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GAMMA ☢ TEAM

glag.ex_zone

Co-op salvage runs in the Chernobyl Exclusion Zone. Loot, survive the mutants, make the quota, bring your dead home

Voir l’analyse complète Joueurs · rétention · sessions · mises à jour · succès

À propos

Thank you all for the support, I love you

The game isn't finished yet, this is just the foundation. It will get much better as more content is added, and I’ll take into account everything you don’t like, I look forward to your suggestions, let's make this game better together

Next Updates:

  • Firstperson mode (done)
  • For newcomers to loot-gathering games, add explanatory hints on the first day (done)
  • New everyday shop system
  • Separate the jumpsuit into its components: different boots, different backpacks (done)
  • Casino in bar ( roulette - done, jackpot - done, spin wheel, 21 )
  • Climbing over fences (done)
  • Searching the lockers (done)
  • Better walk control ( done )
  • Make the mini-map more user-friendly (done)
  • New locations
  • New monsters ( The concepts have already been devised )
  • Make dungeon generation more branching than it currently is
  • Fully joystics / steam deck support
  • So that almost all the loot can be interacted with
  • A bestiary of monsters that will gradually unlock, allowing you to study their behavior (done)
  • Perfect the monster spawn system
  • Alt gun slot
  • Walkie-Talkie + alt slot
  • Emotes wheel
  • Achievments

The debt is almost paid. Just One More Run into the Zone

⚠️ Beta. Gamma Team is still in development, so expect bugs. This is my first project, made for a game jam. Thanks for playing, and feedback is very welcome!

Gamma Team is a cyclical co-op salvage crew working the Chernobyl Exclusion Zone for a company that only cares about one number: the quota.


Every Underground is randomly generated, so no two runs are the same. The Monsters aren't just hit points: each one has its own behavior, and you'll have to learn how to hide from it, trick it or run. And when the day is over, grab the Accordion and the Guitar, because every good run ends with a song in the back of the truck.

Things out here listen. Some of them hunt by sound. One of them has learned to speak in your friends' voices.

Sell your haul at the bar, meet the quota, and do it all again.

For any ideas or bugs you can tell in: https://discord.gg/eGe7Av4A5M

Tech I am proud of, and why this game took so long

Baked light and shadows
The engine handles dynamic light well, but my map is half a kilometre of terrain with a forest and dozens of lamps, and the sun and lamps never move. Keeping them dynamic would mean paying every frame for something that never changes. So all static light is baked into a map over the terrain: sun visibility separately, lamp light separately, with shadows cast into it by real tree triangles with leaf alpha, by the terrain and by static models. Live shadows stay where they actually matter: on people and monsters. I already had the germ of baked shadows in another project (which is still under development), but in this project, i fully realized it.
Fog of the unseen
Everything the player cannot see because of walls is covered by dark fog. It is not a view cone and not a post effect: sight-blocking geometry is sliced by a horizontal plane at eye height into a flat plan of segments, and each surface checks for itself whether the line from the eyes to it is blocked. The eye is a disc rather than a point, so a wall corner gets a real soft penumbra instead of a staircase of rays. The first version did this per pixel and ate half the frame indoors, so visibility is now solved into a grid of five centimetre cells once per eye movement, and a pixel costs a single lookup.
A custom navigation grid
The built-in navmesh builds at runtime and would be plenty for a normal game. Three things got in my way, all specific to my bestiary: one agent size per scene, while my creatures range from half a metre to a four metre span and one of them is supposed to never fit through a door; a path query on the order of a millisecond with no budget, with a dozen creatures on the map; and the questions I want to ask, which it was not built for: where do I stand so the player cannot see me, where is open ground, where do I stash what I stole. So I wrote my own grid: columns every half metre, floor tiers inside one column (two storey houses, a bridge over a ravine, underground sublevels) and a clearance value in every cell. One grid serves every body size at once: a big creature fails to fit through a narrow gap on its own, with no special rules.
HUD drawn with shader
The standard s&box UI is convenient, and for a normal interface I would simply use it. But my whole look rests on a pixel staying a pixel, and a pixel font through regular text rendering drifts in hinting and letter positions. So the interface is one quad over the frame with my own shader, glyphs are taken off the TTF by the font's own grid, strings are assembled into a texture, and every appearance and disappearance is Bayer dithered: text does not fade by alpha, it dissolves pixel by pixel and stays crisp at any resolution. The shadow under the text is dithered the same way, and that is where the look comes from.
Underground levels: bake the rooms first, then build the level out of them
I wanted both random generation and good light, which normally pull against each other: there is nothing to bake until the level exists. The compromise: the light of every room and corridor prefab is baked into a volume once per session and cached, then a seeded generator assembles a whole level out of ready rooms, the volumes travel with them, and at the joints in doorways the light of neighbouring rooms is blended so it does not break at the threshold. The result is a new layout every run with light close to a hand baked one, and no waiting at build time. Only flickering lamps are left live.
Physics and world synchronisation

