Pathogenesis: Overcome cover
Pathogenesis: Overcome screenshot
Genre: Role-playing (RPG)

Pathogenesis: Overcome

Patch Note 0.210

Overview.


This is an interim technical update. We've done a lot of work on refactoring the NPC creation system, cleaned up all the unnecessary stuff and made the main systems much easier. Along the way we added new mechanics, improved existing ones, fixed a lot of old bugs and added new ones.

More Details.


Characters in the game are complex creatures, which at the time of generation are assembled from a variety of different modules: body, skin, head, hair, clothing, shoes, accessories, equipment, weapons, condition. All these data arrays need to be processed quickly when creating a character and calculated on the fly during further play. This is what the NPC creation system does.

And of course all this complex bunch requires a lot of resources. So the task of refactoring was very important - the more we make the basic system lighter, the more resources will be available for the artificial intelligence to handle. We want NPCs not just to stand there, but to surprise and make the player sweat, don't we?

The next stage will be the implementation of the AI system for human characters. The task is not easy, but we have already created the basic systems, which will now be refactored and expanded, as hard as one might guess. Especially the AI of group behavior of characters.

In general, all the technical work done is not visible to players. But players will notice a decrease in the number of freezes when moving around the location, increase and stabilization of fps, and faster loading of the game.

But that's not all we've been doing. We fixed and improved a lot of mechanics and systems along the way:

  • Added localization to languages: Chinese Simplified, Japanese, Korean, Portuguese Brazilian, German, French.
  • Updated the start screen, which now displays the character in all equipment and with all the arsenal from the last save. New original music theme to enhance the atmosphere is included.
  • Kicking has been improved. Kicking opponents has become much more effective and easier.
  • Improved camera behavior in aiming mode.
  • Improved aiming at body parts of enemies. Aiming and shooting became more comfortable.
  • Expanded informativeness of tooltips and description of muzzle modules. Now you won't have to guess for what firearm the found muzzle device is suitable.
  • Improved indicators in the inventory. It became much clearer to determine the compatibility of firearm modules.
  • Added indication of enemies visible for the playable character, but not visible for the player.
  • Added ability to aim, hit and interact with enemies hidden for the player behind obstacles, but visible for the playable character.
  • Improved the sounds of the character's actions, as well as expanded the sound filling of the game world.
  • Fixed a ton of bugs and, by tradition, added many new ones. To fix which we rely on your feedback and comments.

Misc fixes

Some misc fixes

Patch Note 0.177

This update is mostly about optimizing systems and improving performance.

Overview



  • Optimization.
  • Bug fixes.
  • Key binding.
  • Bonus: personal torchlight.


Optimization


Unreal Engine 5 is a great engine with innovative technologies, but the trouble with all these innovations is a lot of bugs in the engine itself, which we have to fix by our own efforts or bypass, waiting for Epics to fix them in the next engine update. So there will be many more updates like this as development progresses.

Key binding


The promised long-awaited ability to reassign control keys. I think our friends from France will be especially happy. (Salut!)

Bug fixes


It's simple here. Many old bugs have been fixed and quite a few new ones have been added for sure. Which we will fix as they are spotted. We count on your feedback and comments.

Torchlight


People have been asking for a long time, something to not get lost in the dark, until they found a weapon flashlight. So the solution was so simple that we wonder how we did not think of it before -_-

The character has a smartwatch, which can now be used as a torchlight (default key U). In the future we will add more head and helmet lights to illuminate the space around the character.

Next plans


And we are starting to bring NPC people back into the game. Friendly, neutral, hostile. And expansion of combat systems. Unlike the infected, armed enemies can shoot back. So cover and defense systems will be needed as well.

Patch Note 0.147

Save System


The main task is done! The saving system is ready. We had to do a lot of work due to the complexity of the game structure and a lot of data. But we have coped and now you can save the game manually in separate slots or use quick save (F5) and load (F9).

No more regret about losing progress when quitting the game and having to start all over again. You can save as many times as you want and at any time, except when your character is in combat or performing an active action.

