Changelog
What’s new in the game, by version. The most recent version is at the top.
Coming next
- The weapons stripped from a Jagger no longer wear each other’s pictures. In the inventory the machine gun showed a grenade launcher, while the rifle and the rifle with an under-barrel launcher both showed the same machine gun picture. Each now has its own: the belt-fed machine gun, the rifle with its shoulder brace, and the same rifle with a launcher under the barrel.
- The «Jagger» machine gun is cheaper: 540 coins instead of 980. It hits softly per shot because it fires an eight-round burst, and the old price did not match that power: its classmates cost 330 and 120. It still costs more than they do — for rarity and burst length.
- The server no longer freezes and dies after an encounter map disappears. AI processing started on such a map fell into an endless loop, leaking a map reference on every turn of it; within a couple of hours the reference counter overflowed and the server exited on its own. That is exactly what stopped the world on 17 September.
0.3.1124
Covers 0.3.958→0.3.1124. Live since 17 September.
- The H3 house walls now block every hex they draw: the root wall prototype carried no blocking line, so where the wall’s picture stretched over neighbouring cells a character could stand right inside the drawn wall. The line now matches the picture’s width.
- The client no longer starts silently on the software rasterizer. When the graphics card offers no Direct3D hardware device, the game used to draw every frame on the CPU — it started, but could not be played; now it stops at once and names the cause. The old behaviour is available through the Render.AllowSoftwareRenderer setting.
- The construction refusal names what is missing again. The «Not enough materials to build» message showed the word $materials instead of the list: the game had computed and delivered the list, but the substitution in the text was written with the wrong marker, so the line went to the screen as authored. The missing materials are now listed.
- The Vault 17 announcement summoning the player to warden Henderson addresses them by name again: «<text arg not found>» stood where the name belonged, in all four text editions.
- Bears drop bear meat again and foxes fox meat. A killed Old Man dropped rat meat: the bear bags of all three sizes and two fox hunting bags pointed at rat meat, and no bear-meat item existed at all. «Bear meat» has been added with its own picture, the six bags point at the meat of their own species, and the check now requires every body type to yield exactly one meat of its own.
- Location entrances in the checkpoint preview are labelled for people: instead of internal names like «NE» or «Inner» the player sees «Northeast», «Inside», «Main entrance» in their own language. Every entrance of a public location now carries a name in all four text editions, and validation refuses an entrance without a Russian label.
- Food is a survival system of its own now. The two kebabs used to sit among the medicines and healed like a bandage, and raw meat was simply cargo. Edible things now carry effects: raw meat feeds at the price of poisoning, and irradiated meat adds a lasting dose; four cooked dishes arrived with their own art, along with six cooking recipes at the kitchen, so hunting has a route from carcass to plate. Dishes occupy two slots — hot food and field food — and the last one eaten replaces the previous in its slot. Roast and hot stew keep you warm: their warmth adds to your clothing and shows on the thermometer as its own line.
- A caravan on the global map no longer swallows a town. The caravan circle and the skirmish circle are a quarter of a town’s and treat public locations as occupied, so a convoy cannot sit on top of RestStop. Where several entrances meet at one point, camping is a click on the group marker and entry is a click on that point’s own icon; there is no separate choice window. Overlapping foreign markers fan out on screen so each stays clickable.
- The radio now carries your character’s name. Players who signed in through the site were broadcast under the account’s service name with a «Web:» prefix; the name others see above your head is sent instead.
- An installed client no longer writes into its install folder. The crash report database was kept beside the game although a separate writable location exists for it, and the crash mail attached a file that had long since stopped being the log. Both now go where the cache goes.
- The two character-reset syringes no longer look alike: the ordinary reset and the full reset have their own pictures, and both are described in every language.
- Locked crates and doors ask for a key or lockpicking again. Where a lock had no number assigned, the game read it as absent and let anyone in: a chest opened on a click, a door simply opened. The locked state itself is now checked, not only the lock’s number. Locks without a number no longer show a key hint — there is no key for them.
- Faction guards stopped forgetting an enemy. Reinforcements were given a one-off order to attack, and once it ended a player hostile by reputation was never targeted again: the guards dispersed and stood next to the person they had just been driving off. Every guard now keeps a threat list.
- A roof panel in New Gambell is back in place: one piece sat apart from its building, so the roof did not hide as a whole when a player stepped inside.
- The name above a character no longer disappears while they speak. A line of speech used to take the name’s place, so the name was hidden for as long as the line stayed up. The name now stays on top, the speech runs on a line beneath it and the health bar sits below, and when lines appear or vanish the label rearranges smoothly instead of jumping. Players who have left the game are marked «offline» rather than «off».
- The Savoonga quest «A hunter’s blunt request» can now be taken. The meeting with the one who gives it was tied to the tutorial starting map, so nobody handed it out. In Savoonga lands on the world map you can now meet a Savoonga Field Hunter at the Snowfield, and he gives the quest.
- The transfer window with your personal footlocker names the footlocker itself. The right-hand pane that describes the open container showed the name and picture of a fir tree, and on other maps it was blank: the name was taken from an unrelated item that shared the number. The pane now shows «Personal footlocker».
- The RestStop guards no longer die in a fight nobody started. Hostile creatures stood within their reach: the fight broke out as the map loaded, the dead respawned 5–30 minutes later, and the map lived in an endless slaughter. The same skirmishes are gone from about ten more maps: some beasts and robots belonged to no pack and treated even their own kind as strangers. Rats, mutants, some animal packs and robots no longer hunt one another or peaceful residents: the wasteland’s threat exists for the player, not for itself.
- A knife, pickaxe or shovel in hand now applies to its target on a click. Seven of the eight harvesting tools are also weapons, and in hand they raised the attack cursor: clicking a hunter’s cache or a harvest node got the refusal «A hunting tool is needed for extraction» with the knife right there in hand. A raised tool is now applied to an item target outside combat; in combat the rule is off, so a click on a fallen target does not send the character off to skin a corpse mid-fight. A spent harvest node now says the resource is depleted.
- The red «!» on the world map now also marks places the game creates for a quest itself: the assembly point of a caravan you signed up to escort, and the point to return to a quest giver you met on the road. It used to mark only known places the quest names in advance, so a caravan’s assembly point had no mark. A finished run keeps no mark, even if you take the same contract again.
- Character actions have movements of their own. Injections and medicine, drinks, bandages and salves, lockpicks and repair kits, the pickaxe and the shovel now play their own gesture: inject or eat, drink, bandage, work on one knee, dig. An unarmed strike is picked from eight punches, kicks and knee strikes, and knives, axes, spears and other melee weapons alternate two strikes — the second one was drawn long ago but never played. None of this affects hits or damage. The wait cursor no longer flickers or swallows the click when your character strikes or acts; only interface requests still show it.
