A week ago we posted on our Twitter a photo of one of the stray dogs that kept following us in Chernobyl. As is usually the case with photos of dogs and cats, the Internet was instantly filled with love. However, a few of you were quite surprised. Are stray dogs living in Chernobyl? Yes, they are. Many of them, actually.
After the disaster at the Chernobyl nuclear power plant in 1986, about 120,000 people were evacuated. They were told they would be able to return to their homes in 3 days, but that was not the case. And the worst part: the residents could not take their pets with them.
After the evacuation of Pripyat and the Exclusion Zone in the spring of 1986, Soviet Army soldiers were sent to shoot and kill the animals left behind (reportedly, residents left note cards on the door with pleas to spare their animals). However, it was not possible to catch and slaughter all the animals in the entire Exclusion Zone. After a while, they migrated to the area surrounding the Chernobyl nuclear power plant, where their descendants remain to this day.
It is estimated that several hundred homeless dogs live in Chernobyl and its vicinity (there are also cats, several times less than dogs). However, despite the generational history, it cannot be concluded that it’s an ideal place for them to live. The greatest threat to the animals is not only radiation, but above all the lack of food and harsh winters. Most dogs simply freeze or are unable to cope with the competition for survival with other, stronger animals (dogs are driven from the forest to the power plant by packs of wolves). It is hard to find dogs older than 6 years; most rarely live longer than 4-5 years.
Every year, new puppies are born, which are taken care of by employees of the power plant: they feed them with the remains of their own meals, bring them indoors so that they can survive the harsh Ukrainian winter, and treat their wounds. At the same time they expose themselves to rabies by interacting with dogs. In total, it is estimated that more than 3,500 people interact with more than 500 stray dogs roaming the power plant site.
Dogs are also supported by guides. They set up small shelters where the animals can eat leftover food and find a place to sleep during the cold nights. However, these people wish they could get more humanitarian support for these animals.
But the power plant workers and zone guides are not the only help that Chernobyl dogs can receive. The American non-profit organization Clean Futures Fund (dealing, among other things, with veterinary assistance for dogs living in the exclusion zone) has launched the Dogs of Chernobyl program. Its goal is to reduce the population of Chernobyl dogs by sterilizing them. In addition, the animals undergo medical examinations and vaccinations. The program also includes cats that also require care. The authors of the project claim that for the last several years they have observed a drastic decrease in the number of stray animals inhabiting the zone, which means less suffering.
One more question that begs answering: can Chernobyl dogs be petted? Although quadrupeds are generally friendly towards zone tourists and the temptation is huge, it is worth sticking to the applicable rules and keeping your hands to yourself.
The latest Title Update is now available and includes the changes below.
FIFA Ultimate Team
Made the following change:
- Added a View Help button callout to the FUT Main Menu, Transfer Market Menu, Match Pause Screen, and when entry into FUT isn’t possible. - The View Help button callout displays a short message and a QR code that leads to EA Help pages related to the game area players scan it from. - This button callout will be activated through a Server Release in the near future. - Added a Profile Tab to the Player Details view for some types of Player Items.
Addressed the following issues:
- The radar could sometimes disappear during matches.
Gameplay
Made the following changes:
- When playing against a team using Constant Pressure, your AI teammates will attempt to more actively provide shorter passing options. - When a CPU controlled defending player applies Constant Pressure to the ball carrier but does not win the ball back, they can take longer to track back. - This has no impact on human controlled players. - Decreased Stamina Decay by 11.7% for Constant Pressure, Press After Possession Loss, and Press On Heavy Touch Defensive Custom Tactics. - In some cases, ball carriers are now more likely to maintain possession of the ball when pressured from behind by a defender.