The engine can sync transforms by itself, and for many things that is enough. My game is p2p co-op on one shared channel, so the rule is simple: the network carries the reason, never the picture. A dropped item does not stream coordinates every frame, one event travels ("fall from here with this velocity") and every machine runs the same fall locally. Players and monsters send their own position snapshots, and between them the body is carried by my own smoothing. Underground levels, vegetation and road debris are not transmitted at all: the seed travels and every machine builds the same world. So a client does not live one ping in the past, its own action appears instantly on a ghost: drop an item and the ghost falls at once, while the real one takes its place when the host confirms. Price, damage and death are always decided by the host.
Fighting for the fps

The longest part of the work, and honestly mostly my own doing. I built the lighting as one large function with every branch inside, and the shader ended up bound by GPU registers rather than by polygons: switching a piece of code off at runtime saved 0.36 ms, while cutting the same piece out of the build saved 1.5 ms, because the compiler kept the variables of every branch alive. The cure is not flags but static shader variants per context (street, truck, house, underground), which gave back almost two milliseconds inside the truck. The driver hands out registers in steps of 72, 80, 96, 128 and does so non monotonically, so every change has to be measured for real. The shader sits at 96 now, but my work continues to make this better.
GPU Grass

I won’t dwell on it here. it runs almost entirely on the GPU. It was originally created in my prev s&box projects: Protect The House and Green Spin. I only made visual changes to it for this game.

Historique des joueurs de GAMMA ☢ TEAM

Plage de 24 h · moyennes horaires

Mises à jour

11 mises à jour
FP Mimics rework, Truck navgraph fix Mimics sometimes carry an item in one or both hands, and rarely a guitar or accordion they play while walking, exactly like players do 18 modifications

Added

  • Mimics sometimes carry an item in one or both hands, and rarely a guitar or accordion they play while walking, exactly like players do
  • Mimics occasionally blink their flashlight at you
  • Mimics now and then glance at the PDA on their wrist for 3-6 seconds, the screen glowing just like a player's
  • Mimics may jokingly shove you a couple of times when you meet, like a teammate goofing around
  • Hit a mimic with a bolt and it may answer with a volley of one to five bolts back at you
  • Bolts now bounce off every monster, mimics flinch like players, and a hit monster turns to check where it came from, though it can't tell how far away you are

Improved

  • In first-person runs mimics now move like first-person players: no walking backwards, eyes ahead instead of at the floor, occasional jumps while running and onto ledges like the handcar
  • Mimics now drop off the handcar and other ledges with a real fall, instead of snapping to the ground in a single frame
  • Monsters now go for the closest prey they've noticed and switch mid-chase to one twice as close, so a mimic standing right in front of them is no longer ignored because a player is behind it
  • In first person the bolt now flies toward the center of the screen with constant strength, slightly upward like a grenade, instead of bending its arc to whatever point you aim at
  • Mimics no longer fetch every bolt you throw like a dog, and they ignore noise while they can see a player
  • Monsters that can see you no longer wander off to check a stray noise like a thrown bolt

Fixed

  • Mimics bite again when they bump into you, before they could push you with their body without the touch counting
  • Monsters that walk into the truck after a sound or prey now walk back out on their own, mimics included, before they could get stuck inside for good
  • Monsters heading for a noise in the truck no longer go deaf on the way and on the ramp, and they run to loud sounds instead of crawling from across the map
  • Netopyr no longer loops in and out of the truck because of the charger, once it has checked the hum it stops coming back and hears everything else, bolts included
  • Monsters no longer walk through mimics
  • A dead mimic's flashlight and held item now vanish, the flashlight used to stay hanging in the air
Some balance and Improves Bats and Moose are now enemies, if they meet in front of you they fight to the death and the winner stays wounded 21 modifications