- Three double doors in New Gambell are back in their doorways. The leaves stood a hex up and to the right of the opening, with the arch’s jamb showing beside each one.
- Guard reinforcements no longer respawn where they died. Fighters called into a battle were raised again on the same spot half an hour to an hour later, over and over. Only the sentries placed on the map respawn now.
- The news panel on the login screen scrolls to the end: the lower part of a long news item used to be out of reach.
- The conference tables are closed up. A seam stood between the two halves of the tabletop on about ten maps, from the Vault personal room to the Gambell bunkers.
- An NPC no longer paces in place when its spot is taken. If somebody else stands where it is returning to, it waits and tries later instead of walking into that hex every tick.
- Entering a caravan’s assembly point from the world map no longer fails when the group’s roster changes at that moment: the roster check is retried against fresh data instead of refusing.
- The client no longer advises reinstalling the game when the server is down or restarting. A lost connection to the server looked like a fault in the client itself, so players were told to reinstall a client that was working fine. The game now says plainly that the server may be unavailable.
- On Windows, small game packets are no longer held back before sending. The client tried to switch off packet coalescing before the connection was established, Windows rejected the setting, and so it never took effect for any Windows player on a direct connection. It is now applied once the connection is up.
- The update screen shows its background image again. The setting pointed at the file with the wrong letter case in its name, so the screen stayed blank without saying why.
- The roof of the small building by the New Gambell palisade covers it fully again. It had shifted right and up, leaving an open strip along the palisade through which the interior showed.
- Roofs at the Radar System, the Old hotel and the «Rocket» encounter sit squarely on their walls again instead of shifted right and up — the same correction as the building by the New Gambell palisade.
- World sounds come from where they happen: a strike or a slammed door on the left sounds from the left, and whatever happens past the edge of the screen is quieter. Sounds used to play equally loud and dead centre wherever they came from. Two rat sounds that never played before are heard now as well.
- The construction preview now matches what the server will allow: a hex with a corpse on it or part of a large creature is no longer highlighted as free. The preview also stopped scanning the whole map every frame while you move a construction kit around.
- Group links no longer get stuck halfway. If a group broke while the leader or a member was offline — say the server stopped before the player logged out — the leftover link is cleared on login. A leader can remove a member who is currently offline; the command used to do nothing without saying so.
- Theft is now part of sneaking. You can steal straight from the action ring while sneaking — a glove is no longer required, but it lowers the Stamina cost. Skill decides the outcome, not luck: the item is yours, the attempt fails quietly, or you are caught in the act; you cannot steal under the owner’s eyes or in combat. Sneaking itself now has a price: you cannot slip into it while someone is watching, entering and staying in it drains Stamina, which does not recover meanwhile, and being spotted ends it. In return, a sneaking character cannot be seen from behind or through cover, even while moving.
- The «Jagger» family is now on sale — weapons pulled off an all-terrain vehicle: the bow rifle, the turret machine gun and both variants with an underbarrel grenade launcher. All four are rare, a trader keeps one of each, and at the Traders reputation is what opens the weapon stock.
- Caravan cargo no longer loses its marking when you put it into a crate or a bag that already holds the same item. On a stack merge the cargo count and its caravan survived only in a character’s inventory; inside a container they were lost, and such cargo could no longer be handed in.
- The suit from the respawn kit is now worn right away. It used to land in the inventory, so a character came back into the world undressed and without the suit’s warmth until the player opened the bag and put it on.
- Weapons sit the same way in men’s and women’s hands. Twenty of the forty-two weapons had different angles in the two hand templates — an assault rifle, for one, was turned ninety degrees on one character compared with the other. The models were rebuilt to a single rule, and every weapon’s grip was checked by eye on both characters.
- The levels of non-player characters on the maps are recalculated from where they stand. The prison wardens in New Gambell, Savoonga, Vault ED-17 and at the Weather Station used to be level one and are now seventh to tenth; raiders in the camps went up by one or two levels, and most Hunters, the Savoonga guards, the crabs and the police robot by one.
0.3.958
Covers 0.3.947→0.3.958. Live since 7 September.
- The world no longer stutters once a minute: the caravan scheduler recounted live routes by re-reading the whole caravan list each time — about seventy times in one pass, and the more caravans on the road the dearer it got. The list is now read once per pass: with twenty live caravans that part of the work costs ten milliseconds instead of a hundred and eighteen. The caravans themselves travel exactly as before.
- Three weapons no longer look like something else: the «Self-loading laser» was drawn as an assault rifle, the «Axe» as a rusty wood-hafted hatchet, the «SEC M-19/05 Pistol» as a pocket pistol. All three have their own pictures back. The detonators of remote charges got icons of their own: all seven used to show the charge itself — a stick of dynamite — in the inventory instead of the trigger that sets it off. The rule now has no exceptions: two items a player can see never share one picture.
- Ilanuk’s house in the centre of New Gambell stands as one building again. It had once been moved two rows north with half its masonry left behind: a second south wall hung one hex below the floor, the north wall stood two rows inside the roof, three openings had no glass, and a door from another house sat in the wall. The leftovers are gone, the openings glazed, the doorway rebuilt from the house’s own kit, the corners seated. Three double doors in New Gambell that stood under their wall, a jamb on the construction site below its floor line and a missing piece of cave rim in the warehouse were fixed along the way.
- The detention entrance of three towns — New Gambell, Savoonga and the Weather Station — now appears in the checkpoint previews: the maps gained that entrance after their pictures were drawn, so no checkpoint button was built for it, and the client on the world map tripped over an unknown name and recovered on the second try. The previews are redrawn; the check now requires every entrance of a map to be in its picture.
- A settlement resident killed in front of a player respawns at their post again. The respawn used to break with an error exactly when somebody was watching the map: a new character is announced to every observer, and at respawn the observers were not addressed the proper way — so the resident never came back at all. The «nobody is watching the map» check also learned to count spectators, so a creature does not pop up right before someone’s eyes.
- An accidental hit on a friendly is now forgiven by the whole faction, not only by the one who was hit. Forgiveness already worked once per «shooter and victim» pair, but it reached the victim alone: when a burst dropped their health below the threshold they called the whole shift for help, and every guard in call range attacked as if the shot had been deliberate. The injured call now knows the hit was accidental and stays silent; a repeat on the same person inside the window still raises everyone, and a death from an accidental hit is never forgiven.
