- You can now assign a key for the "interact" function. If you reset key binding to default, it'll be F. And kicking will be Left Alt by default
- You can now cycle through objects near you using the mouse wheel up/down
- You can now use the Dpad on your controller to cycle through character models during character creation
- Added a tutorial for door kicking
- Tunguska Syndrome and Radiation will display at the same time on the dosimeter - no need to switch between them any more
- Added an indicator for the acoustic sensor so you know when it's turned on
- Added some sandbag barriers at player's house which will show up when you hire guards from Larry. If you already have the guards, you can disaband and rehire them to get the sandbags
- Fixed a bug with keybinding buttons not reflecting the current keybinding
- Fixed a bug with dead wolves jumping up when you get near them
- Fixed a bug with player unintentionally swinging the melee weapon when you close a window by clicking a button
These are quite a bit of changes, I hope I didn't break anything major :) But please let me know if I did! Thanks :)
Be Ready: Upcoming Control Scheme Adjustment
I have been noticing that the game's control scheme is different from other games, and some players have to spent effort to adjust to the difference. I'm working on some changes to the control scheme for better parity with other games, which will be released in the next update:
- You will be able to interact with NPC and objects by LMB click, or by pressing F key (or A button on the controller)
- While holding melee weapon, you will be able to loot using the F key (can be re-mapped) without having to holster the weapon
- When you are facing several objects close by, previously you use the ALT key to cycle through them, but now you'll be able to use mouse wheel to cycle bidirectionally. It still works the same as before on the controller
- Both radiation and Tunguska syndrome will be displayed on the Dosimeter at the same time, eliminating the need to use ALT key to toggle between the two displays.
Headshot Multiplier, More Fixes, Slaughterhouse Release Date!
I have received the translated text for Slaughterhouse, so I'm going to incorporate the translation into the game, and do some final cleanup. It is very likely - if nothing serious is broken - that the DLC will be released this upcoming weekend with a -20% launch discount :)
Now, regarding headshot multiplier - I have received feedback that the default 1.5X damage boost may not be enough. I have implemented a solution: the headshot multiplier will be determined by the corresponding weapon skill. For example, for a handgun, the headshot multiplier will be 1.5X if your handgun skill is 0. But it will be 2.0X if the skill is 120. I hope 2.0X is a balanced goal to work towards, but I'm open to further feedback.
Whenever you unlock a new perk for this weapon skill, you will see a notification about the current headshot multiplier.
Other fixes included in 1.79:
- Fixed a bug with the hammer scythe's picture not showing up when you loot him
- Rearranged the swamp village level to remove some geometry issues that cause player to stuck or get on the roof
- Fixed a bug with summoned spiders dropping soul stones, but in a later update these soul stones will return for a good cause.
- Fixed a bug that allows player to duplicate items using the medkit/ingredient jar
- Fixed a bug that adds backslashes to texts and names. Existing backslashes in their names will have to stay, though. You can just have them killed :)
Headshots Are Coming!
Ever since the game was released, many folks have asked for headshot mechanism. The game had headshots but it was simulated - when you land a hit on the NPC, it just rolls a dice to get a headshot and you also don't really know when it happens.
But now, I have finally found a way to make headshots more satisfying! But here's the catch: if you are playing with the gamepad or the "ChaseCam" control scheme, headshots are still going to be simulated with a dice roll, because the aim is automatic and there's no way to fix the aim on the head. So the new manual headshot mechanism only applies to the other control schemes where you can aim with your mouse.
Also, headshots only apply to HUMANs in the game. I'm not yet sure whether I want to implement headshots for ghouls since they are supposed to be more tanky, and there hasn't been any headshot mechanism ever (even simulated one) for them.
So if you are aiming with mouse, it's best to use a laser sight to make sure the aim is on point. If you land a hit on the head, you'll see the solid circle/dot showing up on your crosshair and you'll hear a different hitmarker sound. If the enemy's head is protected by helmet, you'll hear a metal hitmarker sound. Headshots does 1.5x the damage and it can be combined with critical hits.
Be aware though - if you aim for the head there's still a chance that the shot misses. If you miss the head, you will either land a body shot, or simply no hit at all. So there's a risk to going for headshots. It's best to go for it while enemy is standing still and unaware. Since it's a new feature, I'm sure there are aspects of headshots that can be improved upon. Please let me know your feedback:)
Finally, regarding Slaughterhouse DLC - I'm just waiting for translation to be completed, and I'm hoping (fingers crossed) to release it sometime this coming week! Make sure to wishlist so you don't miss the launch discount :)
- Fixed a major bug with human NPCs unable to sprint due to a change I added a week earlier. This would prevent them from hiding behind covers while attacking you.
- Fixed a bug with player movement becoming all jumpy after performing a power melee attack while crouching.
- Current motorcycle and railroad handcar locations will now be displayed when you open the travel dialogue (like when you try to travel to another area)
- Arm strength requirements for guns will now be displayed as an attribute
- Scream attacks from ghouls will now have a damage cap of 50 instead of potentially killing you outright.