Addressed the following issues:
- When chasing Lofted Through Passes, defenders could incorrectly slow down at times. - Addressed further instances of the ball unintentionally falling back to the attacking player after a defender makes a tackle. - During kick offs, teams with a high defensive line could push up too closely to the center of the pitch. - In some cases, using Player Lock when playing with customized controls could result in unwanted requests being performed. - When locking to a player without the ball, the CPU ball carrier could perform unwanted Skill Moves or passes. - Addressed instances of some animations not playing correctly when there is physical contact between two players. - In some cases, a quick free kick could not be taken and transitioned to a traditional free kick. - Sometimes, a Semi-Assisted Through Pass could incorrectly be hit out of play. - Removed heading animations that could unnecessarily occur when a player was requested to perform a header but was not in contention for the ball. - In some specific situations, the CPU AI could not win the ball back if the human controlled player was shielding the ball. - Further addressed instances of ball carriers running over the ball when making a dribble. - In some cases, CPU AI goalkeepers could perform an unintentionally poor pass from a goal kick. - In rare situations, after receiving a pass, the ball carrier could have become momentarily unresponsive. - Improved referee logic when making foul decisions in situations where the offending player quickly moved away from the ball carrier. - Improved referee logic when making foul decisions regarding slide tackles.
FIFA World Cup™
Addressed the following issues:
- Sometimes, in the FIFA World Cup™ Live Your World Cup mode, unplayed matches incorrectly had match results. - Sometimes, in the FIFA World Cup™ Live Your World Cup mode, starting lineups were incorrect. - Replaced the Play New Final option with a Restart Final option following the conclusion of a Featured Quickplay Grand Final match. - An incorrect ball could be used in some matches.
Career Mode
Addressed the following issues:
- Sometimes, saved gameplans were not applied during matches. - In some cases, when all substitutions were made during the match, it was not possible to change player positions.
Pro Clubs x VOLTA FOOTBALL
Addressed the following issues:
- In some cases in Pro Clubs, after a goal was scored, the players at kick off could be unable to move for a short period of time. - In the VOLTA SHOP, added Most Popular and Best Value labels to the corresponding FIFA Points Bundles. - Addressed an issue that could sometimes affect end of match rewards in VOLTA FOOTBALL.
- Addressed some instances of EA anticheat not installing or updating correctly. - In some cases, in Kick Off, custom controller settings could reset to default. - Known issue under investigation on the EASF Tracker: If Playtime Match Limits are set and reached, the message delivering this information could not be closed. - Workaround: Close and restart FIFA 23.
Thanks to those who’ve provided feedback. Throughout the course of the FIFA 23 season, we'll provide you with more information and updates if and when they become available. Be sure to follow @EAFIFADIRECT on Twitter and the EASF Tracker for the latest updates.
Be sure to check the full weekly report following the link.
Test build
We are currently preparing a test build for dev tests. After this dev test, we will be able to fix replication issues if there will be such, and polish some numbers for a better user experience. Of course, we will also use this test to optimize the game to ensure a stable FPC rate. It will take some time to finish the polishing because the game obtained a lot of new mechanics. We may launch a small public test, we will notify You once such a test will take place. We want to make sure that all is working as intended before a big launch. We also do need to test the game on different computers to ensure that a maximum number of players are able to play the game with minimum quality sacrifice. Also ensuring that game will be optimized for other platforms.
Fake death
We are also adding a new gameplay mechanic, that's right faking your death! While you are not invincible and faking death doesn't mean you are immortal, it will allow players to stay alive after defeat. Basically faking death will allow other players to loot the faker, so for all other players faker is dead, and teammates will still be able to help the same as they do with a regular knocked-out state. Yes! You may lose your gear and loot and all the expensive weapon modifications. But at least your character is alive, as does his experience and skills. If you read previous weeklies you may notice that we've added a lot of ways to survive, since character became a more complex component we've raised character cost in terms of gameplay component. We are also working on a more advanced way to improve your character. That is all for this week. We will continue to share our progress and as always publish it next week!
And another week of development was finished! As always have a great weekend! ;)
Future proof your fashion sense with this all new DLC pack for Kao The Kangaroo! All three sets can be mixed and matched with previous cosmetics, adding a galaxy of options to your fashion choices!