- An enemy of a faction no longer lands in the middle of someone else’s settlement from the world map. Every settlement map now has one landing point at its edge, beside the exit to the world map: first visits, strangers and enemies arrive there. Entrances into the settlement — to the traders, the houses, the headquarters — open only to those the faction is not at odds with, and some only to its members; an enemy does not see such points in the checkpoint and is not let through them even if they were opened earlier. The server re-checks the right at the moment of transfer. The rule holds in all eight faction settlements; eleven maps had their landing point moved to the edge, three got one for the first time.
- The workbenches, machines and camp fires that map authors placed now work. A map has two halves — what the author placed and what appeared in play — and the search for a recipe’s station, the speed bonus at a station and the search for warmth in the cold looked only at the second. So 46 benches in ruins, camps and random encounters did not count as a station although their description promised one, 71 authored camp fires neither cooked nor warmed, another 60 smouldering ones gave no warmth — while the same fire placed through construction worked. Both halves count now.
0.3.946
Covers 0.3.918→0.3.946. Live since 5 September.
- The caravan aftermath camp is no longer a nameless question mark on the world map. A robbed or failed route leaves a camp you have a day to recover, and it looked like any other tent. It now has an icon of its own and the label «Caravan trail». The quest-giver return point is named too.
- The footlocker Richter sells in New Gambell finally exists. He charges fifty coins for a personal footlocker and points at the corner where it stands — but no storage opener was ever authored on the settlement map: the coins were debited and the player got nothing. If you bought it earlier and found nothing, it opens for you now: access is tied to the purchase itself.
- The Credits shop is open everywhere. It used to work only in certain places, and across the rest of the world its PDA tab was dead — even though nothing sold there affects the game’s balance. The restriction is lifted entirely; you can buy while travelling on the world map too.
- The shop button in the left corner of the screen is gone: the one way in is now the PDA tab. With it went the button’s own defect, where the «Shop» caption spilled past its right edge.
- Five armors got their own drawings back. The icon update that gave 176 items pictures of their own handed a new one to every item that shared a picture — including the item the picture belonged to. An armor whose illustration was shared with its own jacket, helmet, boots and gloves received a generated replacement while the painted picture was left to nobody. The parts were meant to get new ones, not the armor.
- A stranger’s health bar no longer vanishes while they speak. A chat line, a dialog reply or a behaviour signal took the name slot and dropped the bar and the level with it, so a target stopped showing how much it had left exactly while talking. Speech now replaces only the name; a combat bark still does not shout over a reply.
- Guard posts now stand at the approaches to faction settlements: twenty-one posts across New Gambell, the Vault ED-17 gateway, Savoonga and the Bounty Hunters’ Antenna. Two new guard types — the New Gambell Sentry in heavy armor with a machine gun and the Vault Security Trooper with a rifle — hold their posts and do not wander. Every post was checked on the player’s screen: the ones a roof or a fir hid were moved into the open.
- A faction’s personal room is shut while that faction counts you an enemy: no entry, no paid visit, no purchase. Neither the room nor a respawn point inside it is taken away — both work again as soon as your standing is repaired; if you die while at odds with the faction you respawn at an ordinary place, not in the shut room. The representative now says so openly — the answer «I need my room» names the reason and the way back — and warns about it before selling.
- Data disks and teleports in the inventory now carry icons that read as those items: the five disks are drawn as a cartridge carrier, like the holodisk, and the three teleports as a hand-held unit with a screen and a button instead of round platforms. The icon update had given them pictures by the dictionary word in their name rather than by how the item is already drawn in the game.
- Upgraded medicine grades look like their base medicine again: «Vita-Tonic XL» and «Concentrated Xylium» were redrawn with the same shape and packaging material as «Vita-Tonic» and «Xylium», differing in grade — colour, volume, cap — rather than in the kind of item. The icon update had drawn them with no regard for the family.
- On the foothills random-encounter map with settlers the exit strip to the world map is laid out along the edge: it used to be assembled cell by cell along walkable ground and ran as a staircase up to twenty-three rings deep with tongues poking into the map; now it is an even band along the edge of the visible area, and the exit triggers under the whole strip.
- The death stash opens again. The one container in the game without a lock — the stash holding a fallen character’s belongings — had refused to open since the 1 September update because of a lock-check error, so nobody could recover their things after dying. Opening is fixed; other containers were never affected.
- Faction guards no longer stand rooted under fire: Bounty Hunter sentries, the Vault ED-17 and Savoonga guards and the police bot could not leave their spot in combat — the post template carried a movement ban, so a melee sentry could not even strike, and a caravan trader drawn from the same pool could not walk with its convoy. A post is now held by on-post behaviour rather than a ban on walking; turrets, terminals and the bound captive stay immobile as before.
- The loot screen shows the weight of the open container: an «Inside: … kg» line now sits under «Your cargo». Before, the only figure beside an empty pockets panel was the character’s total load, and an empty backpack read as weighing thirty kilograms.
- «Dex-Mini» is drawn as a metal injector again — in line with «Dex», «Alma Mini», «Mini injector» and «Alma», worn metal, brass and glass — rather than a modern plastic disposable syringe. The used «Syringe» got its own icon matching its description: glass and steel, half full of clotted blood, the needle bent near the tip. The two items used to share one picture, and the icon update had bought the first an alien-looking one.
- Dropping things while travelling now goes through. The warning «the item will be lost for good» appeared, the player agreed — and the item stayed: the client removed it from its list, so it looked dropped until the next full resync. The server was silently refusing every drop on the world map, a stack and a single item alike. After the confirmation the item is now really destroyed: there is no ground under your feet while travelling, nowhere to put it.
- Support-pack weapons are now named and described as what they are: the «Ice Axe», «Revolver» and «Automatic Carbine» carry their own names and descriptions in every edition — they used to wear the name and text of the ordinary weapon they were cloned from («Improved Knife», «PM-1 Pistol», «SEC D-8 Submachine Gun») and were indistinguishable from it in the inventory. Their combat data stays equal to the ordinary twin: the packs sell a different look, not different power, and the descriptions say so plainly.
- Enemy threat cooling no longer breaks off when the character who owns the threat vanishes at that very moment: the liveness check now sits at the boundary where it was missing, and the tick ends quietly instead of throwing on the server.
- A window that would not open on a press no longer loses its creator because of a neighbour: on client start every window is built separately, one failure is collected into a report and does not stop the registrations after it, and the start steps — effects, fonts, windows, model preload — run independently of each other. That is how the login window and six other screens vanished for players on 25 August, forty-seven times in one morning.
0.3.917
Covers 0.3.888→0.3.917. Live since 4 September.