Interface


The interface of the game has been updated. We changed the style, fonts, expanded and corrected graphics and sound settings. The process is not finished yet, but the necessary part is already done. The next step will be the addition of the (long promised) ability to assign keys in the control settings.

Refactoring


In parallel, a lot of work has been done on refactoring and making improvements to already created systems. Work that is not visible to players, but is very important for future development. This is not counting fixing tons of bugs, which would take a separate canvas to list.

Content


In addition to engineering, we've added a variety of new content:

  • Replenished the animations of the infected.
  • Added a lot of interior and exterior items.
  • Expanded the library of sounds produced by the character, the infected and the environment.


We have a lot of work to do fixing the remaining bugs, implementing new systems, and adding content. Your support and feedback is still as important to us as ever. Let us know what you find, your ideas and suggestions in any way you can. Thank you for being with us and continuing to believe in our project!

Patch Note 0.120.1

Save system


Ready:

  • Manual saving and loading into a single slot.
  • Saving the character's position and state.
  • Saving the contents of the character's inventory.
  • Saving time of day and weather.
  • Saving items in the world.

In Progress:

  • Saving the state of the AI.
  • Saving the contents and state of interactive objects.
  • Ability to save to multiple slots, auto save.

AI



  • Progression and expansion of infected behavior.
  • Optimization and refactoring of the AI system.

Stealth sound


Ready:

  • Added accounting for the range of sound propagation produced by a character.
  • Silencers significantly reduce the range of shot sound propagation.
  • Posture, movement speed, gear, and clothing affect the range of sound produced by a character's actions.

Fixes



  • Fixed bugs with interaction of interactive objects.
  • Fixed errors with displaying hints on objects.
  • Fixed bugs when interacting with items in inventory.
  • Expanded possibilities to manage items in the inventory.
  • Minor bug fixes.

Patch Note 0.115.5

Main


Transition to direct WASD control has been completed.
Refactoring of all related systems.

New control


With the transition to the new control type, the character control keys have changed accordingly.
Updated control guides will be posted soon.

Changed control keys:


W A S D - Character Movement.
SHIFT - Sprint.
Space - Roll.
Alt - Parkour.
RMB - Rotate camera.
MMB - Free Camera Mode.
Mouse Wheel - Camera Zoom.
Ctrl - Free aiming mode.
X - Scanner

Changes



  • Changed camera position and perspective parameters.
  • Changed character movement relative to the camera.
  • Added fixing the character's focus on the camera rotation point in combat mode.
  • Camera rotation affects the direction of the character's movement.
  • Complete refactoring of the system of obstacle climbing for the character.
  • Redesigned system of character generation.
  • Expanded functionality of inventory and interaction with items.
  • Expanded the system of displaying tooltips.
  • Expanded the structure and functionality of the player's HUD.
  • Added accounting and control of the weight of items in the inventory and the impact on character behavior.
  • Refactoring of the targeting system, weapon behavior and shooting.
  • Refactoring of the damage and damage system.
  • Dodges replaced with rolls for greater character maneuverability.
  • Refactoring and expanding the melee logic.
  • Refactoring of the system of interaction with interactive objects.
  • Added the ability to place items in containers.
  • Changed the structure of buildings and the definition of the character's position in closed spaces.
  • Refactoring of environment assemblies and generation of flora and objects on the landscape.
  • Refactoring, optimization and expansion of infected enemies' AI.
  • Optimization of numerous logical systems, bug fixes leading to crashes, etc.
  • Updating of environment assets.
  • Changes in the game location and the order of appearance of useful items.


Fixes



  • Fixed character movement at different speeds and positions.
  • Fixed character orientation when performing actions in combat mode.
  • Fixed character control errors when interacting with the inventory.
  • Fixed functioning of weapon modules.
  • Fixes incorrect behavior of weapons in combat mode.
  • Fixes behavior and display of weapon dispersion ellipse.
  • Fixes to the direction of strikes in melee combat.
  • Fixes to character animations and IK system.
  • Fixes to the navigation system for AI enemies.

DEV BLOG #3 | Direct WASD control



It's been a while since we've had any news. As the folk wisdom says - "Time flies by unnoticed behind hard work". So, we have a significant update coming soon and it's time to tell you a little about the work we've done.

