It is time for another update of ATOM RPG! And we're not talking about bugfixes... Our April update is quite huge as it touches most aspects of the game. As soon as you update ATOM, you will be getting new quests, new characters, new stories, and new gameplay mechanics from all around. According to your wishes - part of Krasnoznamenny is now open, and many other locations are now filled with interactive content. You will also get to play the first of many backer quests we promised during our Kickstarter campaign. This time we made our good friend Rojson's ( youtube.com/user/ROJOV13 ) creation come to life in a long and arduous journey through the Wastes. Working on this update took most of the last two months and we really hope that you guys will like it. Please, share your opinions and caught bugs on our Steam page. But speaking of bugs - this time we won't be able to fix them before next week, since on April 21st, our whole team (plus a very special Backer) is moving out to Chernobyl! As you can remember, this was one of the top-tier rewards on our Kickstarter page. We're also doing it to catch some glimpses of a true post-nuclear landscape. This will surely help us make the game better in the long run, and once we're back those bugs won't stand a chance! As for the time while we're gone - check on the progress of our adventure using the social media of your choice:
- 15+ new characters with unique dialogue; - 28 new and renewed portraits; - 15+ quests; - up to 2000+ lines of new dialogue and system text; - new weapons, such as the APS pistol; - new headgear; - new clothes; - new loot; - new books; - new maps for both quests and random encounters; - new use for the Amanita mushrooms... - some empty maps are now settled; - new crafting recipes; - new traders; - new Easter eggs; - new interaction with an in-game fraction; - previously incomplete quest is now finishable! - new companion screen, to help manage your fellowship better; - advanced tactics for the Follower NPCs - updated combat and AI; - a possibility of becoming a slaver; - many long-term problems, including the one with the intro movie are now solved;
Hello, friends! Another day, another patch :) We added submachine guns and we want to know your opinion about them while we work on the next big update. And now for the patch changes:
New skill: "Automatic firearms" for assault rifles and machine gun;
Added a separate slot for gas masks in your inventory. Now you can combine them with helmets;
Better visuals for books and notes;
New additions to the Factory quest line (now you can finish it);
Better pathfinding for companions (for example, they don't block you in doorways);
AI now can use legs to strike during battle;
Better visuals for options menu and dialogues;
New weapons and items;
Human characters now can open doors;
New battle mechanics: kick weapon from hands, blind...
New animations;
Fixed the distances on which you can start the conversation;
Now there are changes in Otradnoye after the elections (after some time);
Better quality for the cinematic "Trip to Otradnoye" (60 fps);
Added the ability to scroll the journal;
Added the ability to switch between Global map and Local map;
Fixed the bug when hero could walk even while being over encumbered;
Fixed the bug where the game could have freeze during the dialogue with Dan;
Fixed the auto picking of resources during crafting;
Fixed the "laging" of companions during battles;
Fixed the spawn of enemies in random encounters;
The random caravans now have 33% more goods for sale;
The characters with higher Endurance and level now have higher health;
Hello, friends! Another day, another patch :) We added submachine guns and we want to know your opinion about them while we work on the next big update. And now for the patch changes:
New skill: "Automatic firearms" for assault rifles and machine gun;
Added a separate slot for gas masks in your inventory. Now you can combine them with helmets;
Better visuals for books and notes;
New additions to the Factory quest line (now you can finish it);
Better pathfinding for companions (for example, they don't block you in doorways);
AI now can use legs to strike during battle;
Better visuals for options menu and dialogues;
New weapons and items;
Human characters now can open doors;
New battle mechanics: kick weapon from hands, blind...
New animations;
Fixed the distances on which you can start the conversation;
Now there are changes in Otradnoye after the elections (after some time);
Better quality for the cinematic "Trip to Otradnoye" (60 fps);
Added the ability to scroll the journal;
Added the ability to switch between Global map and Local map;
Fixed the bug when hero could walk even while being over encumbered;
Fixed the bug where the game could have freeze during the dialogue with Dan;
Fixed the auto picking of resources during crafting;
Fixed the "laging" of companions during battles;
Fixed the spawn of enemies in random encounters;
The random caravans now have 33% more goods for sale;
The characters with higher Endurance and level now have higher health;
Hey guys! Like promised - here's the fresh update! Thank you very much for the long wait. We hope the amount of work we done this time won't disappoint. Now, without further delays, the change log:
We'll start off with the changes to gameplay everyone will notice just by spending time in game (some of the changes, sadly enough will be visible if you start a new game):
- 10 new quests; - 26 new characters; - 10 character traits, that can be picked upon creating your character (more to come later); - New modes: from Easy to Iron Man; - New weapons, including the legendary AS VAL and a crossbow; - New ammo types; - Two new companions for your character. Finding one of them, though, won't be a walk in the park... - New items - from perfumes to helmets; - New crafting recipes - you can also make firearms now, no need to start your tinkering career with knives and hand to hand combat...