- The gaps you could see house interiors through are gone. A horizontal wall is built from planks butted together — a wide one on one cell, a narrow one on the next. In the Shaman’s house in New Gambell two planks stood on the wrong cells and eight pixels of the row were never drawn at all: the floor showed through the wall. The same gap is closed in the East Gambell ruins.
- Expedition radio grams and room prices no longer print «<error>» where a word belongs. Four texts used a substitution the markup does not have, and the formatter printed its own word instead: a route read as «<error> — <error>», and traders quoted a room at «<error>» coins.
- The quest «A Place of Your Own» no longer sends you into empty forest. The marker led to the Lowland entrance while all four places you need stood in the roadside camp — 175 cells of empty forest away, with no landmarks on the way, because quest markers live only on the global map. The camp moved to a place of its own, where you walk in beside the work.
- Caravan raiders no longer pretend you are not there. They used to hit only the wagons, ignore direct fire and talk to you calmly in the middle of a fight: the player did not count as an enemy, so the threat he raised was dropped. Raiders now treat the player’s party as hostile, and the survivors of a broken escort no longer freeze in place.
- Sneaking finally looks like sneaking. The character crouches, enters and leaves the stance with a movement of its own, and footprints keep falling in the snow. A sneaking character used to walk upright — the crouch clips shipped in the resources, but nothing ever selected them.
- You may drop into shadow and come back as often as you like: the delay between attempts is gone. Combat limits it instead — you cannot enter sneak while fighting, and leaving is never blocked, so a fight cannot trap you in it. Battle Veil remains the one exception, and it was always a paid ability.
- Theft costs effort now, not waiting. The price is paid for the attempt itself, before the roll, so a failed pickpocket still costs you, and a thief who cannot pay is refused rather than stealing for free. There is no longer anything to wait for between attempts.
- The HANDS caption in the inventory sits in the middle of its rail — it used to ride eight pixels low and read as glued to the bottom edge.
- Dropping a stack while travelling works again. The «gone for good» warning never appeared and the items stayed where they were, while a single item dropped normally. The fault was the order in which windows closed: a stack drop goes through the count window, and that window closed whichever window happened to be on top — on the global map it closed the warning itself, and the drop only runs once the warning is accepted.
- A caravan you defended is finished instead of staying «under raid». If the escort role was taken from the PDA board or at the expedition assembly, killing the last raider did not finish the caravan: an hour later the route timer failed it and dropped an aftermath camp on the very spot where the fight had been won. The outcome is now announced at once to every participant online.
0.3.887
Covers 0.3.871→0.3.887. Live since 3 September.
- 176 items got icons of their own instead of someone else’s. Pipe, rubber, cleaner, tape, whetstone and a dozen more were all drawn as the same roll of cloth, and only the description told them apart. In total 221 items out of 354 shared a picture with another. Ten groups still share one where that makes sense — a weapon and the copy an enemy carries, or two grades of one lockpick.
- Carried containers arrived: a bag or a crate can be taken along and filled with things, including other containers — up to three levels deep. It buys no room in your pack: a container always weighs together with its contents, so you cannot hide cargo in a bag and lighten yourself. The gain is elsewhere — a set of things is carried, handed over and emptied into storage in one action instead of twenty.
- The PDA map finally shows the world, and its toggles work. Inside a location the panel used to be blank and the three layer buttons did nothing. Now you see the world with your character marked and unexplored ground under fog, and the layers turn on the satellite view, faction territories with their icons, and weather cyclones.
- Weather became world state instead of a roll in each location. Cyclones travel the island with their own size, drift and lifetime: a front brings foul weather and the same front takes it away. Weather that fell in a location used to have no way to leave.
- The lit corner of the world nobody had explored is gone for everyone. A group that sees nothing now reveals nothing, and saved characters lose the mark by themselves.
- The installer now puts the game in a user folder by default rather than “Program Files”. You can still choose another place, and the previous choice is remembered.
- Right-clicking an item in the inventory works again while travelling. On the world map the right button drags the view, and the inventory was caught by that ban: the item menu did not open at all. Your own carried item now has its menu — it belongs to the character, not to the map. Dropping a thing while travelling asks first: there is nowhere to put it, and it would be gone for good.
- The action menu no longer opens on whatever stands behind a window. Releasing the button now judges the point where it was pressed, not wherever the pointer drifted to.
- Spectator mode no longer locks an account. It was kept between sessions on purpose, and logging in returned the observer to the same map with the character detached: the only way out was the exit button, and relogging did not help. Spectating now lives inside one session only.
- The second, offset plus is gone from the crafting plus button. The glyph was drawn twice with a shift, which made the button look dirty.
- The PDA now says outright where a personal room is entered. Entry moved from a map spot to a conversation with a faction representative and nobody told the player — people searched four towns for a door. The route now stands beside the respawn address: who to ask, and in which town.
- The failed-login message stopped being a brush-off. Instead of “script error, contact the administration” the game suggests trying again, and calling the administration only if it repeats.
0.3.870
Covers 0.3.859→0.3.870. Live since 2 September.
- The installer finally asks where to put the game. It used to drop it into “Program Files” without a word — the package had no directory screen at all — and Windows protects that folder from writing, so the game could not update itself and every update meant downloading the full archive again. You can now choose the path and it is remembered: install the game into an ordinary folder outside “Program Files” and updates will arrive on their own.
- Walls you could walk straight through hold again. A doorway is drawn as pure art and its blocking is placed by hand — and on about ninety doors one cell was placed and the rest forgotten: the planks looked solid while the player walked through them. 149 blockers were placed across 26 maps. Another 38 doors have no wall art at all — those need the art drawn, not a blocker.
- A client that would not start after a partial update now repairs itself. If the binary is newer than the resources, the game goes to the updater and fetches them instead of dying at startup; if recovery is impossible, it plainly says to install a fresh full package.
- Entry points are saved on eight more maps. A map with no drawn entrance view could not store an entry point at all, and it happened silently: the player marked one and the record simply was not created. Views are drawn for the wreck near the start, the detention blocks of New Gambell, Savoonga, the Vault and the weather station, Jim’s and Lendale’s camps, and Ordja.
- A character stuck by a disconnect in mid-action comes back to life on relogin. A movement block raised at that moment used to survive the next login and cleared only on a full restart of the game — the familiar “relogging does not help”.
- A character whose respawn point stood in a deleted location can log in again. Such a character was bounced back to the login screen: the saved reference pointed at a map removed by the personal-rooms update, and loading broke off. A deleted reference is now simply cleared and the character loads as usual.