Added

  • Bats and Moose are now enemies, if they meet in front of you they fight to the death and the winner stays wounded
  • Sorry there’s no new content yet. I decided to relax a bit after the jam, but I’ll get back to full-scale work soon :-)

Improved

  • Bats and Moose are now rarer, together they make up at most a third of street monsters and no more than 6 per map, a paid map used to be swarmed by them
  • Bats and Moose now stay off the map until 11:00 and only 2 of them guard the truck, the rest roam the map
  • Banes hunt in packs again but now attack one at a time, one bites and backs off while the rest circle and wait their turn
  • Monsters no longer move in a crowd, they spread out over the map and take different sides of the truck, and only half of them head to the truck in the evening
  • Days now start calmer, 1-3 weak monsters on arrival and a quiet first hour, then stronger ones come out gradually, on hard maps like Handcar and Impulse they keep coming until 16:00-17:00 instead of 13:00
  • Undertow now needs to see you for 3 seconds to reach full pull and can only kill after that, opening a door straight into it is no longer instant death
  • Undertow now has 3x more health
  • Monsters now hear a shout only when your voice stays loud, a single sharp sound in quiet talk used to count as a shout
  • Photo rewards now depend on how deadly the monster is, 100 for instant killers (Bat, Moose, Undertow, Kekoba), 50 for Beekeeper and Winch, 25 for the rest
  • Bolts are now twice as loud for monsters and steady noise like the truck charger now fades into the background, a Bat drawn by the charger used to ignore every bolt
  • The handcar lever now moves noticeably slower, W and S need pressing about 1.3 times a second instead of 2.2, top speed is unchanged

Fixed

  • Photos taken by connected players now count again, the camera price used to grow only for the host
  • The physgun now works for connected players again, grabbing, throwing and the beam others see
  • Dungeon doors now protect you from the first frame of the fade, monsters could still hit you while the screen went dark, both going in and coming out
  • Bodies thrown by a Bat or other monster no longer land under the truck, tables or beds where nobody could reach them
  • Dungeon furniture no longer narrows the way between doors to a slit, big items like the wooden cable reel now always leave at least 1.15 m
  • Item prices now show above 999, a camera full of photos used to be stuck at 999
  • The handcar no longer rolls backwards when starting off, the lever used to get stuck at the top and pressing S there sent you the wrong way
  • The camera now stops working once the truck starts moving, photographing monsters from the ramp of a leaving truck is no longer possible
Urgent fix Fixed a video memory leak in the HUD: active effect rows (medkit, vodka, syringe, cognac) created new textures every second and never freed the old ones, and so did the notices on the right and the price tags. Over a… 4 modifications

Fixed

  • Fixed a video memory leak in the HUD: active effect rows (medkit, vodka, syringe, cognac) created new textures every second and never freed the old ones, and so did the notices on the right and the price tags. Over a long session this added up to hundreds of megabytes, the frame started to stutter, and only a full s&box restart helped (Thanks to Feofan Karp for noticing this)
  • In first person the fog at the map edge no longer floods the inside of the truck while it drives: it is off on the way in and out and fades back in after the truck stops
  • Fixed the sky showing through grated landings in dungeons: the bunker missile silo (the corner where the stairs come up), the bridge ends over the pit in the lab and the sewer settling tank now have concrete under the grate

Known issues

  • If you still experience FPS loss that worsens over the course of gameplay, please contact me immediately
Show 8 older updates
Rebalance More players now means more monsters: once the first quota is handed in (day 3 of a run), a crew of two gets a third more, three get two thirds more, four get double. Anomalies grow a little too, up to +24% for four.… 24 modifications

Added

  • More players now means more monsters: once the first quota is handed in (day 3 of a run), a crew of two gets a third more, three get two thirds more, four get double. Anomalies grow a little too, up to +24% for four. The first two days, loot and quota stay the same
  • Moonshine is now drinkable (LMB): it gives both the cognac effect (health and a minute of courage) and the vodka effect (removes dose, a minute of radiation protection, and you get drunk). Not sold in the shop, only found
  • Field dressing now works (LMB): +15 health and the wound stops bleeding
  • Food is now edible (LMB): bread, sprats, canned beef, condensed milk, pickles and the ration give +15 health and fully restore stamina
  • An eye icon on the HUD while wearing the Ghillie: closed means sighted monsters can't see you