Huge amounts of work were also done in the background. You might not notice these changes quickly, but it is thanks to them you can really immerse yourself into our game world:
- Updated most models; - Added new sounds; - Added new cinematic video; - Added new animations for friends and foes; - New AI - the NPCs now use team work, to find the best way for an attack. Now if an NPC is blocking another NPC's shooting path - it will seriously change the aiming formula, so they will try to avoid such situations; - Global map improved, fog of war added; - Mini-map corrected; - Save-load menu improved; - Game balance fully improved: from items and rewards to weapons and random encounters; - New icons added for characters, followers, new items, etc. - Many, many, many, many, many bugs fixed.
Hey guys! Like promised - here's the fresh update! Thank you very much for the long wait. We hope the amount of work we done this time won't disappoint. Now, without further delays, the change log:
We'll start off with the changes to gameplay everyone will notice just by spending time in game (some of the changes, sadly enough will be visible if you start a new game):
- 10 new quests; - 26 new characters; - 10 character traits, that can be picked upon creating your character (more to come later); - New modes: from Easy to Iron Man; - New weapons, including the legendary AS VAL and a crossbow; - New ammo types; - Two new companions for your character. Finding one of them, though, won't be a walk in the park... - New items - from perfumes to helmets; - New crafting recipes - you can also make firearms now, no need to start your tinkering career with knives and hand to hand combat...
Huge amounts of work were also done in the background. You might not notice these changes quickly, but it is thanks to them you can really immerse yourself into our game world:
- Updated most models; - Added new sounds; - Added new cinematic video; - Added new animations for friends and foes; - New AI - the NPCs now use team work, to find the best way for an attack. Now if an NPC is blocking another NPC's shooting path - it will seriously change the aiming formula, so they will try to avoid such situations; - Global map improved, fog of war added; - Mini-map corrected; - Save-load menu improved; - Game balance fully improved: from items and rewards to weapons and random encounters; - New icons added for characters, followers, new items, etc. - Many, many, many, many, many bugs fixed.
With great regret, we have to state, that as January comes to a close, we are sensing that we won't be able to deliver the new planned update on time more and more. For this, we would really like to apologize. There is no need to worry about the future of the game, though. We're late not because of some problems, or because of lack of dedication. We simply miscalculated when we predicted the work will be over in January. Something that looks easily done "on paper" needs a lot of trial and error to actually implement. Therefore, to avoid accidentally misleading you again, and to get some breathing room for testing and tweaking the changes we made for the game, we shift the release date of the major update to February 28th. We're really sorry for this, and we promise to be less idealistic in future release date calculations.
To at least start making it up to you, we finally compiled a full, comprehensible list of changes ahead. It going to be a long one, since despite this date mix-up, January was actually one of the most productive months for the project.
Let's start with one of the larger and complex additions, which actually made us lag for a bit: a new NPC follower! He really turned out to be one of these "easy on paper hard in real life" kinds of things, but we still mostly made him! He's an infiltration agent named Fidel, and he will join you, boasting a better AI system, which now should recognize that it's a part of a larger team and act accordingly. Fidel will also know when to shoot and when to use melee. There are also thoughts of a second, four--legged companion we might just make to make it up to you for the late update.
You should also prepare for:
* More than 20 new NPCs, each one, as tradition goes, with a unique portrait, skill set, and dialogue. * New quests - because how can you go without them? We'll have everything - from talk-quests localized to one individual, to a huge b-movie plot epic, that will make you run around the global map, adding grizzled mercenaries to your team for a last battle for what is right!.. * The factory quest line will finally see it's end. Ever wondered what will happen, once the bandits use your services enough times? Well wonder no more!
Also, just to prove that ATOM has the best audience, we're adding a ton of little objects and features, that were first thought of by our Steam commenters, or inspired by the ideas some of the backers shared on the forums.
Some of the minor tweaks are:
* Weapons will now have perks. For example, knives get a chance to go between chinks in armor, dealing raw damage, sniper rifles get a long range bonus, but lose most usability in CQC, etc. * Crippling blows! Aimed shots now get to have special effects like blinding, slowing down, disarming and otherwise incapacitating opponents. * New ammo types that will use the new damage/penetration formulas. * New kinds of armors and clothes * New usable items, most of them inspired by the players, like the "Krasnaya Moskva" deodorant. * New maps and map variants for random encounters. * Balance improved for: items, weapons, consumables, random encounters, crafting. * New craft recipes inspired by the forums. * New animations for the NPCs. The little fellows will not just react to new traumatic experiences that the aimed shot overhaul brings forth. They will also do more daily activities, and not just mope around. Remember The Fall? We really want to make daily cycles for the NPCs just like it was in that good old game. * A much larger sound library! More sounds for everything!
Thank you for waiting, we really hope the result won't disappoint. Best regards, ATOM TEAM.
