v0.1.2.5.0
Updates
- Containers now have their own weight capacity limit (The era of “backpack with 20 backpacks inside” is over...)
- Updated UI interfaces.
- Trading / Trader / Dialogue system.
- A couple of optional sex scenes with the trader.
- High-calorie food now increases Anya’s body weight.
- Body weight affects gameplay.
- Added / reworked effects: drunkenness, radiation.
- New disease system.
- New diseases: sepsis, pill overdose, hangover, alcohol addiction, nicotine addiction, nausea, full stomach, exhaustion, coziness, back pain, hand injury.
- Updated and expanded digestion system. Now certain food can also restore water along with food value. (Previously, for example, a chocolate bar only restored food and didn’t affect water at all). Now vodka or pills increase drowsiness and thirst.
- Wounds now need time to heal (bandages get dirty over time, and you need to change them, wash the wounds).
- With a broken leg, you can no longer run, only walk slowly (with proper animation).
- Infected corpses can now be carried, and they have their own inventory.
- Corpses can be burned in a campfire.
- Punching now damages your own character again, as before. There’s also a chance to injure your hand, making it harder to use a bow or firearms.
- A long time ago I planned a muscle fatigue system now it’s back (overstrain happens if the character carries heavy loads or fights with heavy weapons).
- Stomach indicator on the watch replaced.
- The belly now visually swells when full of food, and shrinks when empty.
- Weapon weight now affects the character’s responsiveness.
- New dodge animations (strong and weak).
- New roll animations: forward, backward.
- Big mutant will now try to put out the fire when set on fire, and sometimes he can actually extinguish Molotov flames.
- Retextured some parasites.
- Dancing (can be learned from journals).
- Buffed Silent Wardens:
- can survive without a head;
- now use 3 types of weapons;
- added IK for hands (weapons now sit properly in hands instead of floating in the air as before);
- new randomized appearance.
- Large animals now have stronger heads headshots are extremely hard to land, and HP increased.
- You will now receive different amounts of essences depending on the type of mob killed.
- Venous parasite reworked.
- Screamer reworked.
- New mutant the Queen (arachnophobes will love this).
- Animals no longer always play a damage animation, preventing infinite spam attacks.
- New burning animation for infected.
- Complete radiation rework.
- Cars, totems, and some mutants can now emit radiation.
- Complete temperature system rework.
- In the inventory menu, large backpacks can now be scrolled if they don’t fit on screen.
- The “hands” container will now be inactive when you’re holding something (except a torch).
- Thermometer added to the watch.
- New skill branch.
- At the start, the parasite won’t understand Anya’s speech you need to upgrade a special skill.
- Reworked snow coverage logic on the character.
- Reworked essences: now they’re in-game currency.
- Reworked Geiger counter.
- Skeleton adjustments for improved animations.
- Updated map. New territories as usual, they’re empty and still in development.
- New sleeping pose on the floor.
- New animations: sitting, resource searching, wound cleaning, limb eating.
- Bullet hit marks now appear on enemy bodies.
- Now Anya won’t let you drink more than you need, so you don’t throw up.
- Updated inventory respawn system.
- New items: eastern dance journals, organic bone, 3 types of organic melee weapons, antibiotics, brain, eye, tongue.
- Updated some item icons.
- Various improvements and fixes
- This build will be distributed not via Google Drive but directly via my domin (R2 storage). So I hope we will get rid of problematic broken links and low speed due to excessive quotas and all that. (test)
- Reduced chance of berserk effect for infected.
- Reduced spawn rate of candy bars and soda.
- Increase the hand slots - 3x6
- Big mutant and Silent Wardens were shaking and flickering when falling into ragdoll.
- Bug in parasite health assignment: health was clamped, so Big Mutant / Screamer / Silent Wardens had the same max health as runners.
- If you set a Big Mutant on fire, the fire could keep burning in the air for a while.
- Silent Wardens didn’t deal damage to animals.
- Silent Wardens sometimes shot incorrectly: if you stood directly in front of them, they practically couldn’t hit you.
- At a distance (for optimization), some NPC calculations were simplified too noticeably — Silent Wardens would look at the ground or the sky at medium range.
- After saving/loading, phantom items could appear in the inventory, blocking slots as if they were occupied.
- It was possible to knock out even a Big Mutant or Screamer and then finish them off with a kick.
- An injured horse would respawn even if it had been healed.
- Geiger counter dropped from Silent Wardens broke gameplay, making it impossible to open inventory or fight.
- The boiling/bubbling sound when a pot was cooking on a campfire didn’t stop when the campfire was extinguished.
- After save/load, meat in the campfire disappeared and made slots inactive.
- Dynamite could end up in an inactive belt slot and get stuck there (if no saves existed).
- Discord recognized the game as “only up.”
- After removing the gas mask filter, protection remained for some time.
- Geiger counter worked incorrectly.
- Camera shake could freeze for a long time, even after the character caught their breath.