- The passage between outer New Gambell and its centre works both ways again, and it is marked by the green band of a local transition rather than the brown band of an exit into the wasteland. Part of the drawn band had a global-map exit underneath it, and that exit intercepted the step: the player meant to walk into the settlement centre and ended up on the world map. The band on both sides now covers the full width of the passage.
0.3.858
Covers 0.3.845→0.3.858. Live since 2 September.
- Game updates got noticeably lighter. Resources sat in two huge archives — 577 MB of shared art and 105 MB of sound — and the updater fetches a whole archive: editing one sprite made you download all of it. Art is now spread over twelve packs, the largest 74 MB, and music is separated from sound effects.
- Mutants and animals no longer speak like people. Lines such as “I hear something” and “target spotted” were picked from the AI decision alone, with no regard for whose body was speaking, so anyone could utter the same human sentence. A body with a voice of its own now uses it, and an animal with nothing truthful to say stays silent.
- The plus button in crafting adds one again. An invisible “max” area lay over it and won the click, so pressing the centre of + jumped the count straight to maximum. The input field also sits in its slot properly now.
- Pinning a recipe moved off the description pane. The control was an invisible 220-pixel strip covering almost the whole pane, and its label landed across the recipe text. It is a small cart icon in the free gap now, and a tooltip says what it does.
0.3.844
Covers 0.3.829→0.3.844. Live since 1 September.
Enemies
- Enemies no longer abandon a fight in silence. When a behaviour handler crashed, the game could not tell that from “the plan ended” and simply dropped the plan — from the outside it looked like an enemy losing interest in you mid-fight. Failures are counted now, and a behaviour is retired only after several in a row.
- Guards walk back to their post. Two sentries posted together never returned: idle group behaviour outranked the return. The post-combat return-home plan also stopped being lost.
- An enemy no longer orders you to retreat: the retreat command had its sides swapped and sent the target running instead of itself.
- Enemies stopped firing bursts where a burst cannot reach and throwing explosives into their own squad: the burst was chosen on hit chance alone, and the blast was checked only against the shooter’s own safety.
- A fight with a stationary enemy no longer fades out halfway: the engagement refresh keyed on the attacker’s hex, so a stationary shooter prolonged the fight once per battle and then dropped to the idle cadence.
- Enemies not anchored to a place no longer break off a fight for no reason — the anchor was read without checking it belonged to the current map at all.
Personal rooms
- Logging out in your personal room puts you back in it. You used to log out in the room and return on the global map, at your last position outside.
- Every faction has its own personal room. Six factions used to share one, and New Gambell had two. There are seven now, and each one shows whose it is: crates for Battalion, bones and a trophy for Headhunters, a stove in New Gambell, a radio set for Radio Rats, a barrel in Savoonga, shelving for Traders, a table and a plant in Vault ED-17.
- Paid room decoration works in all seven rooms now, not only the New Gambell one.
World and movement
- Walls block exactly what is drawn. A wall piece blocked only the hex it stood on while its art reached one or two further, so a character could end up inside a drawn wall. Fifteen wall kinds now carry a footprint measured from the art itself rather than guessed.
- A random encounter can be left from any edge. On some maps the exit was a patch aside rather than a band along the rim: you walked to the edge as on every other encounter, hit it, and stayed on the map. Seven maps were repaired.
- Your character no longer gets stuck after the connection drops while moving. If the link broke mid-move, the character would not move after returning, and only a full client restart cured it.
0.3.828
Covers 0.3.827→0.3.828. Live since 31 August.
- Clicking a piece of scripted scenery — the terminal in your personal room, for instance — no longer throws you back to the login window. Such an item reached the action path with no entity id, and the client died on that with an error.
0.3.826
Covers 0.3.810→0.3.826. Live since 31 August.
Combat
- Armour no longer makes an enemy harmless. Damage was reduced by the armour’s flat threshold with no floor, so an enemy whose hit the threshold covered stopped dealing anything at all. The free starting suit zeroed several encounter families this way, and Powered Armour zeroed 78% of the whole roster: progressing your armour did not raise survivability, it deleted whole categories of enemy from the game. Now a share of the damage always lands, and the proportion of zeroed enemies is nil at every armour tier — it was 7, 17, 26, 43 and 78 percent.
- An aimed shot to the head no longer kills outright. The head critical multiplier was hard-wired to ten and multiplied the damage of the whole action: an ordinary AK47 raider took off more health with one aimed shot than a player has below level thirty.
- A wounded enemy no longer leaves the fight. It used to retreat 30–50 hexes, which made the encounter-clear reward unreachable without a chase; the retreat is short now and the fight is finished.
- Enemy weapons no longer differ from your own of the same name. Some enemies carried special copies that showed you the same name and description while being anywhere from three times weaker to nearly twice as strong.
- The attack panel, the item description and the PDA now print damage as a single number instead of a range that never resolved.
- Crabs, bears and the wounded grey leader at the Hunters hit again. Large creatures occupy several hexes, but approach was measured centre to centre, so a crab standing right beside you read as two hexes away and the creature kept repositioning instead of striking. The crab also carried the wrong weapon — a rat’s bite for 1–3 damage, which any armour absorbed whole.
- In the Ordja bunker the enemy waves no longer stand aside: each one hears the player from anywhere in the bunker and joins the fight on its own.
Items and crafting
- Items in the crafting list have pictures of their own. Eleven different items were drawn with two placeholders, and a recipe could only be told from its neighbour by a caption the grid clips to three lines.
- Caption plates are gone — rectangles with the item’s name typed on them. There were forty-one of them across twenty-two items, and two lay on the ground in the world: the medicinal bush in the Hunters’ quest was drawn as one.
- 107 items now have a real description. What stood there before was the item’s own name with a full stop — “Capacitor battery.”, “PowerX microreactors.” — a “Classified.” placeholder or a sentence fragment, and one armour’s description was in English inside the Russian edition.
World and maps
- Three nearby leads — the Signpost, the Trappers’ Camp and the Frozen Landmark — all led to the same bare clearing with no creatures and no containers. Each has its own map now: the trappers have a camp with a hearth, bedding, supplies, a trader and two hunters; the landmark has a statue, a boulder field and a stash with no fight; the signpost has a stop by a wrecked car with a lone hunter.
- The way out of a random encounter is where it is drawn again. The exit band is shown by a mesh, but the teleport under it was placed by hand and had drifted: some maps let you out through a patch two hexes aside, on others the exit sat on ground the mesh does not cover while covered ground had none.
- Aygas’s “Surviving Tradition” no longer sends you to a Battalion base. It is first-level work — feed the fire, straighten the charms, leave a bandage — but the shelter stood at the weather station, which over time became the Battalion’s headquarters: a neutral player was killed on sight there and their belongings stayed on hostile ground. The shelter has moved to a roadside camp in the Lowland, closer to New Gambell, where nobody attacks.
