The beta branch has a new patch ready for testing. We fixed a bunch of bugs you've reported and added a few enemies to some locations.
The changelog:
- damage from enemies guns has been increased
- FIXED - sometimes, during sleep the camp fire didn't provide enough heat
- FIXED - missing icons for the two new items: splint , handmade cooking pot
- FIXED - character could stuck in one animation cycle, usually jumping or falling
- FIXED - character had some difficulties ascending staircase in "The 16th Microraion Buildings 8 and 10"
- you can get call by burning any type of wood and not only small planks.
- 12 gauge casings are much easier to find now
- buildable structures will be shown on the mini map when you build them
- Antrazidol drop has been slightly increased
- some other fixes
Tomorrow will be another small patch that fixes bugs with achievements. Enemies will react better on noise and will break doors when they hear you.
Another big news. As you may already knew, we were going to release Frozen State in August and we finally have a firm release date which is 5 August. The price will go up by 2$, so starting from the 5th the game will cost 11.99$. Not a big bump, but if you wanted to grab a copy it's a good time.
Thank you,
Devs
Update 0.99 build 251
Hi all,
I'd like to thank everyone who's been sending us the bug reports and ideas, your contribution is priceless.
The latest patch is being moved into the default branch and now available to everyone. The current build was complied with a different version of unity, if the game doesn't start deleting the settings file should help.
The current patch contains a lot of fixes and improvements:
- Fixed - black trees ( it turned out that it was a unity bug. We had to switch to an older, but more stable version.)
- Fixed - equipped shovel may caused some frame rate drops
- Fixed - sometimes when you flip the car on the roof, it may not flip back on "wheels"
- Fixed - empty flask/thermoses didn't spawn in the inventory after consuming cooked food/ water.
- Fixed - enemies ragdolls have been readjusted. This should reduce the chance of "flying-corpses", but it's not perfect and we are still working on this
- Fixed - invisible soldier, I know it's been kinda fixed already, but it came back again.
- Fixed - human enemies could stuck in the idle animation. Weren't attacking the character or may just sliding toward him.
- Fixed - entrance in the severs on the map Grocery Store, Novator's Street
- Fixed - the NPC in the garage didn't talk to the character
- Fixed - the NPC in the woods didn't give a reward after completing his questline.
- Fixed - both mechanical and electronic lockpics may not unlock the locks even with a sufficient skill level
- Fixed - the mini map didn't show the buildings on the map "Warehouse"
- Fixed - a small exploit with free Antrazidol
- Fixed - enemies AI, sometimes humans didn't attack hybrids
- Fixed - cooked rice used to spawn an empty flask instead of a thermos
- focus vision works only when the character is crouching. You don't have to chance the stance to activate focus hearing. By pressing the "V" key, the character will change his/her stance automatically
- the weight of the water flasks with clean/dirty water has been reduced
- all hybrids has can drop more Andrazidol
- craftable cooking pot
- craftable splints to fix broken bones
- proofreading
- morphine was renamed to M-fine, and it's less effective against fractures
- some locations have more monsters and human enemies
- footprints were optimized to improve performance
- characters in hard mode will start with some basic items
known issues
- empty flasks/thermoses don't spawn if food/water was consumed from the cooking slot
Thank you,
Devs
Fixes! Version 0.96 Build 241
Hi all,
A patch note with some bug fixes.
- Some players might have black trees in certain locations - fixed
- Broken teleport in sewage on Novatorov street location
- The password from the locked bunker door (location Old Railroad) placed in the more visible place
- if you don't play the beta builds, this update will also fix the disappearance of water flasks and thermoses
Thank you,
Devs
Update -0.95 Build 239
Hi guys,
The new update is live on steam. Actually it was live since yesterday for those of you who have opted to the beta branch. As we have fixed some serious bugs, we are going to put the current build in the default branch.
