Gaining reputation to reach 100% to unlock special merchandises (weapon attachments) can be a tedious process, so I added one more method to increase faction reputation: by donating demanded items to the main trader.
To do this, first talk to the main trader (such as Sidor and Filip, basically people who give you serum orders) about "Demands". The type of items they list out will be the ones you can donate. For example, if he says he needs serums, then when you trade with him, you can put serums up for sale; but instead of pressing the Trade button, you can press the "Donate" button right under it. The item will be donated to the faction in exchange for some reputation gain. The amount to gain is related to the sell price of the item.
Note that the "demands" information also dictates how much the item costs when you sell to them. Items that are demanded by the trader will sell for a better price for you.
Update 1.90-8 Patch Notes
- Fixed a bug with "load last save" button not loading the most recent quick-save.
- Fixed a bug where SHIFT+Click to take an item from chest doesn't trigger story script when it's supposed to
- Attempted to clean up the dialogues for English and Chinese in order to remove all the non-gender-neutral references to the player
Update 1.90-7 Patch Notes
- Improved the logic for detecting Steam Deck
- Removed the code that automatically selects input field on Steam Deck which might cause problem with some users
- Buffed the damage, accuracy, and recoil for Rafaga to make it more viable
- Under character creation page, you can now press gamepad Y button to submit it
Gameplay Improvements
- Flipping switches will make sure the speaker and light states are synced
- Added more intuitive improvements to the auto item transfer (SHIFT + LMB)
- Added a "Store Ingredients" button when a chest is opened that can pull all the ingredients/food ingredients/seeds from the backpack to the chest. If the ingredient jar is open, it'll pull ingredients from the jar instead of from backpack
- Attempted to fix a problem with animals pushing player through walls
- Fixed an issue with strangling when player is too close to the target. This bug would lower player through the ground and fall indefinitely
- Added torches at the player farm in ravenwood, to help farming at night
- Various font adjustments
Update 1.90-5 Patch Notes
- Fixed an issue where you can jump out of the room in the Editor's Office
- Arranged the location of UI so that they don't appear out of screen when zoomed in
- If a domestic plant that you grew has germinated, now you can see the name of it, and it will say "Immature". This way you don't mistakenly think the plant is bugged.
- Fixed an issue where NPC might spawn on top of the tree in Ranger's camp
Update 1.90-4 Patch Notes
- Rebalanced player's visibility boost (easier to be spotted) when firing suppressed weapons.
- In main menu, the values of each option is now translated
- "Gamepad" is now referred to as "Controller" throughout the game.
Gameplay Improvements
- The "Auto Aim Threshold" setting now applies to manual aim with Hybrid/ARPG control schemes. It affects the aim "snap on" sensitivity. Higher the number, less sensitive. 10 means zero aim snapping, if player prefers it that way.
- Fixed a bug with Hybrid and ARPG control schemes where pulling out a melee weapon resets camera position, which may cause discomfort
- Reduced the particle count for fireballs to improve performance
- Lengthened bullet hitboxes to prevent hit detection fail when the bullet travels very fast (like SVD)
- Fixed a bug with laser dots not showing up on raven helmets
- Changed the name for the "Copy of Potion of Elation Recipe" item to make it less confusing, since it can't be used as a quest item.
- Fixed a cosmetic issue with Fire Axe having green line around the sprite
- Added a plank as ramp in Slaughterhouse fountain in case player falls into it
Pocket Handling Improvements
Since the number of pocket slots are tied to the type of armor you wear, it becomes an issue when you take off armor (for repair, for example) or switching to another one. Prior to this patch, whenever you take off the armor, all the items just fall on the ground. I have figured out a way to make it easier. This is how it works now:
- The moment you remove or swap out an armor in the inventory, all your pocket items will stay in place temporarily. You will see a gray cross over them when they are in the disabled pocket slots. You can pick up this item but cannot put anything in it or swap it with something else.
- The moment you close the inventory, any items in the disabled pocket slots will first try to go into your backpack. If there's no room, they'll then be dropped on the ground.
- If you are looting a dead body or accessing a crate, SHIFT + LMB (Right Trigger + A) on a suitable item in the backpack will send it to the pocket slots. First it'll attempt to merge with an existing item there. If it can't merge, it'll try to place it into an empty slot.
This change will make armor swapping easier and less likely to lose things on the ground.
Other improvements included in 1.90-2:
- For some use cases with the left trigger or right trigger, you no longer have to pull them all the way down to activate.
- Smoothed out the Y-axis camera pitch movement when rotating camera with mouse.
- Some end-game achievements will be awarded the moment you give away the quest item instead of after leaving Tunguska
- Made key items' colliders larger to help avoid falling through the floor with low FPS systems
- Added a collider to Station 11 hangar roof to prevent NPCs under the roof from seeing you when you are up there
Update 1.90-1 Patch Notes
- Updated the algorithm for bleeding on NPCs. Basically, I increased the chance for bleeding to happen, but decreased the duration and severity of bleeding. In the past, bleeding effect has been pretty useless because it doesn't happen very often, even though it can last a long time. Most of the time the enemy is killed way before bleeding kills him. This is most problematic for weapons with low fire rate and high bleeding value, such as the .44 magnum.
- For balancing purpose, increased the bleeding effect for ballistic knife to 0.7. This means against an unarmored enemy, there's a 100% chance of causing bleeding. The ballistic knife had been pretty useless due to its low fire rate and low range, which requires 3 shots or even more against armored enemies. The increased bleeding makes it more viable as a stealth weapon. But you need to make sure the enemy (especially human) is killed off before he bandages himself.
- Added some AI cover locations inside Jian Jun's house
- Fixed some formatting errors for Russian and German translations that causes UI bugs
Gameplay Improvements
- Fixed an issue with throwing knife where player's arm strength is not properly applied
- Improved the NPC behavior when player throws a rock:
1. When you throw the first stone, a guard/patrol nearest to the stone's first impact will immediately look at the stone. fire-side resting NPCs will ignore it
2. When you throw the second stone, a guard/patrol will walk there to investigate. 2-3 Fire-side resting NPCs will also stand up and walk there to investigate
3. When you throw the third stone, whoever are already investigating will pull out the weapon and investigate on high alert
4. If you throw a stone at anyone and it lands very close to that person (<1 meter) he will immediately get up and look for threat
- When you are in a place with radiation that's above your radiation defense (the red zone on your geigercounter), you will immediately lose health. To help with the "Unscathed" achievement, this type of health damage will not be counted against your effort.