Good day, fighters! Today we’ve published the update 0.52.10 which contains new weapon and bugfixes.
New weapon
In this version, miners got a new shotgun - Mossberg 590A1 which available on 13th levels and fill a niche between MP-133 and Marauder 12. This shotgun has pretty good specifications as a weapon on this level and has 7 rounds in the magazine.
Mercenaries have got a new assault rifle - M16. This gun available on 25th levels and uses 5.56x45 rounds.
This rifle obtains a moderate armor-piercing, with good accuracy and rate of fire. Installation of aiming devices, such as KITE-1, KITE-2, PO-1, and red dots, is also allowed.
Canyon
In this version, we've reduced the radius of the jammer and removed a possibility to keep offline the character from opposite faction close to the outposts. Now characters from opposite faction will spawn at the exit to “Swamp” location, which solves a problem when enemy engineers load into the game when outpost capturing begin.
Other changes
Fixed a bug with markers for “Herbalist” quest;
Quest “Looking to purchase old waste batteries” on Bulletin board in Korovie now available only from 15th levels;
Memory usage of the client of the game has been optimized. It affected a huge amount of game files;
The price of the next ammo has been optimized according to its efficiency: 12Ga (shot, slug), 12Ga Magnum (shot, slug), 7.62x39 (all), 7.62x54 (all), 5.7x28 (all), .45 ACP (all), .30-06 (all);
The price of the next M1 ammo has been increased: 12Ga M1 (slug and shot), 5.7x28 M1, 9x39 M1, .30-06 M1, 7.62x54 M1. Now crafting is much more profitable;
Added recipe for the production of 5.56x45 M1 rounds;
A machine gun position on South Outpost has been changed;
Engineers got a possibility to wear on M1 faction armor on 30th levels, but it requires 6 points of strength;
Fixed a bug due to which initial speed of bullets was overestimated for assault rifles and rifles (excluding AS VAL and VSS). Now all ammo has a correct initial speed. Keep in might, that the trajectory might be changed on long distances (200+ meters).
Hello, fellas! We’ve rolled out the update 0.52.9 in which the mechanisms of damage are significantly reworked. It means, that PvP and PvE battles became different. So, what has been changed? Read this article!
New mechanics of armor and armor-piercing
We’ve introduced significant changes in armor and armor-piercing mechanics in the version 0.52.9. It means, that the damage doing to monster and players works an absolutely different way now.
How it was before?
Before, if the weapon had not enough of armor-piercing, players weren’t able to do damage to the enemy. For example, if the enemy had 60 points of armor, and your weapon had only 40 points of armor-piercing, you weren’t able to do even small damage, only “zeroes”, and you become very sad. It has been changed now.
And what’s now?
There will be no more “zeroes” in the game. Now, if the weapon has even a small amount of armor-piercing points, it will be able to do damage to the enemy, but some part of this damage will be absorbed by the armor according to the difference between armor and armor-piercing values. Theoretically, now it is possible to kill a high-level enemy dressed up the faction armor even with a low-level weapon, such as TT, PPSH, SKS, Marauder 5, not to mention the Mosin rifle and the Marauder 7 and handguns. Only for this, you need more time and ammo :-)
How does it work?
For example, if your target has 100 points of armor, and your weapon has 60 points of armor-piercing, you able to deal up to 60% of maximum damage in the best case (excluding the critical hit). If the weapon has only 40 points of armor-piercing, it will able to do only 40% of maximum damage and so on. If the armor and weapon have the same value of armor and armor-piercing rates, the weapon will able to do maximum damage depending on of current experience rate for this weapon.
What does it mean on practice?
It means, that the high-level players should not underestimate the low-level players, and players of even 16th and 13th levels will be able to fight back higher-level players. Yes, it wouldn’t be equal fights, but nonetheless… It means, that the Zastava M70 has got better efficiency to low-armored targets than AS VAL, and the AS Val does much better with high-armored targets because it has a high value of armor-piercing. It means, that the Magnum slugs and 12 GA shots now are able to do damage. And the SKS with the 7.62x39 M1 round become like a sniper rifle for everyone.
(Low-level player joined the battle with PPSH)
Since the weapon with a high value of armor-piercing is available in the game (AS VAL, Thunder, VSS, SPAS), the minimum value of armor has been increased twice and highest value of armor has been increased three times for each armor.
Since the damage algorithms have been changed, we’ve devoted a considerable amount of time to rebalancing the weapon, adapting it to new conditions, conducting tests of each weapon available in the game. Specifications of some ammo, such as 12Ga, 9x39, .30-06AP and M1, 7.62x54 Extra и 7.62x39 Extra, also have been revised. Somewhere the armor-piercing has changed, but somewhere damage.
It is worth noting, that the armor-piercing now depends on from the bullet speed and the distance. This, in general, is logical, since the bullets lose their energy, depending on the distance.
We understand that it is not possible to do a good weapon balance from the first time, that’s why players should be patient, and adopt the new rules of the game. We are sure, that these changes are steps in the right way, and the balance is just only question of the time.