Improved

  • Prices in the store were significantly raised to differentiate between item grades
  • Clothing now has drawbacks, so nothing is a straight upgrade anymore: heavy armor tires you out and makes noise, sealed science suits cut stamina, the light Wind suit takes 15% more damage and radiation, big backpacks drain stamina and rattle, and masks with optics cost stamina. First-grade items have no drawbacks, and drawbacks show in red on the shop card and in the locker
  • Exoskeletons are now loud (+30% noise), Assault and Cargo are 10% slower, and Sprint has 15 radiation protection instead of 45. Specialists are the best in their own field again: Ecologist 50 and Hazmat 65 radiation, Dark 45 armor
  • Ghillie now works by a clear rule instead of "40% stealth": while you sneak or stand still, sighted monsters can't see you past 3 m. Walking, running, your own hit or shot (for 4 s), a lit flashlight or a raised PDA give you away, and it won't shake off a monster that is already chasing you
  • Felt overshoes now make normal walking silent instead of "30% quiet", running is as loud as before, and falls hurt 25% more in them
  • Dusk gas mask is now a radiation filter (30 instead of 10), PMK gives 10 stamina instead of 5, Sneakers give 10 speed, Rubber boots 15 radiation, and masks with optics no longer give armor
  • Moose and Bat now have four times the health (2400 and 1200 instead of 600 and 300), Kekoba twice (240 instead of 120)
  • Magpie now winds up and pecks faster, you can no longer walk away from its hit, only run
  • Spare ammo is now one reload: a Makarov pack holds 8 rounds (was 16), 12-gauge shells hold 2 (was 6), and the shell box now looks like a small box for two
  • Loot is now more varied: the same item shows up less often on one map, and cheap things like food and the rubber duck are no longer nearly impossible to find

Fixed

  • Friends-only lobbies are closed to strangers again: after an s&box update the setting from the game card overwrote the choice in our menu and such a lobby opened to everyone
  • Monsters now hit a player standing on the handcar or on the truck roof instead of swinging at empty air with a hit sound, mostly seen by non-hosts
  • Host's monsters now correctly tell whether a guest is sneaking or running: a bush used to hide even a running guest, and a guest's pace always counted as walking
  • First-person weapons now settle into place right away when drawn, swapped, raised or lowered: they used to drift sideways for about three seconds toward the pose of the previous item
  • The shotgun no longer vanishes in the truck mirror while you reload it, its broken-open halves now show in the reflection
  • You can no longer duplicate an item by grabbing it from the truck shelf or floor at the last moment before departure: while the screen fades, items can't be taken or placed
  • When two players grab the same item at once, only one of them gets it now, not both

Known issues

  • If the rebalancing doesn't work out in some areas, message me on Discord and I'll tweak it for you. it’s important to me that you find the game engaging and enjoyable
  • The purchased costumes remain shared by everyone, since we have communism ;D
Minor improvements Megaphone now works: your voice carries 50 m instead of 25 and is twice as loud, with horn rasp and street echo; you hear yourself through it, it shakes in your hand and throws sound waves, and monsters hear it twice… 20 modifications

Added

  • Megaphone now works: your voice carries 50 m instead of 25 and is twice as loud, with horn rasp and street echo; you hear yourself through it, it shakes in your hand and throws sound waves, and monsters hear it twice as far
  • A bolt thrown at a mine arms it, so you can blow a mine up from a safe distance
  • 2 seconds of grace after you pass a dungeon door, in or out: monsters do not notice you while you look around
  • Top-down view is more forgiving: a monster that chases you from beyond the screen edge for 3 seconds gives up and leaves you alone for 12 seconds
  • An item staked in a slot machine is dimmed in your inventory while the reels spin, and the same item can no longer be staked on two machines or on roulette at once

Improved

  • Monsters now see 20% shorter in first person, the chase was too relentless
  • The elk is 25% slower: 4.3 m/s instead of 5.8, you can now outrun it
  • Zenit camera frame now hugs the monster by its size and facing, a long monster seen from the side gives a wide frame instead of a thin column
  • Zenit in top-down view: focus takes 1 second instead of 3, and you can shoot standing sideways to the monster, just not with your back to it