Here is the changelog:
- black trees upon re-loading the game - Fixed
- food didn’t restore health - Fixed
- missing german intro - Fixed
- added new NPCs which provide some clues for thte main quest
- inconsistent footprints - Fixed
- humanoid enemies and NPC didn’t attack the hybrids - Fixed
- some animals could charge you endlessly - Fixed
- some other small fixes
Thank you,
Devs
Beta Branch: 0.94 Build 233
Hi there
There is a new build available in the beta branch. It contains a lot of bug fixes and a few new additions.
Changelog:
Unlimited food/water containers - Fixed
Snow can be collected almost anywhere on the map ( except indoors). You need to equip a spade or a handcrafted scoop and hold “E” to start collecting the snow.
New items : Spade and Handcrafted Scoop
The campfire smoke highlighted - FIxed
Broken drag-n-drop in the inventory - Fixed
Cooked food will stay fresh longer
Spoiled food has negative effects
Weapon disappearing - Fixed
Melee weapons break in one hit - Fixed
Game will be pauses when you Alt+Tab to switch between windows
Broken underground “teleport”, the character can spawn outside the location - Fixed
A door spawn in the bunker wall - Fixed
New ambient sounds
New items names have been added to the translation files
Updated colliders on the stairs in some buildings where the character could get stuck or had difficulties ascending them.
The localisations files are located in the game directory. You can edit them as you please, the changes will be updated immediately, but if you make any syntax error ( missing comma or bracket) the game will either stop loading or some items/words/sentences may become invisible or missing. Make yourself a copy before you start experimenting.
We know about the broken intro and the manual in the German localisation, I’ll fix it in a few days (probably tomorrow) and update the build.
One of the very annoying bugs that hasn’t been fixed yet is the “black trees”. It only happens, when you continue the game and never when you start new game.
We unsuccessfully spent the entire weekend trying to find what may caused it. The tricky part is that it doesn’t happen in the game engine and the log file has no errors. So, until we find a solution for this problem we are going to release all fixes and updates in the beta and test branches. If you play regularly and want to be up to date, I’d recommend to switch the game to the beta branch.
Thank you,
Devs
Update - 0.92 build 230
Hi all,
The new update is ready and up on Steam. Here are the most important changes:
- The cooking window ( the one you see interacting with the campfires) has changed and now cooking is slightly more realistic. You now need to have a container for cooking and another container for keeping the cooked food. The same scenarios applies for melting snow.
- The LUCH tabs are now have dedicated hotkeys, which instantly open up LUCH on the tab you want.
Inventory - I
Skills - K
Map - M
Manual - L
Info - O
Crafting - U
Journal - J
Building - B
- Hunger, fatigue and dehydration have been re-balanced and will build up slower by around 25%-30% depending on the character.
-The melee walking animations have been changed and now match the normal unarmed animation.
-The guns animations are now more smooth and accurate
-The dodging became more fluid and snappy
-The locations with summer houses have random cellars. They can spawn in different places but always near the houses.
- Ropes can be crafted
-Every character starts with 3 empty flasks, one camp pot and a thermos .The basics for cooking. When you use a flask with water an empty one will be added to your inventory. However, when you use a water flask in crafting the empty container doesn’t spawn. So be careful with your water in this update.
-28 achievements have been added and can be unlocked starting from this update
-Small notes from the citizens who lived in the city
-Attack range of some enemies has been slightly reduced to make dodging more predictable
- The watch tower has been fixed
- Multiple places where the character could stuck have been fixed. If you find a new one please report)
- The doors on the balconies in apartment buildings have a better trigger, easier to open from outside.
- Translating the game into other languages became easier. The folders with languages have been moved outside of the project and can be tweaked directly. All changes you make will be visible in the game immediately. I’m going to make a separate post on how to use it and how to add new languages
- Some other small bug fixes
Thank you,
Devs
Update - 0.88 build 217
Hi there,
The so long-awaited update is finally here! Thank you all for your patience!
There have been so many changes that I don’t know where to start, I guess I should begin with the main reason why we even started this big overhaul - the melee combat.