- At the New Gambell market the house roofs hide completely again: part of a roof stayed drawn over the room you had entered, and the west-south corners were missing altogether.
- Aygas’s house and the warehouse south of it hide separately now: the buildings stood too close and one hide group covered both.
- The slit in the south wall of Aygas’s house is gone.
- In the New Gambell Ruins (north-west) you can enter the north house by the striped tower again: a solid wall stood on the hex with the automatic door, so the door opened but you could not walk through.
Interface
- A cooldown is labelled as a cooldown again: the icon used to show only the numbers.
0.3.809
Summary 0.3.802→0.3.809. Live since 29 August.
Crafting reworked
- Recipes you have not learned yet are now visible: you can open any of them and see what it needs — skill, materials, tool, station. They simply were not in the list before.
- Beside a recipe it now says how long it will take, and how much of that time your skill, the tool in your hands and a nearby station cut off. It will not go below 40% faster.
- A recipe can be pinned, and the PDA then keeps a live «have / need» list for it — how much of each material is already in your bag.
- Every material and tool now says where to get it: what drops from whom, what lies in containers, what is sold, what is disassembled, what you make yourself.
- An unknown recipe no longer has to wait for a random manual. Collect the fragments, bring the bundle to a research terminal and take it apart twice — the recipe becomes yours. That is how any of the ten locked recipes opens.
- Player-made goods carry the maker’s name: the KS-1C suit, the armour, weapon and vehicle repair kits, the universal tool. The name does not change even if the maker is renamed later.
- Factions now post repeatable production orders: bandages for the Vault infirmary, dismantling kits for the workshop, a turret for the Traders’ expedition. Only what you made yourself counts — bought or found will not do.
- The global map and the Connections section now show where things can be produced: the Vault ED-17 workshop with its industrial workbench and research terminal — or your own camp workshop, which you can build, for ordinary work without the journey.
- New production branches: ammunition reloading, medicine, armour production, warm clothing from hides, disassembly with a choice, stationary material repair.
- At the very start of the game there is now a short job: gather rags and alcohol, make a sterile bandage and dress the wounded guide. The rats will wait while you do.
Items and loot
- Items with a corrupted ledger no longer let you down: such a stack could fail to be used, or flatly refuse to be moved or picked up, while the click simply did nothing. The corruption is now repaired on its own — including on items already sitting in your inventory.
- Animal carcasses can now be searched: the loot from a killed animal stays inside it and goes nowhere until you butcher it. Meat comes from the carcass, while hides and leather come only from butchering; afterwards everything left inside falls to the ground instead of vanishing with the body. Ordinary animals no longer drop coins — money stays with people and robots.
Interface
- In barter, a trader’s item description finally opens where it belongs — in the description panel, with everything in it: weight, combat skill, calibre, charge. A trader’s stock used to send a short line into the chat and a popup at the cursor, leaving the panel empty.
- The right-click menu now has a real attack — on any living target you are allowed to attack. The old «push» action used to sit there with a crosshair icon: the character ran up, pushed, and combat never started.
- Stealing became clearer: it needs a thief’s glove, and technology traders now stock it. Without the tool the transfer window does not open — which used to look as if the click was not working.
- The dialog no longer counts down «time to answer». Instead, in the second half of a conversation, a calm line says the dialog will close by itself: nobody obliges you to answer, and silence simply ends the talk.
World and maps
- The caravan board in the New Gambell market got its picture back: a black rectangle used to be drawn in its place.
0.3.801
Summary 0.3.793→0.3.801. Live since 29 August.
Caravans
- Caravans now assemble as expeditions — on every route that takes escorts under contract: Traders, New Gambell, Savoonga, the Vault, the Battalion, the Radio Rats and the Headhunters. Escorts used to join one by one and immediately; now you can sign up for a role from the orders board, travel to the marker on the map, mark yourself ready — and set out together when the server opens the shared entry window. Latecomers still have a short while to join; if nobody else signs up, after a time you may go alone. Assembly does not widen access: a route that would not take you before will not sign you up now either.
- Signing up is not yet going: Support supplies, the reward and your place among the participants appear only once you actually arrive on the caravan map. Changed your mind — the request can be withdrawn with no consequence for the quest.
- The radio announces expedition recruitment and reminds you about the entry. After the run a short debrief arrives: how it ended, what was delivered, which role you held and who contributed.
Quests and the map
- An active quest destination is now visible on the global map: a red exclamation mark appears over the place. It shows on places you already knew as well, and disappears when the quest is closed. The game used to say it had “marked the target on the map” while nothing told that place apart from any other.
World and maps
- The tv-tower building has a floor now — furniture inside used to stand straight on the snow — and both concrete doors open with an ordinary action.
Personal rooms
- You can leave a personal room in New Gambell again. The exit used to break with an error, locking in everyone who had made the room their home and respawned there after dying.
Interface
- The counters of opened and permanent abilities no longer hang above your character. The overhead row is for what passes on its own — wounds, stances, orders, countdowns — while which abilities are open and active is read on the ability screen.
0.3.792
Summary 0.3.785→0.3.792. Live since 28 August.
Stability
- A bare-handed strike no longer brings the server down. An attack with an empty hand could cut the game short for everyone in the world.
- The game starts on Windows 7 again: the 32-bit build died at startup unable to reserve memory, so it never reached the game at all.
World and maps
- On the Labyrinth, beams and posts standing in open snow with no building around them are gone — leftovers of a structure that had been removed.
Interface
- Weapon descriptions now name the calibre, next to the combat skill. Matching ammunition used to be guesswork.
- In barter an item description is now as full as in the inventory — with the combat skill and the calibre. That panel used to be a message box, so the description behaved like a chat feed.
0.3.784
Summary 0.3.762→0.3.784. Live since 28 August.
Combat and reputation
- Clipping one of your own no longer makes an enemy: the first hit on a friendly-faction character is forgiven, and a badge only you can see appears above them — so you know who not to hit a second time. A repeat on the same person counts as deliberate. An accidental kill is not forgiven.
- Rifles run off the light firearms skill again instead of the heavy one: the “Rookie”, Maxim Model 81 and KW-3.
- A weapon’s description now states its combat skill — you can see the class of a gun before you pick it up.
- The “Rookie” and Maxim Model 81 rifles are no longer held sideways.
World and maps
- An NPC no longer freezes after walking into a barrel or a crate: that collision used to silently switch off its thinking for the rest of the encounter.
