybe $100-200 on modern stock assets to make the game look at least twice as good. Bet it would sell better and it could be advertised better with some pretty nice looking screens. I mean its not running on a 20 year old engine, Unity is capable of higher poly count than 800'ish for a tree and 20 for a rock..
lol 200 dollars barely buys you a few car models. Besides, nobody makes post-apocalyptic soviet environments :)
Which asset store are you looking at?
There are many assets from $1-$10, tons of free ones too (though of course one need to read what kind of license it comes with). I'd absolutely look outside of Unity Assetstore, i took a quick look and it seems very expensive there, there are hundreds of other places.

What defines post-apocalyptic is mostly in the texture department or that it looks somewhat broken, quite easy to add i would say. So even if there might not be many post apocalyptic assets many can easily be adapted.

When i worked for Kenshi (which is also a kind of post apoc. RPG) all the assets for that game he purchased in the OGRE asset store (i believe it was), i was quite impressed with the character animations and buildings he had found for the game (might not look impressive today, but this was 11 years ago).

I could probably provide you with free assets (trees and flora / groundcovers) and post apocalyptic textures which have quite a few of, for free / for a mention in credits. PM if you're interested. My biggest graphical mod (Skyrim Flora Overhaul) have ~4m unique downloads, if that counts for anything, and like mentioned i also did some work for Kenshi (some trees, flora, textures).

I would love to have some flora/ground textures :) That would be great!

The thing with the assets in asset store is that they don't fit my needs. Tunguska is a top down game which means the buildings need to be more wider than usual, and walls must be less tall to look more comfortable from way above. I require a distorted proportion. I can model all sorts of buildings, the only painful part is of course texturing, because textures.com gets really repetitive after making a few buildings. But I think the graphics could use a lot of detailed ground decors, such as little rocks, tire tracks, etc. But I have a hard time finding those textures.
When i have the time i will look through what i have i can create a package for you. I will PM you here.
 

Stavrophore

Most trustworthy slavic man
Patron
Vatnik
Joined
Aug 17, 2016
Messages
14,028
Location
don't identify with EU-NPC land
Strap Yourselves In
That just an idea. Normally you project texture flatly on the model with uv grid, like walls in tunguska, and normally the engine would warp the view and adjust rendering/transforms of the textures and models, so idk what rotorist problem is. If the engine is made in a way that needs feeding textures that are preprocessed in shape, then thats some bad stuff. Not talking about sprites obviously.
 

Rotorist

Rotorist Workshop
Developer
Joined
Jul 28, 2023
Messages
6
Location
TX
Seems decent, but i think i will refund, i'm such a graphical whore unfortunately.

The assets used here belongs in games made some 20'ish years ago, makes very little sense. It reminds me of games like never winter nights 1 or so.

He could spend maybe $100-200 on modern stock assets to make the game look at least twice as good. Bet it would sell better and it could be advertised better with some pretty nice looking screens. I mean its not running on a 20 year old engine, Unity is capable of higher poly count than 800'ish for a tree and 20 for a rock..
lol 200 dollars barely buys you a few car models. Besides, nobody makes post-apocalyptic soviet environments :)
Which asset store are you looking at?
There are many assets from $1-$10, tons of free ones too (though of course one need to read what kind of license it comes with). I'd absolutely look outside of Unity Assetstore, i took a quick look and it seems very expensive there, there are hundreds of other places.

What defines post-apocalyptic is mostly in the texture department or that it looks somewhat broken, quite easy to add i would say. So even if there might not be many post apocalyptic assets many can easily be adapted.

When i worked for Kenshi (which is also a kind of post apoc. RPG) all the assets for that game he purchased in the OGRE asset store (i believe it was), i was quite impressed with the character animations and buildings he had found for the game (might not look impressive today, but this was 11 years ago).