Drop from characters
In connection with the new damage mechanics, we’ve revised the chance and amount of drop from the characters. We’ve reduced the chance ammo and medical kits dropping out, and also significantly reduced their amount: ammo now drop by 10% less, and medicines - by 15%.
Other changes
HP ammo now do less damage to characters by 20%;
Wear of the armor plates reduced by 50%;
The problem when 12Ga Shot able to do quad damage has been solved;
The speed of experience gaining for “Privet” submachine gun has been increased;
Some quests are disabled for the group. This will eliminate problems with quests that are not suitable for the group;
Information about the possibility to do a quest in the group now displays in the PDA;
Now monsters, which are under the water, able to take the damage;
The problem with displaying medical kits in the fast access slot after usage the last medkit has been solved;
Fixed a bug with markers duplicates on minimap after death;
Solved a bug with character’s transfer from “Solnecniy outskirts” to the “Swamp”, and the bug with using the guide as well;
Now unloaded weapon display the specifications of damage like it charged with FMJ ammo;
Solved the bug when the killing of aggressor from opposite faction (players with the blue identification) not accrued reputation.
Solved a bug when the rain rains through the buildings and caves.
In order to optimize the load on the client and the server of the game, the chat logs now display the total damage done for each 50 ms from each player, monster or NPC, and not for a single shot as before, and reading such a log will become more convenient;
Improved textures of stokehold in Solnechniy;
The overall color scheme of the game has been changed.
A small update has been published today, which includes the next changes:
A problem due to grenade launcher deal double damage has been solved;
The speed of flight of grenade launcher grenades has been reduced from 110 m/s to 80 m/s;
G43.100 and G43.200 are now not able to make damage through the walls in mines and caves. The usage of G43.100 in such places now is not so effective as G43.200;
Reputation mechanics have been improved;
Specifications of 5.45x39 M1 have been improved;
Textures of rocks in “Exclusion Zone” have been fixed and improved;
Mechanics of groups have been improved: now, if the group has less than 2 players, the group will be disbanded automatically.
Today we’ve rolled out a small hotfix, which contains next changes:
Faction points and reputation now can be awarded only when a difference between players not more than 7 levels (5 levels were before) and only if the level of killed players higher than 24;
An influence on the weapon skill of the “Intelligence” parameter now is more notable;
A behavior of NPC guards has been improved: now they will not spend ammunition by shooting the ground :-)
Flying past bullets now have less sound and visual effect on players;
Recipe for the production of ferrous metal from nuts has been removed from the game;
Today we have published an update 0.52.8, which includes a huge number of fundamental changes in the game.
Skill points
One of the most important changes in this version affects the way of distribution of the skill points.
Initially, all new characters now will get fewer skill points at the start (such as strength, dexterity and etc). Instead of this, all players will get skill points reaching next levels: 5, 10, 15, 20, 25, 30, 40, 50, 60, 70, 80, 90, 100. All obtained skill points now can be distributed on your own. Thus, all players got more freedom of character development, adjusting the way you need.
Moreover, everyone has got a possibility to reset all distributed skill points in PDA for 100 000 tokens, if someone wants to rebuild settings of character.
Please note, that we’ve reset skill points for all characters. Do not forget to distribute them before claim about “nerf”.
Quests
In this version, we’ve added new quests mechanics for players in the group. If some character in the group gets a quest, this quest will be shared automatically with all members of the group, if they met the requirements of the quest. If all of the players in the group have completed this quest, then the only one of the players in the group may talk to NPC to finish it, and this quest will be rewarded for everyone in the group if they located within 200 meters.
The weight of the quest items that are blocked in the inventory is no longer taken into account. It makes easier to do some quests especially on entry-level stages of the game. Also, it should compensate for a reduced amount of skill points for entry-levels.
Moreover, we have changed mechanics of quest items spawn: now all quest items are individual, and situations, when somebody took your quest item before you and you have to wait for its spawn again, are almost excluded.
And the last one. Now if you get a new level when you complete a quest, the residue of experience will be transferred to the next level instead of nullification.
Weapon
In this update, the miners will get a new weapon - grenade launcher GL-43. This is the single-shot grenade launcher with caliber 43 mm, which available to miners on 25 levels.
This weapon has two types of ammunition:
— grenades exploding on contact; — deferred grenades.
Despite the fact that GL-43 is a single-shot grenade launcher, it able to deal huge splash damage in the range depending on the effectivity of shot in the battle. Iron sight has 50, 100 and 150 meters value, maximum sighting range is 150 meters. However, it doesn’t prevent the launch of grenades with proper skill at 250 meters.
GL-43 is a strong and deadly weapon in general. Keep in mind, that this weapon can damage players of your faction or a group. Thus, you should think twice before making a shot.
In the future, GL-43 will get a third type of ammunition: grenades with toxic gas. Thus, GL-43 becomes a weapon of mass destruction, from which armor doesn’t save. Such grenades can surprise an unprepared enemy and affect the role of the miners on the battleground.