- The invisible obstacle in the middle of the building at the Frozen Landmark encounter is gone.
- The right leaf of the barrel door at an encounter is back in place — its picture used to hang off to the side of the doorway.
- The world map no longer stalls while recalculating caravan markers.
- Losing connection during the intro can no longer break the scene itself as the dog approaches.
Personal rooms
- You now enter a room by talking to a faction member — your own people get in free, a guest pays for the visit, and in some places a room can be bought outright.
- Your personal room can be set as your respawn point — right in the PDA, while standing in it.
Interface and visuals
- Frame drops on busy maps are genuinely gone: model bounds are computed when resources are baked instead of being recalculated every frame, and picking out the item under the cursor no longer walks the whole map. On the map the report came from it is now 120–140 frames instead of nine.
- Medicine no longer all looks alike: their own icons went to the plain, sterile, antivenom and healing bandages, both creams, the syringe, alcohol, the small Alma and the concentrate, and the saline solution. Healing is marked red, antivenom green, so they can be told apart by colour in a fight.
- The file tool got its own icon instead of a borrowed one.
- Settings now offer adult-language editions — a separate Russian and English where the game speaks rougher. The ordinary editions stay where they were.
Player trading
- Trade requests no longer hang around after the other player has left the game.
0.3.761
Summary 0.3.759→0.3.761. Live since 27 August.
Maps and transitions
- Transition and world-map exit markers are visible again: they disappeared from the screen in the previous update even though the transitions themselves kept working.
Items
- Quest items now carry their own descriptions and icons: the Vault ED-17 key card, the pre-war battery, the medicine bag, the transmitter board and the Ravager trophy no longer look like a nameless circuit board.
0.3.758
Summary 0.3.744→0.3.758. Live since 26 August.
Logging in
- A rejected token that was filled in automatically is erased by itself; one you typed stays in the field so you can fix a typo.
- Dropping out during the intro no longer costs you the run: while you are away your character is invulnerable and enemies forget about them, and you have five minutes to come back and continue from the same place. After that the intro starts over.
Combat
- An enemy no longer fires what cannot be fired: right before the shot the game checks that the weapon is still in hand, intact, not jammed and has rounds in the magazine — otherwise the enemy reloads or switches weapons.
- Your character no longer snaps back when you stop right against a wall or another obstacle.
Crafting
- Recipes that need a workstation are checked correctly again: the crafting screen sees the equipment on the map and tells you what is missing instead of staying silent.
- An item description now lists the upgrades installed on it — two rifles that look alike are no longer indistinguishable.
Turrets and drones
- A deployed turret is no longer dragged after its owner to another map: it stays on the one where it was placed (and, as before, disappears once the owner leaves that map).
- You can dismantle your own working turret while standing next to it. The kit and materials are not returned.
- An encounter point no longer lingers on the global map forever after a deployed turret or drone has died.
Interface and visuals
- PDA pages no longer overlap each other on the first open after entering the game.
- Scrolling the map and moving the mouse no longer drop frames on busy maps, and the stutter while standing still in combat is gone.
- The vertical stripes and gaps in the cliffs on the Labyrinth map are gone: the cliff composition lines up seamlessly again.
0.3.743
Summary 0.3.730→0.3.743. Live since 25 August.
Logging in
- The login token is remembered at your choice: a “remember” checkbox was added, and logging out of the account no longer revokes tokens already issued on the site.
- On the first login, personalization and the meeting with the wounded survivor follow one another, with no relog.
- Reconnecting no longer disrupts your entry into the game.
Caravans
- A caravan escort can be hired without joining a faction: civil contracts are open to everyone.
- Caravans no longer overlap each other on the global map.
The world and expeditions
- Hidden caches appear with the time you spend travelling the global map, not the moment you set out.
- The main gates of Vault ED-17 are solid: the leaves no longer let anything through.
- Light stripes no longer appear on maps at night.
Combat
- A bleed-out kill is credited to whoever struck the blow: the experience for that target is no longer lost.
Crafting and interface
- Crafting recipes and the PDA show the ammunition calibre again instead of a raw internal name.
0.3.729
Summary 0.3.717→0.3.729. Live since 24 August.
Crafting and items
- When crafting is refused, the game says what is missing: material, tool, station, ability or stat — with the numbers, not a blanket “you can’t”.
- Crafting tools and materials — pipe, tool kit, wrench, file, insulating tape, glue, whetstone, rubber — now drop as loot.
- An item description in the inventory is no longer clipped by the column width — it wraps to the next line.
- Healing is ordered by strength: bandages weakest, mini-dex stronger, dex strongest. The order used to be inverted.
Combat
- Chained swings no longer leave before the server has cleared the cooldown: the client waits half the measured ping after its own cooldown, so a hit is not resolved against a hex that changed during that wait.
- A shot construction soldier keeps chasing the shooter instead of losing track of them.
Guards and encounters
- Guards no longer appear right next to you in encounters: reinforcements come only at faction bases, and from the side.
- Faction guards stopped looking alike: each faction has its own look and gear, and the ammunition finally matches the weapon issued.
Quests and caravans
- In “They Rode at Night” the rescued survivor stopped appearing twice when you return to the map.
- The cargo crate on a caravan map no longer looks like a placeholder.
Stability
- The client no longer closes while looting a body or on the character screen: the creature preview stopped taking the game down.
- The client no longer crashes while loading a map with outdated baked data: it validates the map file header and version and reports a mismatch instead of dying.
0.3.716
Summary 0.3.708→0.3.716. Live since 22 August.
Radio
- A radio left on the ground or in a camp receives again. A branch remained where such radios silently dropped out of the network, so not everyone heard the speaker.
Companions and quests
- Allied NPCs no longer attack your companions — neither the cover dog nor quest ones.
- In Eyron’s quest the rescued survivor stopped doubling when moving between maps.
Controls
- Right-clicking an enemy opens the action menu again while a weapon is in hand. It used to just drop the aim, leaving no way to open the menu.
Performance and maps
- Frame rate stopped dropping in encounters when the camera zooms out: the map is drawn in one pass instead of several.
- On the Labyrinth the gaps between rocks that showed the background are gone.
0.3.707
Summary 0.3.699→0.3.707. Live since 21 August.
Caravans hit the roads
- Trade caravans now travel between settlements: you can escort one for pay, or meet someone else’s convoy on the road.
Combat and loot
- Every hostile enemy pays out again. Some enemies — quest targets among them — paid nothing when killed.
- Some creatures on the maps turned out to be unfinished placeholders and were replaced with real ones.
- Quest loot is proportionate to the quest: a contract needing two dozen items could previously drop twenty times that.