I could probably provide you with free assets (trees and flora / groundcovers) and post apocalyptic textures which have quite a few of, for free / for a mention in credits. PM if you're interested. My biggest graphical mod (Skyrim Flora Overhaul) have ~4m unique downloads, if that counts for anything, and like mentioned i also did some work for Kenshi (some trees, flora, textures).
I'm sorry for all the confusion in the private messages. For some reason, this site only lets me write messages/reply sometimes. Like in this thread, I can only reply to the posts in the first two pages. And in private messages, I can only reply like twice, and then the text box for reply will disappear, not allowing me to type anything. It seems to be some kind messy way to limit new users like me from over-posting, lol
 

mkultra

Augur
Joined
Feb 27, 2012
Messages
478
Seems decent, but i think i will refund, i'm such a graphical whore unfortunately.

The assets used here belongs in games made some 20'ish years ago, makes very little sense. It reminds me of games like never winter nights 1 or so.

He could spend maybe $100-200 on modern stock assets to make the game look at least twice as good. Bet it would sell better and it could be advertised better with some pretty nice looking screens. I mean its not running on a 20 year old engine, Unity is capable of higher poly count than 800'ish for a tree and 20 for a rock..
lol 200 dollars barely buys you a few car models. Besides, nobody makes post-apocalyptic soviet environments :)
Which asset store are you looking at?
There are many assets from $1-$10, tons of free ones too (though of course one need to read what kind of license it comes with). I'd absolutely look outside of Unity Assetstore, i took a quick look and it seems very expensive there, there are hundreds of other places.

What defines post-apocalyptic is mostly in the texture department or that it looks somewhat broken, quite easy to add i would say. So even if there might not be many post apocalyptic assets many can easily be adapted.

When i worked for Kenshi (which is also a kind of post apoc. RPG) all the assets for that game he purchased in the OGRE asset store (i believe it was), i was quite impressed with the character animations and buildings he had found for the game (might not look impressive today, but this was 11 years ago).

I could probably provide you with free assets (trees and flora / groundcovers) and post apocalyptic textures which have quite a few of, for free / for a mention in credits. PM if you're interested. My biggest graphical mod (Skyrim Flora Overhaul) have ~4m unique downloads, if that counts for anything, and like mentioned i also did some work for Kenshi (some trees, flora, textures).
I'm sorry for all the confusion in the private messages. For some reason, this site only lets me write messages/reply sometimes. Like in this thread, I can only reply to the posts in the first two pages. And in private messages, I can only reply like twice, and then the text box for reply will disappear, not allowing me to type anything. It seems to be some kind messy way to limit new users like me from over-posting, lol
no worries, just email me instead and we can continue conversing normally. I sent my email adress in my first PM to you.
 

Rean

Head Codexian Weeb
Patron
Joined
Nov 14, 2020
Messages
2,121
Strap Yourselves In
I'm sorry for all the confusion in the private messages. For some reason, this site only lets me write messages/reply sometimes. Like in this thread, I can only reply to the posts in the first two pages. And in private messages, I can only reply like twice, and then the text box for reply will disappear, not allowing me to type anything. It seems to be some kind messy way to limit new users like me from over-posting, lol

Infinitron Dev tag this gentleman.
 

Rotorist

Rotorist Workshop
Developer
Joined
Jul 28, 2023
Messages
6
Location
TX
Hello Ghoul Hunters :)

For the last two months I've been working on a DLC. So tomorrow (most likely) I'll be releasing this new Shadow Master DLC for Melee/Stealth lovers :)

- A new game mode called "Sticks and Stones", where you are not allowed to use any guns - only melee weapons ("sticks") and grenades ("stones").

- New melee weapon: Sledge Hammer, which has an enormous blunt damage that crushes through armor!

- New melee weapon: Combat Knife, which is not only the fastest melee weapon, but also allows you to perform a fast stealth kill against humans, and magnified damage against unaware ghouls.

- New thrown weapon: Smoke Grenade. It can be used to block enemy's sight so that you can get away from sticky situations!

- Another cool melee weapon that is a quest reward - let's find out!

- New ranged weapon: Ballistic Knife, which silently shoots a knife for a short range and can be paired with the Ballistic Shield.