Engineers will get a new weapon for the entry-middle stage of the game - submachine gun MP5 with caliber 9x19. This automatic gun will be available on 16 levels, and “Privet” is moved to 13 levels with reduced specifications.
The decision to add a new weapon to engineer is conditioned to the fact that engineers have not the profile weapon from 7 to 16 levels, and the “PPSH” is not effective enough for this stage of the game.
Unlike “Privet”, the new submachine gun MP-5 will get more powerful characteristics, which will raise combat capabilities of engineers from 16 to 20 levels. Moreover, this submachine gun supports the installation of silencers.
Faction reputation
In this version mechanics of the “faction reputation” got improved, and we’ve made the next changes:
A punishment for destroying the faction devices, such as “MRP-1”, “MHP1” and “Jammer”, has been increased;
With frequent receipt of the flag of the aggressor, reputation is now taken away, as this suggests that your actions were intentional;
In cases, when you deal damage to another player from your faction, but not kill him, you will lose your reputation if this player dies even not from you;
Automatic recovering of faction reputation is disabled now. Although the reputation had recovered only with certain conditions and very slowly before, we believe that this mechanism has lost its relevance.
Respirators and gas masks
In this version, we have added respirators and gas mask which will protect you from toxic gas and will have some protection against the radiation.
At the same time, the gas mask cannot be used simultaneously with the night-vision device, and the respirator can be used.
Events
"Events” is a new experimental feature in our game. We’ve added few entry-level events in Solnechnyi Outskirts, which will happen spontaneously. The participating in these events will be awarded, according to the difficulty of the event. The added events are targeted on entry-level players at this moment, and when this new mechanics will be debugged well, we will expand the amount of these events and add them to other levels too.
Other changes
The interface of PDA have got an update;
The problems with reloading of TOZ are fixed;
The Night Vision Device now shows on character;
In the battle logs now write the name of NPC who damaged or killed you;
Players who break faction equipment now obtain blue identification;
Fixed problems with sound: now you can hear monsters behind you;
Increased a drop chance of loot by tasks from Bulletin Board in Solnechniy;
The armor-piercing of UMP has been increased;
Solved a problem with MP-133 sight;
Optimized a synchronization of the character with servers;
Outposts capture time has been reduced to 3 hours;
Amount of NPC guards at outposts has been reduced;
Today we’ve prepared a new hotfix for update 0.52.7. In this version, we’ve made some correction into the shooting mechanics, based on community feedback.
Shooting Mechanics
First of all, we’ve fixed a problem when weapon didn’t shoot while the player hold pressed mouse button before weapon lifting up animation completed. This inconvenience is removed. Now weapon does first shoot much faster, while lift-up animation works properly.
The logic of NPC is improved. Now they able to see players while they are hiding behind something, but some part of the body is visible (like head, arm, legs). Now they able to shoot different parts of the body, but at the same time, the accuracy of NPC is reduced.
Other changes
Fixed a problem with a save-zone in the Minayev’s Mine.
Today we’ve prepared a small hotfix, which contains some bugfixes and improvements.
List of changes:
The interval between shots in the single shooting mode is increased. Now it has 150 ms interval, which should be enough for most players (not everyone who does a practice shooting can boast of such results), and those players who used macros for shooting will no longer be able to shoot fast in the single mode just as automatic mode.
The problem when high-level lizard gets spawn in a tree is solved.
Backpacks became more detailed, problems with its animations are solved.
The approach of packing of the game is changed. It should bring a positive effect to the installation of game updates (not this time, in the future).
Improved quality of painting pattern. Paint applies more evenly and covers a larger area of the weapon from now.
Added a new skin for Zastava M70 to the Steam Store.
Today we’ve published the update 0.57.7. In this version, a substantial amount of work has been done on the servers code optimization, which allows us to significantly reduce CPU usage on servers. Overall, it should positively affect the performance of servers, especially during intensively fights and high load.
Game client also got some optimization: a huge amount of different things which hidden from player’s eyes is improved. Generally, we’ve managed to reduce CPU loading by 30-40% in some scenarios: it should reduce performance drop when many players or monsters are in one place. Unfortunately, not all of these improvements may affect FPS, but sometimes they can be noticeable.
Other changes:
Added a new quest notification: “Quest can be completed”;
A “level-up” notification has been improved;
The sale of custom skinned weapons from Steam Store is prohibited to NPC-traders;
New emotions are added: “Squatting” (“Korty”), “Point the finger”, and “Pay Respect” ("Salut");
Leshiy’s hut got a respawn point. Also anomalies “Radio” are added which can be used as teleports to exclude respawn-wars there.
Today many people from CIS celebrating the “Defender of the Fatherland Day”. We want to congratulate everyone with that holiday and today, we’ve increased a loot dropping chance by 15% and the experience gaining up to 25% both for this weekend!
It is a good time to get some rare loot 😉 Happy holiday, and have a good hunt 😉