The VIP DLC pack contains three sci-fi themed costumes including -
Feeling Something That's Not The Force Space Knight Robotic Totally Not Cyber Future Punk
It's not the first time Kao has jumped into the future...but it's certainly the most stylish
To celebrate, Kao is now on sale with 40% off until 23/01/2023
We're celebrating by running a scoreboard competiton within the game! Starting right now! Here's how you enter:
Firstly, load up LONE RUIN, select Hard difficulty and click SURVIVAL mode. You'll have ten minutes to defeat as many monsters as you can!
Secondly, screenshot your place on the leaderboard. Then, use the hashtag #LONERUINSCORE and tag us Twitter.
Finally, we'll stop the clock at 11:59pm (GMT) on the 20th of January. Once we've collected all the data from the runs, we'll announce the winners on our social channels on the 23rd!
We have a $1000 prize pool for the top three winners.
🥇 $750 🥈 $200 🥉 $50
And if you place within the top ten, you'll recieve a digital key for either Grapple Dog or LONE RUIN on the platform of your choice.
Survive as long as you can, demolish monsters and get the highest score! Good luck!
- Super Rare Games & Cuddle Monster Team
P.S. There's more T&C's here about submissions/giveaway receiving: Full Compeition Rules
P.P.S. Thank you for all your really vaulable feedback over the game's launch. We are planning to make some immediate changes and then release a short-term roadmap to make some improvements to the game based on current reviews/forum posts.
Please keep sending feedback, and thank you for your passion! Happy Launch Weekend!
The roadmap does not include the balances fixes, QoL improvements, shop events and so on that could be done during the year.
But overall, our focus will be on new content for this year, we don't expect major engine changes, we have a story to tell and challenges to offer so we want to focus on that. With a stable game engine, content will be created faster.
Thank you all for supporting Impaler, and providing us with tons of feedback. As we mentioned last time, we’re constantly working on new content and features to expand our game. This update brings new obstacles, new difficulty levels, and much more!
Our goal going forward is to introduce changes that will expand on what Impaler delivered at launch. Over the next weeks we will offer a roadmap that will lay out what we have planned for Impaler in the coming months.
For now - please check out the full patch notes:
New Features / Content
New obstacle “Monolith” - Extremely large indestructible obstacle that can offer cover from ranged projectiles and spawns in a porous configuration so movement is not overly restricted
New obstacle “Retractor” - Indestructible metal obstacle that retracts when enemies are nearby. Blocks player movement but allows passage of monsters.
Two new achievements for completing the game on Hard and Nightmare
Bullet time mechanics simplified
Bullet time fills by taking damage and killing monsters
Bullet time cooldown is removed and progress no longer decays with time
Triggers when the player presses attack
New config.ini settings for enabling / disabling some visual settings
Weapon sway
Weapon bob
Screen shake
Balance / Gameplay
Stomp damage reduced to 30 from 35
Melee monsters about 5% faster
Coin crate now drops 3 coins instead of 4
Monsters that have ranged attacks more intelligently lob projectiles at you (over obstacles and at greater ranges)
Boss shoots 6 fireballs in succession instead of 2 at once
Platform / rocket monster changes:
The platform can be temporarily damaged causing the platform to lower making it more vulnerable (will see electricity / sparks)
Will lob rockets high into the air to attack players hiding behind obstacles / at a distance
Stage 10 has a more challenging obstacle layout & additional jump pads
Slime monster uses ranged attack more aggressively
Crusher “skull” obstacles will reset after dropping so they can be reused as traps
Minor reduction in health pickup attraction (was too forgiving)
Increased bullet penetration against spikes (so you can shoot monsters behind them easier)
Jump arrows now spawn coins above them after 30s (only spawns once but makes them more fun to use)
Improved layout and bouncing behavior of the floating arrows (more satisfying now)
Offerings will move themselves away from walls and corners (common point of frustration)
Increased coin reward from 6 to 10 when completing a stage with full health
Platform monsters hide for 4s instead of 6s
Changed behavior of weapon cooldowns slightly + balance values updated. Slightly higher thresholds for overheats and slightly slower cooldowns. (was bug in math that needed to be fixed)
~10% reduction on weapon overheat cooldown
Additional HUD indicator for when bullet time is available
Large versions of monsters have ~30% more health