Fixed

  • Monsters no longer walk in the air at eye height and no longer crawl under the truck
  • A monster that came to the sound of a thrown bolt no longer counts as hunting the thrower: no tension music and no swing at you
  • A guest who died no longer loses their chosen outfit, on the road they wake up in their own jacket, gas mask, boots and backpack
  • The starter kit handed out after a wipe is now saved: the host can leave and return and the flashlights, vodka, detectors and camera are still on the shelf
  • Handcar: an item stacked on top of another item now rides along instead of hanging in the air
  • Megaphone and blowtorch now point forward in your hand and are held by the handle
  • Two players who grab each other with the physgun now both let go instead of flying off together
  • The distant world no longer shows through steep slopes, the junkyard hill had a see-through haze around it
  • Ground near cliffs is now drawn where you actually walk, it used to hang up to a meter above the collision
  • Wall pipes in shower rooms no longer split at module seams
  • Two errors that spammed for some players: a monster hurt right after it appeared, and the PDA on the arm
Firstperson, Bestiary, New map, and more First person mode, picked by the host for the whole crew 27 modifications

Added

  • First person mode, picked by the host for the whole crew
  • The Narrow Gauge map with a hand-pumped handcar and a passenger car
  • Six anomalies with their own artifacts: Zhom, Styn, Spark, Hum, Loop, Heat
  • Bolts on Q and an anomaly detector
  • Dodge roll on Space
  • Gear overhaul: suits, exoskeletons, gas masks, boots and backpacks with perks
  • Physgun
  • Slot machines, corner shop and bestiary terminal in the bar
  • Zenit camera that unlocks monster facts
  • Spray can, alarm clock, rubber duck
  • Searchable crates, cabinets and safes
  • Smashable monster corpses that drop their head as loot
  • Wrist PDA and a mirror in the truck

Improved

  • Faster movement, longer sprint, Half-Life style jumps
  • Rebuilt cellars and sewers
  • 50% more monsters, all out from the start, better hearing
  • Monsters fight each other only in sight
  • Heavy armor survives instant kills
  • Loot on paid maps worth twice as much
  • Brighter flashlights, longer batteries
  • Map edge is a wall with radiation instead of instant death
  • Atlases for large numbers of models and textures, Impulse runs at 138 fps instead of 87

Fixed

  • Host voice going silent on locations
  • HUD, menu and mirror vanishing after joining
  • Missing houses for players on the Narrow Gauge
  • Items placed on the truck shelf landing in the wrong spot
  • Players leaving a run alive shown as "alive" in the report
Casino Roulette, Controls, Underground logic and more A roulette table in the bar: bet with found loot, put an item in a cell 22 modifications

Added

  • A roulette table in the bar: bet with found loot, put an item in a cell
  • If nobody in the crew has a light and there is none in the truck, spare flashlights now lie inside the dungeon right by the doors, one per player, alternating between the main entrance and the emergency exit
  • A first-day arrow now shows the way underground: it leads to whichever way in is nearest right now, follows you as you walk, turns into a waiting ring on the door when you get close, and goes out for each player personally once they have gone down

Improved

  • Aiming no longer needs a button: a firearm is raised whenever it is in your hands and the barrel follows the mouse, Shift lowers it and gives you back full running speed
  • The right mouse button now scans for loot, the map moved from V to Tab and voice chat from T to V
  • Batteries last longer: the regular flashlight 4 minutes instead of 3, the powerful one 8 instead of 6 and the PDA screen 4 instead of 3
  • The day is half again as long: 8:00 to midnight now takes 22.5 real minutes instead of 15, so a game hour runs 84 seconds
  • Two runs between quota hand-ins instead of three, so the quota splits over two days and you need 100, 150, 203, 266 or 344 a run: the same real time to earn it, but every single run weighs more
  • Loot is worth about a third more, roughly 15% more items and 13% higher prices, so a full clear pays around 220, 355, 550, 890 and 1370 by danger level
  • The Military Outpost is now a free course, and the Impulse plant costs 400 instead of 800
  • Bought goods and the starting gear on the truck rack are no longer worthless: the bar takes a purchase back for half its shop price and the starting flashlights and vodka for 5 each, but it will not swallow a purchase nobody has collected yet, that one rides in and out on the tray until someone picks it up
  • Dungeons have more ways around: two to six loops instead of one to three, short detours of three or four rooms count too, crossroads and T-junctions turn up twice as often and wide four metre corridors twice as often as narrow ones, so a creature standing in a corridor can be walked around
  • An emergency exit is now placed as far from the main entrance as the ground allows, instead of just deeper along the corridors
  • Only one Likho at a time, one on the surface and one underground whatever the danger level, and its bite does 45 damage instead of 60
  • The interaction cone for opening, taking and pressing is widened from 90 to 100 degrees
  • Walking backwards is nearly full speed now and the leg rhythm comes from the clips themselves so the feet no longer slip, and you only turn your back when your direction really is opposite to your view, so a twitch of the mouse no longer flips you around
  • The pelvis no longer snaps when you switch between strafing left and right, it turns smoothly
  • Picking up an item while your hand is already full no longer switches slots: you keep working with what you were holding, and only a two-handed item takes over