- New crossbow bolt type: Explosive-Tip Bolt, which explodes upon impact.

- New armor: the "Death Shroud" Stealth Armor, which reduces visibility at night and also reduces player's footstep noise.

- New hitman quests where you will be given a target to silently eliminate for some blood money! This quest line is provided by Haruko after you give her the military documents.

- A complete recount of Haruko's life story, provided to the player as they go through the hitman quest.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,517
Rotorist what does NYPD background do? What exactly does "higher armor efficiency" mean?

Why description has to be so vague. There are no wikis or guides that explain your game in detail you know.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,944
Major Gameplay Updates! & Slaughterhouse DLC Progress Report
Dear Ghoul Hunters,

Happy New Year! I hope we are all starting 2024 on a good note! I spent the last two weeks collecting some feedback from the Steam Winter Sale, and made a huge list of updates to the game. Of course, I did find time to work on the Slaughterhouse DLC, and I believe we are very close to an early access beta! You can now see the main menu button for the Slaughterhouse mode, and when the beta begins (maybe next weekend!) everyone will be able to play the first quarter of the game.

Make sure to wishlist the DLC so that you don't miss the launch discount!

Now, here's the list of major changes in 1.77. Since there are so many changes, I might have broken a thing or two... Please let me know if you notice anything wrong!

- Revamped the Tunguska Syndrome and Visitations:

1. Visitations will no longer remove your T Syndrome
2. Vodka is now a medicine to treat early stage T Syndrome, but its effectiveness reduces as your T syndrome progresses. It becomes completely useless at 60% infected, after that you'll have to use RP serum.
3. When under 20% T Syndrome, you will not receive extra damage.
4. RP serum now removes more T syndrome than before
5. T syndrome alert symbol on the left side of the screen will only show up if it's above 20%. The same goes with radiation alert.
6. Tutorial has been updated accordingly, but if you have already unlocked the tutorial, it remains as the old text.

- Revamped bleeding mechanism:

1. Bleeding now happens less frequently, but more severe
2. Reduced the flashing frequency of the blood on screen while bleeding
3. The heartbeat sound will not play until bleeding gets very severe. For minor bleeding, you'll just see the flashing blood drop icon on the left side
4. Bandages now reduces the duration of the bleeding effect rather than severity, this way you can judge whether to use additional bandages based on remaining duration (by looking at how quickly the bleeding icon flashes. Slower flash means the bleeding is almost over).

- Revamped drunkness effects:

1. When you are drunk, you will now have a little bit of difficulty trying to walk straight.
2. Reduced the blurriness and distortion effects

- Added a floating pier at the Lake Kraken in Ravenwood. This way you can spawn a bit further away from the enemies when you go there by boat. There are a lot of covers on the pier for you to use if you choose to lure the enemies to the pier and fight them.

- You can now choose destinations when traveling by certain boats in the game

- You can now use the boat at the swamp village (Haruko) right after you bring the recipe book to her. It'll take you directly to the swamp cottage.

- Added new stealth kill animation for the Combat Knife. Much thanks to Rolanzi! The combat knife will kill a target within 2 seconds, but it will not be silent. Nearby guards will hear it.

- Now up to two NPCs will respond to nearby disturbances at the same time.

- Increased the reputation buff after you kill enemies during an invasion event.

- Increased max durability of LMGs

- Changed the names of some control schemes to make better sense:

FIxed -> ARPG
Panned -> TwinStick
Mouselook -> Hybrid

- Added a warning message when you under-sell your item (for less than what they are worth), but the trade will still complete.

- Fixed the looter spawn locations during air drop event. This way they won't spawn right behind you when you are looting the air drop crate

- Also the game will choose the farthest spawn location from the player to spawn looters

- Improved the range of quick-throw of throwing knives (without spins)

- Now torches will show name tag when you hover over them.

