[p]Dear Ghoul Hunters,[/p][p][/p][p]It's been a while! Today I'm bringing to you a small update for Tunguska: The Visitation, along with a dev progress update for Tunguska 2: Whitefall![/p][p][/p][p]First thing first: the small update 1.94-1 consists of 3 new option settings: Left Trigger Deadzone, Right Trigger Deadzone 1, and Right Trigger Deadzone 2. This is to accommodate rare occasions when a controller's triggers are wearing out and can't reach 100% depressed. Especially for the right trigger - when you shoot an automatic weapon, there's a 2-stage trigger action with two deadzone settings. If it's depressed between the two thresholds, the gun doesn't fire but also won't release the current locked target. This is to prevent moving from one target to another unintentionally in-between bursts.[/p][p][/p][p]Now, let's get to the more exciting part! After six months of work, I finished the building models required for the tech demo for Tunguska 2. I'm moving on to sculpting the terrains now, and after that, start coding new features and new UI. The goal is still set to releasing a tech demo in the first half of 2026. [/p][p][/p][p]Let me show you some of the modeling work I have done. Once the terrains are created, all these buildings will look really nice with all the windows/doors, pretty background, and proper lighting :)[/p][p][/p]
- When aiming with controller and holding RB (combo) to adjust aim height, the aiming lock-on will be more "sticky" to avoid accidentally losing the target.
- Moved the workbench in Continental Rangers camp so that it can be accessed right away instead of having to wait until their armory is unlocked.
- You can now kill ravens with throwing knife and explosives.
- When talking to Stefan, he will not give player the quest until later when player is more "ready" for it, to avoid confusing and overwhelming the player.
- Fixed some doors that ghouls can clip through.
- The "Hercules" skill perk will now allow throwing knives to be thrown farther
- Fixed the colliders of some thrown items so that they won't clip through the ground
- Fixed an issue with Mortes not placed correctly in the player house display case
Update 1.93-8 Patch Notes
- Corrected the tutorial that says motorcycle requires Deadzone DLC: it doesn't
- Fixed controller inventory management issue where the squire cursor can't leave the grid in some locations
- Dive roll/somersault action will also evade 70% of the bullets hitting the player, in addition to 100% of the melee damage
- Fixed a bug with easter egg #9 can't be picked up using the ARPG/ARPG2 control scheme
- Lightnings will no longer continuously flash when the game is paused
- Fixed a bug with 7.62x38mm bullet casing can't be collected with the brass catcher
Update 1.93-7 Patch Notes
- Fixed a null pointer error when opening the distiller
- Shortened the grenade/rock throwing animation so that player can get back to action sooner
- The item information sheet will no longer open when splitting a item stack
- Fixed an issue where the controller can't press X button to split a stack of items when the recipe is open
Update 1.93-6 Patch Notes
- Fixed a bug with metal cage geometry (Slaughterhouse) that can get player stuck to it
- Added "Bone Prong" item to Slaughterhouse for purchase during intermission, which can be used to craft AP rounds
- Readjusted the position of item info sheet so that it won't clip out of screen
- When crafting serum/food, when you place items into the ingredient box, you'll see an indicator of potential quality of the product in the "product" box. This way you'll know if your selection of ingredients can result in superior or premium product.
Update 1.93-5 Patch Notes
- You can now add a recipe note to your recipe book by dropping it onto the book. Nothing big, just another way to perform the same action for immersion.
- The "grungy note" (CW1 recipe) can also be added to the recipe book
- You can now hold X key to show "!" marker on dead ravens
- Improved the spawn mechanism of ravens. After clearing all the ravens of a location, if you haven't been here for a long time, and then visit it again, it can respawn more than one ravens.
- (This is big!) You can now create superior/premium food or serum without having to have all the relevant ingredients be of superior/premium quality. Instead, the game will calculate a "quality score" based on each ingredient, and decide on the final product quality based on an average. In other words, as long as most of the ingredients are high quality, the end product can be high quality.
If you really want to know the calculation:
Normal ingredient = 0 pt Superior ingredient = 1 pt Premium ingredient = 2 pt
Avg score required for superior product: > 0.5 Avg score required for premium product: >= 1.5
The Next Chapter of Tunguska!
Dear Ghoul Hunters,
I'm very excited to share with you what I have been working on since the beginning of the year: the next installment of Tunguska Exclusion Zone!
A New Journey
My dream is to bring the gameplay experience even closer to my favorite book: Roadside Picnic - than anyone has done before. Without spoiling the storyline too much - in Tunguska 2, you will play as a researcher working for a powerful faction: The Vanguard. You'll face a much more formidable Zone this time, which alternates between a "normal period" and "Whitefall period".
During the Whitefall period, the Zone will be covered in a snow-like substance that absorbs energy from everything, but at the same time bridges our world to a world of higher dimensions. During this time, "Empties" will appear that can be collected which provides invaluable functions to sustain the human race. However, the truly rare ones can only be found via "trapping", a method that prompts factions to fight against each other before and during Whitefall for the best chance to catch rare Empties.
But other humans and even mutants will be the last of your worries. A new, invincible enemy, referred to as "Dimensional Beings", will cast their presence over the artifact hunters, endangering their lives and spoils. At the same time, the extremely cold condition during Whitefall will keep you on your toes, trying to survive against all odds to bring those precious Empties back home.
Follow The Progress
There are so much exciting things about Tunguska 2 that I want to share with you, but I've been rambling too much! I will share more details and development updates as I work on the game. Come check out the home page of Tunguska 2, make sure you add it to your wishlist, and click the "Follow" button to be notified whenever I have something new to show!
P.S. Today I just finished arranging the layout of the Vanguard main base. Does it remind you of anything?
Quick bug fix
I finally found the issue with Easter egg #9 missing. This update fixes it, but for older saves the egg might be gone. So in this update I made the birds also drop egg #9 so that the egghunt can be completed. Sorry about the trouble!
Update 1.93-4 Patch Notes
- Adjusted the explosive damage of landmines already present on the maps (against the player)
- Added 2560x1600 resolution support
- To reduce the amount of inventory management work, I made it so that under the following circumstances, the game will try to put the items back to player's backpack; and if anything can't fit, they'll be dropped on the ground with a warning message:
1. When closing the trading menu while some items are in the "sell" grid 2. When closing the serum crafting/cooking menu while some ingredients are in the "ingredients" grid, or if a serum is in the "product" box 3. When closing the workbench menu while any items are in the input/output grid 4. When closing the farming menu while any seed/fertilizer are in the boxes