Fixed placement of spikes when spike jumping (was previously offset in a frustrating way behind the players feet when looking straight down)
Increased size of offerings
Audio / Visual
Blood particle effects improved
Improved particle effects for destruction of boss “spike” obstacles
Fixed some flickering on the boss shield
Obstacles have a shake animation when damaged
Minor improvements to environment art
Increase opacity of hit indicator and reduced its size
Improved camera animations when jumping and stomping
Increased visibility of shadows when objects are above the ground
Generally improved map lighting and shadows (+ slightly increased brightness)
Coins slightly bigger & more visible
Reduce smoke from shotgun pellet impacts
Upscaled art for the stage # pickup
Improved visual presentation of coin and health power ups (faux lighting effect)
Menu buttons are more gray than blue
Added missing sounds to certain pickup spawns
Changed visual appearance of plasma nades to be more distinct from the normal plasma projectiles
Improved art assets for offerings
Improved art assets for large stone obstacle
Improved art assets for spikey boss obstacle
Improved misc menu art / icons
Added blue glow on weapon to show bullet time is ready
Added unique sounds for shooting offerings
Added ambient sound for offering destinations
General audio mixing improvements
Bug Fixes / Technical
Fixed bug causing occasional inconsistency with the strength of weapon recoil impulse on player (you can now use gun recoil to run backwards faster)
Fixed an incorrect German localization
Fixed gold farming exploit with “Demolition Man” - coins only spawn during the phase where monsters spawn. (you can no longer keep the last enemy alive to farm coins)
Fixed offerings triggering jump pads
Fixed death sounds playing multiple times on some monsters
Fixed bug with stakes incorrectly rendering when stuck in a wall
Fixed missing windows taskbar icon
Reduced overall load times
Thank you all for getting through the patch notes, make sure to let us know what you think about the changes and new features on Steam forums, or our official Discord server.
While we are still pinpointing future update plans and the roadmap for this year, we can honestly say that 2023 is the year of Impaler!
As always, please share Impaler with your friends and leave a Steam review if you’re enjoying the game to help us reach even more players.
Also, be sure to check out our bundles with extra discounts for a number of great indie titles.
The Outlands are a place where everyone can walk their own path and choose the community they like the most. We can happily say that variety is something we can find in every corner of this world, but something always caught our eye. There’s three towns that have something in common: their leaders! A set of triplets rule three different towns each one of them has their own way of doing it.
Now, let’s meet them!
First up: Gerald!
Free spirited, Gerald is someone who certainly loves a good party. He aspires to make his town the most fun out of all the Outlands and our sources tell us that is mostly true. A true friend of his people, he works hard to give them what they need and always makes them happy.
The triplets are all completely different, and Gerald is proud to call himself the fun one.
Next: Earl!
The toughest out of the bunch. He has gone through tough times, but this hasn’t killed his spirit. He is a dedicated leader that got his town through thick and thin.
He has the reputation of being the “smart one” out of the triplets. He is strict but compassionate and always looks after his people.
Finally: Ronald!
The “third twin” might be the least popular, but it is certainly one of the firsts in our hearts! He might be trying to prove his worth to his brothers 90% of the time, but this doesn’t mean he is not a good leader. Always trying his best, he gives his people what they want.
More leaders are coming soon!
You can join our Discord to chat about all things Outlanders here!
Thanks for being patient with us. We have finally got a fix for the launching issue introduced with update 1.50.0!
This update runs on a BETA build of the game engine so there may be some unexpected behavior - please let us know if you encounter anything weird. We will be updating another time around the DLC release (still planned for later this month) on a stable engine release, so if there are any weird issues we are expecting to have them resolved by then.
Also included in this update is another Shared Stash tab :)
Thanks again - we look forward to releasing the Mechanist!
Here are the full notes:
1.50.3:
Added an additional stash tab for everyone.
Fixed the game not launching issue.
Fixed some bad tooltips and misc typos.
Fixed several issues with localization where a game restart was needed to fully update the changed language.
Fixed several instances of overlapping or bad padding in tooltips and UI elements.