With great regret, we have to state, that as January comes to a close, we are sensing that we won't be able to deliver the new planned update on time more and more. For this, we would really like to apologize. There is no need to worry about the future of the game, though. We're late not because of some problems, or because of lack of dedication. We simply miscalculated when we predicted the work will be over in January. Something that looks easily done "on paper" needs a lot of trial and error to actually implement. Therefore, to avoid accidentally misleading you again, and to get some breathing room for testing and tweaking the changes we made for the game, we shift the release date of the major update to February 28th. We're really sorry for this, and we promise to be less idealistic in future release date calculations.
To at least start making it up to you, we finally compiled a full, comprehensible list of changes ahead. It going to be a long one, since despite this date mix-up, January was actually one of the most productive months for the project.
Let's start with one of the larger and complex additions, which actually made us lag for a bit: a new NPC follower! He really turned out to be one of these "easy on paper hard in real life" kinds of things, but we still mostly made him! He's an infiltration agent named Fidel, and he will join you, boasting a better AI system, which now should recognize that it's a part of a larger team and act accordingly. Fidel will also know when to shoot and when to use melee. There are also thoughts of a second, four--legged companion we might just make to make it up to you for the late update.
You should also prepare for:
* More than 20 new NPCs, each one, as tradition goes, with a unique portrait, skill set, and dialogue. * New quests - because how can you go without them? We'll have everything - from talk-quests localized to one individual, to a huge b-movie plot epic, that will make you run around the global map, adding grizzled mercenaries to your team for a last battle for what is right!.. * The factory quest line will finally see it's end. Ever wondered what will happen, once the bandits use your services enough times? Well wonder no more!
Also, just to prove that ATOM has the best audience, we're adding a ton of little objects and features, that were first thought of by our Steam commenters, or inspired by the ideas some of the backers shared on the forums.
Some of the minor tweaks are:
* Weapons will now have perks. For example, knives get a chance to go between chinks in armor, dealing raw damage, sniper rifles get a long range bonus, but lose most usability in CQC, etc. * Crippling blows! Aimed shots now get to have special effects like blinding, slowing down, disarming and otherwise incapacitating opponents. * New ammo types that will use the new damage/penetration formulas. * New kinds of armors and clothes * New usable items, most of them inspired by the players, like the "Krasnaya Moskva" deodorant. * New maps and map variants for random encounters. * Balance improved for: items, weapons, consumables, random encounters, crafting. * New craft recipes inspired by the forums. * New animations for the NPCs. The little fellows will not just react to new traumatic experiences that the aimed shot overhaul brings forth. They will also do more daily activities, and not just mope around. Remember The Fall? We really want to make daily cycles for the NPCs just like it was in that good old game. * A much larger sound library! More sounds for everything!
Thank you for waiting, we really hope the result won't disappoint. Best regards, ATOM TEAM.
Dear friends! ATOM Team would like to use this occasion to wish you all a Happy New Year! 2017 was a hard and yet generous year for our game - many milestones were passed, many hardships conquered, many goals achieved. And for most of that success we are indebted to you - the players - whether by your support, your feedback, or your ideas, you helped to push ATOM beyond a simple, mostly imaginary project some RPG enthusiasts created a long time ago. You helped make ATOM a real game. We hope the New Year brings you joy, happiness, and the fulfillment of personal goals.
Dear friends! ATOM Team would like to use this occasion to wish you all a Happy New Year! 2017 was a hard and yet generous year for our game - many milestones were passed, many hardships conquered, many goals achieved. And for most of that success we are indebted to you - the players - whether by your support, your feedback, or your ideas, you helped to push ATOM beyond a simple, mostly imaginary project some RPG enthusiasts created a long time ago. You helped make ATOM a real game. We hope the New Year brings you joy, happiness, and the fulfillment of personal goals.
- New movement system (now the hero picks the fastest way to reach the destination). - All bodies in the same cell now have joint inventory. - Otradnoye now has a couple of new little features. - Now items like weapons and armour will stay on the body if you don't take them. - Fixed the 'knock over' mechanic. - Fixed the balance of the hand to hand combat. - Added min. requirements for the weapons. - Fixed animation for the knife fight. - AP is now shown in the weapon descriptions. - Added a new recipe and a subsequential item. - Added a new alternative to catch a 'gold fish'. - Fixed many bugs with the bullets. - A 'Continue' buton is added to the main menu. - Fixed the wares balance. - Now you can use a shovel as a weapon! - Fixed the effect of Aprophenum. - Fixed a bug with a reward from the bandit leader. - Fixed bugs in the caves beneath the Roaring forest. - Fixed the bug with hero sometimes getting stuck in the scenery. - New sounds for the ciggy. - Added exp for a successful crafting. - Added new weapon (SKS). - Show the weight of the items in inventory during Barter and looting. - Fixed the bug with lockpicking. - Added new animations. - All new items now go first in the inventory. - You can see the chance of a krit. attack when you create your character. - Fixed the army knife balance. - Left Shift now makes the map skroll faster.
The new patch will come out with the new update in the next year. Thank you all so much for your support, bug tracking and suggestions!