- Fixed a bug with NPCs still aiming with their gun after death

- Fixed bug with NPCs spawning on some roofs in Ravenwood

- Fixed a bug with player getting stuck inside the wall when trying to stand up under the guard post stairs

- Fixed a bug with player possibly falling through the floor inside Zernaskaya church

- Stink gourds will now work anywhere, not just on the terrain

- Fixed a bug with machine sound not playing after loading a save
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,944
Bandages Revamp And More! (1.78 Update)
After considering some recent feedbacks, I have decided to rework the current bandages system. The goal is to make bleeding more of a tactical challenge than an annoyance that is avoided simply by spamming bandages. Bleeding management is now more in-depth!

- Applying bandages from backpack or directly from pocket F1-F5 now triggers an animation (of you wrapping your arm). You cannot attack/move during this animation, so you have to be careful. If you have unlocked the Tight Wrap medicine perk (40 points), this animation will play faster.

- After applying bandages while bleeding, you will see a "reduce bleeding" stat boost icon. While the icon is active, your bandaging is gradually reducing the remaining time of bleeding. You cannot apply another bandaging until the icon goes away.

- If you hear heartbeat sound it means you are bleeding very heavily!

- You can now use the scrap cloth found on dead NPCs as simple bandages. It won't restore your health and will only reduce a small amount of bleeding time.

- When you are bleeding, if you engage in any activities that reduces stamina, your bleeding severity (not the duration) will very slowly go up. But if you stay calm without using stamina, the bleeding severity will slowly go down.

- Rebalanced the bleeding property of all weapons.

- Reduced the amount of bleeding if you are hit by a melee weapon over the body area not covered by armor.

- If any NPC is bleeding, you will now see a bleeding icon next to their name tag.

- For any elite/essential NPCs (bosses), you will now see their health level on their name tag.

- Added stabbing sound when you do a stealth kill with the combat knife.

- Enemies will say something when they are startled by louder noises. Previously, they will only speak if the noise is very small, like a thrown rock. This way if your gunshot/explosion/kill startles an NPC, you will hear him saying "what?" thus alerting you to hide.

- Fixed a bug with pocket item icon on the HUD doesn't go away even if there's nothing in that pocket

- Some level exits will only check if enemies are looking for you rather than their distance from you. This way you can leave the map if you stay off the radar even if they are near.

- Fixed a bug with high value items showing double prefixes

- Fixed a bug with not able to left-swing your combat knife after a stealth kill.

- Fixed a bug with current icon not going away when you pull out a melee weapon.
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,817
Patch and there is a demo for the Slaughterhouse DLC in game now, seems he is looking for some player feedback: https://store.steampowered.com/news/app/1601970/view/3944657442713551444
Slaughterhouse DLC Demo is Now Live!
Thank you all for your patience in the past three months :) I have now completed enough mechanics in the Slaughterhouse DLC to start a demo! To play the demo, simply launch the game (version 1.78-4) and click "Slaughterhouse" option in the main menu, and then click "Start New".

The demo offer the first level of survival mode, where you can fight until Valentin's strength is reduced to 75%, after which a boss will show up. The demo ends upon the death of the boss and his minions.

The difficulty of the demo is intentionally left high, so that I can collect feedback and know what to adjust. Please feel free to post in the Community forum or in the Discord channel if you want to leave me some feedback.

And make sure to wishlist the DLC :)



Finally, here's the list of other fixes and changes included in 1.78-4:

- Gun's default crosshair expansion size now varies depending on its accuracy

- Fixed an issue with jump/rolling not able to clear gaps

- Fixed an issue with mouse cursor not hidden while using the Radial Menu

- Fixed a bug with player start sprinting from a crouched position, which leaves the player hitbox and other parameters at the crouching mode

- Disabled using bandages while performing actions such as reloading

- Fixed a bug with motorcycle showing negative number for condition and fuel

- Added footstep sounds for jumping

- Fixed a bug with essential character spawner spitting error during save

- When loading game, the tutorial text will sync with the database

- Crows will try to avoid the player and will not land on any corpses too close to the player

- NPCs will avoid looting essential character's dead bodies and steal important loot
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,936
These are all great additions, but god damn is the game slow as hell. Im not sure I have it in me to go through the learning process for this one.
 

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