Fixed

  • A teammate's flashlight and PDA charge reset when travelling between scenes. Charging in the lobby never made it into what the host carried over, so you arrived with the charge you had before it
  • The most valuable pile of loot sat right behind a dungeon's emergency exit, because depth was counted from the main entrance only
  • The bottom of a multi-level shaft never held loot. Everything down there was rubble, barrels and pipes, and none of that counted as a spot for items, so the climb down was pointless
  • Monsters climbed into the truck on their own. An evening walk over to guard the truck sent them up the ramp and inside, where a Likho would just stand, and with the door shut it could not even get back out
Some Changes A new column on the left tracks what you drank or injected: how much radiation the dose dropped or how much health came back, and under it the effect itself with its item icon and a timer, blinking through its last ten… 15 modifications

Added

  • A new column on the left tracks what you drank or injected: how much radiation the dose dropped or how much health came back, and under it the effect itself with its item icon and a timer, blinking through its last ten seconds
  • Step into the radiation band at the edge of the map and a warning blinks in the middle of the screen with an arrow, telling you which way the lethal dose is
  • The clock chimes on the hour with a single beep, and through the last hour of a sortie it rings like a real alarm, four short beeps and a pause, with the red lamp flashing exactly in time with them
  • The kung charger really shocks you now: hold E and it twitches you from a random side with every discharge
  • Music in your hands warbles while the charger is zapping you, the same way on every screen in the crew

Improved

  • The button that leaves a location is now held for two seconds with a progress bar, the way the bar departure already was, so nobody drives the crew off by pressing it once
  • Shining your flashlight straight at a monster gives you away even from inside a bush, the bush hides your body, not your light
  • A Pasechnik sends its swarm at a silent player from a metre and a half, not three, it used to catch you through a thin wall and a floor above
  • A Liho hits for 60 health instead of 50
  • The hour when monsters head over to guard the truck now depends on how dangerous the location is, 20 to 23 on the easiest and as early as 15 on the hardest
  • The doll is carried by the waist with her head up, and the record player lies flat on an open palm with the lid open and the record facing up

Fixed

  • A Liho no longer finishes off the player it just knocked down: it backs off and leaves you alone for a few seconds, even where its grid has nowhere to run
  • Monsters no longer move into the truck for good: one that ran in after you walks back out down the ramp once you leave, then patrols around the truck
  • Bush rustle no longer goes wild at the edge of a bush, it used to restart dozens of overlapping copies
  • Charger arcs ride along with the truck instead of staying parked where you started
Monster spawning Monsters that fit through the kung door run into the truck up the ramp, making noise inside no longer means watching a Netopyr sniff the outer wall 14 modifications

Added

  • Monsters that fit through the kung door run into the truck up the ramp, making noise inside no longer means watching a Netopyr sniff the outer wall
  • A mimic boards the truck, walks to the ramp and climbs inside instead of shuffling against the side
  • Every street monster picks its own hour between four and ten in the evening to walk to the truck and circle it waiting for you
  • The Televizor breaks your PDA when it reaches you, for the rest of the sortie it opens to cracked glass, no map and no signal

Improved

  • Monster spawning is rebuilt from scratch, monsters are no longer tied to a map or a dungeon theme, each species has its own weight for the surface and for dungeons and each location has a power budget for the day
  • The surface carries two to three times a dungeon's budget, so even difficulty 1 gives 4 to 5 monsters across a location and days with nobody at all are gone
  • Monsters arrive through the whole day instead of all at dawn, and the very first day of a run carries half of them
  • A species that came out on your last sortie is half as likely on the next one, and a Sipun now joins difficulty 1, so the easy runs stop repeating the same three monsters
  • Each species has its own place: Zhmurka, the Televizor and the Lebedka stay indoors, the Sohaty and the Netopyr are outdoors only, Tyaga and Naplyv sit in radiation patches next to the expensive loot, and magpie flocks build themselves up to four birds
  • A Sipun charges its pounce twice as fast, 0.44 seconds instead of 0.8
  • The name tag fades in and out twice as slowly