First of all, we always listen to the opinion of our audience. Of course, we do not always realize all the wishes, for many reasons. But we carefully read, analyze and consider all feedback, whatever it may be.

And the first result - We made an important decision and completely replaced indirect character control with Direct WASD control.

The task was not an easy one. Changing the control system affects all other systems of the character, which also underwent refactoring: object interaction system, parkour system, aiming and shooting, camera control. It was a lot of work, but we made it through.

Of course, we were not only busy with control replacement during this period. I will describe in more detail in the patch note, but in brief here is the list:

  • Expanded the damage system to handle complex types of damage and negative effects of various weapons: firearms, cold, explosive. The next stage will bring back cold and explosive weapons, also add protective abilities to elements of clothing and equipment.
  • Refactoring of the AI system. This is a necessary process in terms of optimization and as a preparatory stage for the return of AI human enemies. Also expanded the behavior of infected, to counteract became a little more interesting and difficult.
  • Multiple bug fixes, most of which were identified by you, for this special thanks! However, it doesn't guarantee that we haven't created just as many new ones. But that's okay, we'll catch them and fix with your help.
  • And of course art content. Artists are working hard according to the master plan.


The update will be released soon, literally in the next few days.
Join us on Discord for more up-to-date information.

Update 0.106.2

Progress


- Inventory usability progress.
- In customization mode, all inappropriate items are hidden in the inventory.
- Added hotkeys for easy interaction with objects.
- Added compact special SR-3M "Vihr" assault rifle and a steel magazine to it.
- Updated grass and foliage.
- Some changes on Raskolovo location.

Changes


- Changed priorities for auto-sorting items in inventory.
- Realistic character dodges have been replaced by more familiar to players, rolls.

Fixes


- Fixes to the aiming assist system.
- Corrections in the system of aiming and orientation of the character in combat mode.
- Edits to the display of the aiming mark.
- Fixes the behavior of weapons in the hands of the character.
- Fixes a bug with disabling interaction with objects.
- Fixed bug with affecting navigation when interacting with objects.
- Fixed bug with disappearance of item tooltips.
- Text edits to item names and descriptions.
- Fixes in the inventory system.
- Fixed bug with weapon reloading while taking damage.
- Fixed bug with pointing at stunned enemies.
- Fixed bug with transferring ammo from inventory to magazines.
- Edits vegetation materials leading to the appearance of artifacts.
- Fixed a bug causing the character to rotate during parkour.
- Edit flashlight state when switching modes.
- Fixing a bug with the display in the sights.
- Refactoring of many systems.
- Many other fixes.

Hotfix 0.103.5

Small fixes

Patch Note 0.103.4

Aiming



  • By default, the character holds the weapon parallel to the ground. That is, now you can shoot in the desired direction without pointing the cursor directly at the enemy.
  • Free aiming is available while holding the Ctrl key (the scanner is activated by the X key).
  • Aiming Assist. Now there is no need to hold the aiming cursor exactly on the enemy. The character himself aims at the enemy's body parts that are under the area of the aiming cursor.


Melee



  • To break out of a grapple now use the keys: F, Tab or LMB.


Item information



  • The information displayed (specifics and description) about items in the pop-up tooltips has been significantly expanded.


Enemies



  • Infected can now parkour: climbing on high places, crossing obstacles, jumping over walls and fences.
  • Infected can wound the game character's legs.


Survival



  • A single tourniquet stops any type of bleeding.
  • The character is affected by the weight of items and equipment.
  • A character's maximum carrying capacity is limited to 80 kg.
  • Heavy weight of equipment leads to rapid stamina consumption and reduced movement speed.


Inventory



  • Consumable items (medicines, drinks, food) can be used in the inventory by pressing RMB and selecting the "use" action.
  • In the inventory, wounds and injuries are displayed on the character.
  • Medicines, tourniquets and bandages can be used by dragging on the injured body part.


Spotted bugs


Bugs affecting gameplay. In the process of fixing:

  • Unable to interact with some random containers.
  • Under some conditions it completely lost the ability to interact with interactive objects. The fix is to hold RMB while interacting with objects.