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- Gameplay:
- - quests from Sin are now optional
- - made harder to get into bandit's warehouse on Dark Valley
- - made impossible to steal the prison key when trader is watching
- - improved inventory icons
- - continue to improve "Expedition" quest
- - added inventory weight during trade
- - added test effect for controller on r3, r4 with disabled blur
- - improved weather settings
- - improved upgrades for detectors and weapon fixer prices
- - improved AI behavior on bandit base
- - the key from Strelok's hideout is now a little easier to find
- - reduced probability of mutant parts in corpses after their death
- - made music in Sid's bunker more diverse
- - gameplay on Rostok was optimized in a way that you don't need to run to the Bar for laboratory key
- - changed the order in which gas mask is given on the same location
- - player will not die from hunger and thirst during sleep (will wake up instead)
- - added postprocess for quest in Yantar
- - adjusted food dehydration
- - Proverb now can give quest after the player has taken the flashdrive
- - added the map for Sid's special mission on Kordon
- - outfit rebalance
- - complete rebalance of weapon/ammo/grenade stats and their damage against all classes of NPCs
- - improved weapon ballistics
- - trader configs were completely rewritten to get rid of numerous related bugs and pricing/item availability issues
- - Abakan unique burst mechanics are now better reflected
- - medicaments are alike Call of Pripyat, boosters are from CoP
- - vanilla meds are now delayed use, so you have to wait a bit for them to be applied (your weapon will be holstered) and then a moment for them to work
- - artefact spawn rebalanced
- - disable UI marks in upgrade screen, those that indicate where upgrade is being done (they are time consuming to configure)
- - automatic UI marks for unique and quest items
- - crash with xr_conditions get_distance_to_player
- - bars in weapon info panel now reflect actual stats better and respect installed upgrades
- - weapons dropped from killed NPCs now in bad condition and sometimes may not be repairable at all (minimum repair condition raised)
- Bugs:
- - fixed description of AKMS
- - removed level changer to unfinished location "oldroad"
- - fixed the issue with doors to the Yantar bunker
- - fixed inventory UI on 4:3 and 16:9
- - fixed artefact property icons
- - fixed NVG crash after game load
- - fixed never ending controller sound
- - fixed crash on Village location after picking up Levitron
- - fixed an error in state_mgr scheme
- - fixed english texts
- - fixed sunshafts on r4
- - fixed bug with netpackets and safes (used to corrupt saves in Dark Escape)
- - fixed bandit base restrictor in Dark Escape (leading to crash)
- - Nimble will not move back and forth under the bridge after finishing his first quest
- - fixed time_factor console command (bug with bleeding, thurst and hunger)
- - fixed full screen mode initialization for all renderers
- - killed NPCs, mutants and random quests will be taken into account for skills "Survival", "Sniper" and "Barter"
- - fixed crash on Yantar because of Duty soldier's story_id
- - fixed dialog when taking bad psy-helmet from Sakharov on Yantar
- - started to implement russian localization changes from REALM and senyaGTA
- - fixed r1 crash on Yantar (door model)
- - fixed teleport with secret cutscene to Kordon
- - added missing texts for documents on Yantar
- - fixed artefact "Cake"
- - artefact spawn on new game fixed
- - artefact hunting behavior is more realistic and doesn't get stuck in idle
- - fixed incorrect HUD positions when aiming for double-barrels and some pistols
- - fixed some cases where quest involving returning some item to NPC was much less profitable than selling said item to a trader
- - finished random quests texts for Shulga in the forest
- Engine:
- - limited the range of values for grass density and radius, tone mapping, sun brightness
- - fully implemented DX10 renderer and gamma
- - stable shaders for comfortable play
- - added parameter "Sun brightness" to Video options
- - improved default settings after removing user.ltx
- - setting r2_allow_r1_lights enabled by default
- - multithread optimizations - loading time reduced dramatically (MT for c-form loading and texture loading)
- - temporary compromise for sun cascades on r4 (Due to complicated code, we had to restrict r4 to only use sun_quality = ultra or maximum)
- - Fast aproximate anti-aliasing (FXAA) added (r3, r4 only)
- - Backbuffer count option added
- - armor on the paper doll in the inventory is now a regular icon
- - lua_help and hud_adjust_mode fixed
- - fire_modes can now be used by any weapon(For moders use and also fixes automatic pistol)
- - new weapon params: rpm_semi (for separate semi fire rate control), rpm_no_disp (for AN-94), fire_direction_offset (for ballistics), shot_max_delay (for smoother semi-auto shooting), zoom_inertion_factor (camera sway multiplier)
- - buckshot spread is not affected by shooter's dispersion (PDM_*), only barrel dispersion (fire_dispersion_*)
- - fixed weapon param: condition_queue_shot_dec
- - enabled k_air_resistance ammo parameter (for ballistics)
- - fixed delayed weapon firing (noticable on low rpm)
- - fixed RPG-7 and RG-6 grenade fired before the firing FX sometimes
- - fixed weapon addon icons misplaced when dragging weapon from slot into inventory or other way around
- - fixed camera jumping when aiming down the iron sights and looking around
- - fixed weapons with different set of upgrades installed being stacked together
- - fixed crash when an item does not have upgrades for every single slot in XML upgrade scheme
- - time_factor fixed
- - static particles fixed
- - THM files will not overwrite configs in texture_specification and texture_association.ltx, if specific texture is specified there.
- WIP SECTION
- - Call of Pripyat helmets are work in progress (engine work done)
- - steep paralax and tesselation (in progress)
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