Fixed

  • Near the truck a mimic stops playing its act, it used to spin in place, fall off the ramp or freeze staring at you
  • Monsters no longer appear inside the truck, push into its side, or wander into the deadly map edge on their own
  • The name over a hovered player fades out properly instead of vanishing, and stays on them until the last pixel
Hot Fixes, Improvements Clients pick up loot the instant they press E, the host only confirms it and hands the item back to the world if it refuses 38 modifications

Improved

  • Clients pick up loot the instant they press E, the host only confirms it and hands the item back to the world if it refuses
  • Clients put loot on the truck shelf instantly instead of watching it appear a ping later
  • Knocking another player down is honest on both screens, the pusher decides the fall and the victim waits up to 0.35 s for them to actually arrive, so nobody gets floored by someone still a meter away
  • A client's own actions no longer wait a ping: truck door, charger arcs, flare launch, tossing a body, stepping on a mine, buying in the bar and picking a course
  • Shooting a monster as a client makes it flinch on the spot
  • Being knocked down by another player throws you a meter and a half while you fall instead of dropping you on the spot
  • The bar counter takes an item at any point you aim at, even right on top of another one
  • While a living mimic shares your floor, teammate markers are hidden entirely, a missing marker used to give the mimic away
  • Joining a run in progress before 10:00 game time drops you out of the truck alive, later than that you spectate until the road, and joining while the crew is at the bar always means spectating
  • Sortie difficulty does not repeat two days in a row, the weather is picked so the total comes out different
  • Monsters come out onto the surface two hours earlier on difficulty 2 to 5
  • The surface on difficulty 2 is no longer empty, power ceiling by night is 4 instead of 1 and the hourly roll is 12% instead of 6%, so somebody walks outside on four days out of five
  • Mimics come out earlier, their hour is rolled anywhere in the five hours below their threshold instead of three
  • The server name in the list is the host's name instead of Gamma Team for everyone
  • The currency sign next to your money in the save list is amber, like the price tag on loot
  • The run settings panel in the save menu has a solid backing, it used to blend into the radiation sign behind it

Fixed

  • Dying inside the truck counts your body as delivered right away, you used to have to drag it out and carry it back in
  • A body carried in a backpack slot counts as hauled out, only a body on the shoulder used to count
  • Bodies no longer ride into the road scene, whether they made it out is settled the moment the truck leaves
  • Run and sale results reach a client who finished loading the road after the host
  • Loot resting in the truck rides along with it on clients, it used to trail behind the moving truck
  • Ladder climbing is visible on other players, they used to slide up without an animation
  • Loot picked up by a client keeps its numbers (rounds, battery charge, hidden price, the already delivered mark), loot delivered on a previous run used to count all over again
  • An ammo pack picked up by a client is no longer emptied, the pistol simply would not reload from it
  • An empty ammo pack no longer vanishes from the slot when you press reload
  • Shelf placement follows the cursor exactly, and pointing at an item already on the shelf gives no place prompt, the ray used to pass through it and drop your item behind
  • Placing an item into the bar window no longer thuds twice for clients
  • Bar orders come out onto free cells of the tray, two flashlights bought in a row used to spawn inside each other
  • Buying in the bar can no longer silently fail with no money taken while someone else is holding the buy button
  • Gear the crew already bought cannot be paid for a second time
  • A teammate down in a dungeon no longer shows on your surface map
  • Sound no longer stays muffled like underwater after you spectate, the death filter used to hang on the mixer until you restarted the game
  • Truck wheels turn for clients while it drives around a location
  • The camera no longer flies across the map at the start of a location
  • Weather on a location no longer changes the second you press depart, yesterday's difficulty only counts once the truck is back on the road
  • A melee swing hits one target, the best one in its path, instead of everyone in the arc at once
  • Magpies fight back, hit one of the flock and they remember you for 90 seconds and keep coming even when you have nothing left to steal, a lone magpie still keeps away
  • The HUD preview in settings fits a 16:10 laptop screen, it shrinks instead of disappearing
Chat Text chat on Enter, messages only reach players nearby, Mimics use the chat too 1 change

Added

  • Text chat on Enter, messages only reach players nearby, Mimics use the chat too

Médias

01
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