- Scream attacks will now show blood spatter on the screen if player is hit by it
- "Air puff" explosions from ghouls will no longer penetrate walls
- Added navmesh obstacles on loot boxes so that NPCs don't walk through them
- Various fixes for slaughterhouse mode
Quick bug fix
- Fixed a bug with some character's last name ending with a single quote, which causes game loading to fail.
Slaughterhouse DLC Full Beta & Giveaway!
The Slaughterhouse DLC is almost ready to be released! It is now possible to play through the entire DLC game if you have the Steam key, and I've got a bunch of them ready to be given away :) All you need to do is going to our discord (link found on the Steam store page) and send me a DM.
The rest of the work I need to do before releasing the DLC are:
- Adjust the difficulty of higher levels - Write some short stories - Translation
I'm hoping I can release the DLC in about a week :)
- Added a warning when an important quest-giving NPC dies, so that player can decide whether to load a previous save.
- Lowered the default volume level for the first time of launching of the game
- Fixed a bug with the Stash page not able to mouse-scroll once reached the bottom
- Added a task when player arrives at the border patrol level, to help reduce confusion
- Added more tutorial trigger points at the border patrol level in case the player misses them
- Fixed a bug with not able to close the inventory with TAB key right after using a bandage from the backpack
Update 1.78-7 Patch Notes
- Added Boiled Crow Egg item and corresponding recipes. You can find the recipe either from Jerry's recipe book or the Guide to The Zone sold by Sidor.
- The chance a ghoul will block your melee attack now depends on three factors: 1. how much blunt damage the weapon has compared to sharp damage (more blunt = can crush through blocks) 2. how heavy the melee weapon is 3. player skill and swinging style (heavy swings = can crush through blocks) 4. whether the ghoul is of "heavy" type (such as scythe vs small ghouls) For example, an axe will be less likely blocked by a ghoul than a machete.
- Fixed a bug where player can act strangely such as sliding around when pressing jump key while stunned by spider
- Fixed a bug that allows the shield to be equipped sideways in the inventory
- Fixed a bug with event listeners not cleared when returning to main menu
- For Slaughterhouse Demo, made wolves less common since they can swarm you very quickly
Slaughterhouse DLC Demo Improvements!
With additional feedback, I have made further improvements to the Slaughterhouse DLC demo :) Feel free to give it a spin!
Changes added in 1.78-6:
- Fixed a bug with Valentin's power returning to 100% when you load a previous save
- Intermission time now starts at 1 minute and grows up to 150 seconds towards the end of the game.
- Moved all of the traders in Slaughterhouse onto the first floor for convenience
- Wolves and boars will no longer trigger the Talon rocks
- Slowed down the health buff Talon rocks give to the ghouls
- Increased the damage of rusty shovel
Other changes not related to Slaughterhouse:
- Increased the acceleration when player starts running or sprinting, making it feels more responsive.
- When using repair kit as a workbench (right click and Use), each action (dismantle/combine) will reduce some of its Repair Amount, so that you can use it for several crafting sessions rather than just one and gone.
- Rebalanced the heavy armors (Scythe armor, AETHR and Perseus armor). Added more protection and durability, and added debuff such as speed reduction and not allowing jump and sprint. Later there will be a battery-powered "locomotion unit" that will remove debuff and give extra arm strength.
- Dismantling ammo will now give you casing, in addition to powder + scrap metal. Later there will be a "casing converter" that can convert casing of one caliber to another
Thank you all who have playtested the Slaughterhouse DLC demo! After receiving the feedback, I have made some improvements, namely:
- Added tutorial to help player understand the talon rocks and the soul stones.
- Fixed a bug with player stuck in a death loop if he dies right after killing the last enemy of the wave, because the game was saved automatically after player died. Now if this happens, the game will simply not save. Also, to avoid other types of death loop, after the wave ends the game will remove all your bleeding and caustic damage.
- Rearranged some enemy types so that boars don't show up too early.
Also some general gameplay improvements:
- For the ARPG and TwinStick control scheme, added the ability to tilt the camera up/down while holding down MMB (mouselook keybind), This allows ARPG mode to see further away
- For ARPG control scheme, increased the max FOV so you can zoom out further
- Extended the iframe (invincible time) for jumping and dive-rolling.
- Dive-rolling is now faster and player will move further.
- Adjusted the animation controller so that you can initiate jump/dive-roll when you are aiming or in the middle of a melee strike. This makes such maneuvers more responsive during combat.
- The direction of jump and dive-rolling is now determined by three factors: 1. when player is still and holding melee weapon, the direction of melee strike (cursor or mouselook) 2. when player is still and not holding melee, the direction of character's facing 3. when player is moving, the direction of movement
- Using bandages will not be allowed when performing actions such as reloading. But while applying bandages you can still jump or roll forward.
- Fixed a bug with items in the ingredient jar not showing prices
- Fixed a bug with the display case in Ravenwood house not showing items in correct order
Hope you enjoy the demo and please wishlist the DLC if you can to not miss the launch discount :)
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.