The melee combat, the animations and the overall controller have been reworked from scratch. Now, next to your health bar (yes the health bar has changed too) you’ve got another bar of the “quick stamina”, which depletes every time you hit something, dodge or sprint. The quick stamina regenerates on its own when you stay still or even walk. However, if you need to replenish it quickly in the combat you can drink a flask of water and it will restore instantly.
The dodge - you character can make a small jumps in all four directions to avoid being hit or just for fun of you like jumping around)In order to dodge just press the “Space”, by default the character jumps backwards. But, if you hold any of the “WASD” keys and press the “Space” he will jump in the direction of the pressed key. The jumps does not interpret other animations! So, if you start spamming the Space key in the middle of the attack animation nothing will happen. Also don’t forget to monitor the quick stamina, you cannot dodge when it’s too low.
The Sprint - have replaced the run. It works in exactly the same way (by pressing Caps/Shift) as the run used to work, except your character moves way faster and can sprint for a short period of time. But bare in mind that the sprint speed will depend on the type of weapon you hold in your hands. While sprinting you can hit the “Space” to make a leap. Now you can jump over very little obstacles, but we’re going to improve it.
The Crouch stance - have also received a new pack of animations and a few gameplay changes. When you perform a melee attack your character will automatically stand up and hit. Another way to quit the crouch stance quickly is by hitting the Space key, the character will jump back and stand up. Sometimes it can be very handy.
We have also added a bunch of small animations for falls, death, reload and so on.
The quick stamina bar can be upgraded by leveling up the Endurance, the max level will double the amount of the quick stamina.
All enemies have been re-balanced, especially the damage and the animations speed to fully employ the new combat system. The human enemies will no longer deal extra damage like bleeding and fractures with bare hands. The friendly NPCs have become tougher and harder to kill, so think twice before you attack them.
There are a few new locations, which contain the underground bunkers with some really good stuff. The current build has 65 fully explorable locations + some underground mini levels, which is quite a lot.
The docks’ door has been fixed and now can be opened with the key.
The weapon parts are now being generated along with the other loot, what make it easier to find.
The R key properly rotates the big building objects without canceling the blueprint.
Visual improvements - the day time became brighter and looks really gorgeous.
Added subtle snow particles that moves by the wind, they a more visible during the bad weather.
The enemy can be stunned, the stun chance depends on the character's damage and the amount of health of the enemy. In other words the bigger your damage and the weaker your opponent the higher the chance to get him stunned. We will add the visual indication of the stunned enemy in a few days, for now a stunned enemy will just stand still for a few seconds.
There are some other small bug fixes and improvements.
As always we are glad to hear your feedback and suggestions. For the next patch we’re going to focus on polishing the existing combat system and making the survival elements deeper.
Thank you,
Devs
Sneak peek at new combat system
Hi there,
I know, it's been rather quiet around here, but we've been busy reworking the new character controller and adding more animations. As you may know the game development is all about iterations. We'd love to make things faster, but very often, in order to find the most optimal solution one must make a dozen of bad ones. So, to fix the problem with our combat system, we decided to take some time and experiment to see what can be done. Actually since the last update we've made around three different controllers and all went to the rubbish bin.
This is the first glimpse on the new unarmed combat system, the one that we really like. There still won't be a blocking system, but your character will be able to jump back to dodge the enemies' blows.
http://gfycat.com/KeenGoldenDore
Thank you,
Devs
Happy New Year!
Hi all!
Hope you all have had great time during last week)
Unfortunately, I've caught a flu and I cannot spend much time in front of the monitor right now((( I'm writing it because there are new people on the forum and they have questions about the game, the old community members are doing the great job answering them. Thanks for the help guys!
Once I get better, I'll jump straight in and will answer every question)
Thank you and Happy New Year!
Alex Satori
Merry Christmas!
Hey all,
This is a small Christmas update to keep you guys in the loop. Right now we’re experimenting with the character controller and the melee combat, adding more animations and working on new locations. We also changed the lighting a bit what improved the overall look. All these things will come in the new year:) All our team wishes you a Merry Christmas and a Happy New Year!