Maps
- At the New Gambell market the roofs of the trading houses lift completely. On entry one panel used to stay lying across the room while another hung in the air behind a wall.
Radio
- The radio is fixed: messages reach other players again. For several days comms did not work at all — the speaker saw their own message and nobody else did.
Miscellaneous
- Characters stopped repeating one line more often than the rest: lines from a set now come up evenly.
- If the game files are out of date after an update, the client says so directly. It could previously log in with stale data and behave oddly.
0.3.698
Summary 0.3.688→0.3.698. Live since 20 August.
Pickup and actions
- Picking an item off the ground no longer freezes the character: they used to stop responding for a few seconds with no explanation.
- The game no longer refuses a pickup once you have walked up to the item: the server waits for the step to finish before judging the distance.
Maps and world
- Pale bands no longer crawl along the ground at night.
- In the foothill encounter the exit to the global map was moved away from the arrival point — a stray step in combat no longer pulls the whole group out.
- You now leave the starting map the same way as everywhere else: by walking to the map edge. The old pads in the middle of the terrain are gone.
- A gap in a cave wall in an encounter, which let you walk outside the level, is closed.
Interface and text
- The stray character above section headings in the PDA is gone: the separator line is now measured by column width.
- In the loot window the labels are in the right language again, and item weight shows as a number instead of a placeholder.
Items and quests
- Quest loot is proportionate to the quest: a contract needing two dozen items could previously drop twenty times that, and the surplus was dead weight.
Character
- The model can be rotated in the character window.
Stability
- Fixed a server crash: a radio put into personal storage took the game down for everyone on any transmission.
0.3.687
Summary 0.3.678→0.3.687. Live since 19 August.
Combat and enemies
- The Battalion construction soldier answers a hit instead of standing under fire.
- The slingshot animation was reworked.
Character and interface
- The stats window no longer closes with an error: the accuracy and damage lines describe a shot you have not fired yet, so they now take a calculated form and stop sagging while the character walks.
- The “Digger” armour is back to the right scale — the model no longer breaks the scene.
- In anonymous play a seized character keeps its own name instead of an internal label.
Maps
- You can no longer fall out of an encounter cave onto the global map in the middle of the level.
Stability
- Fixed a client crash while drawing the character model.
- Fixed a server crash at the moment a connection drops.
0.3.677
A fix wave from tester reports, following right after 0.3.648. Summary 0.3.649→0.3.677.
Interface
- The barter window shows price and weight again — panel art was covering them.
- Hand-slot item icons are back in their recesses on the bottom panel.
- The dialog window shows its button block again — history, lines and barter.
- The info panel in the personal room is clickable again, and the respawn point can be set there.
Combat and enemies
- Stutter in fights on large encounters is gone.
- Ranged enemies no longer turn their back on you mid-fight.
- Ranged enemies keep their distance and shoot from afar instead of charging you.
- Battalion troopers no longer show up in raider parties and convoy encounters.
- The Digger armor no longer renders inside out.
Items and quests
- Quest items no longer occupy your inventory for good: they can be dropped and stowed. If an active quest needs the item, the game asks first and names that quest.
- Ore harvesting no longer loses your yield: some nodes swallowed both the loot and the experience.
- Ammo looted from a body no longer gets stuck after a reload — the stack can be taken, traded and sold again.
- Trader answers no longer bypass their own conditions, and you can no longer take an answer’s outcome without affording its cost.
- The starting quest no longer sticks: no more unfinishable journal entry asking you to talk to a survivor who never appears. Characters stuck earlier have it cleared automatically on login.
- Whisper and Gunfire is completable: the dead snitch can be searched for the note, and clearing the camp no longer costs you Battalion standing.
- Random encounters stopped repeating more often than they should: technical and transition locations left the pool, and one camp served the same map as a neighbouring location.
- Night Skirmish is completable: Scratch stood in an area with no path from the map entrance, so the quest was never offered. Three more such traps were found and fixed along the way.
Stability
- High-ping players are no longer dropped from the game right after logging in.
- The client no longer freezes in the inventory while wearing the Smoke Suit: the preview character stopped shrinking away.
0.3.648
Gear has weight, the PDA gains weekly faction goals and a bounty board, and the client stopped stuttering. Summary 0.3.606→0.3.648.
Gear and inventory
- Gear now has weight. The inventory shows each item’s weight and your total load — you can no longer haul everything, you have to choose.
- The loot and barter windows were reworked: counts and prices read correctly, and the inventory refreshes the moment an item arrives.
- The character preview while looting no longer clips the head — the body fits the panel at any rotation.
PDA
- Weekly faction goals and a bounty board — clear objectives with a reward instead of “go somewhere”.
- The shop list no longer scrolls past its content, and premium purchases now have descriptions and a confirmation step.
- The checkpoint preview window closes with its button, not only with Esc.
Quests and world
- Life Protection is no longer offered before its target exists in the world, and Kagdalak keeps his job line when both errands are already taken.
- Mobs stopped appearing behind walls: the spawn hex is now checked for reachability from its source.
- NPC lines sound the same to everyone who hears them — the bubble over the head could previously differ from the dialog window text.
Graphics and smoothness
- The cause of the stutter is gone — the picture used to freeze regularly. In heavy fights the difference is immediate.
- Roofs hide correctly when you enter a building, whatever the map’s layout.
- Damage numbers and combat messages no longer stack over your character or drift to one side.
- Rock and cliff slices were completed — generated encounters no longer show scenery cut off halfway.
- Fixed the client crash on entering Lendale and anywhere else that model appears.
Other
- The English localization now calls “rvach” mutants scavengers.
- The bayonet AK is priced in line with its stats.
0.3.605
The radio arrives, new recipes, and a large report-driven fix wave (0.3.578→0.3.605). Radio — a portable long-distance comms device that works on any map and on the world map: type /r message, incoming chatter lands in your log and briefly above your character. Channels act as frequencies (default: channel 1, world-wide); buy one from tech/general traders, loot it from Radio Rats, craft it via Engineering Network, or find it in your starting kit. Mind that people nearby hear you speak into it, and a radio left on the ground reads incoming messages aloud. Crafting — seven new manuals (armor plate, breach charge, circuit probe, light turret kit, rapid receiver, armor repair kit, scout drone kit), sold by tech traders; the Bazooka moved to Big Guns so that branch finally has a carrier. Quests & world — They Live at Night no longer sticks on turn-in; They Rode by Night counts the rescue when you walk the survivor off the map; Whisper and Gunfire explains you must clear the threat first; No Rest for the Wicked stopped counting Battalion kills for the raider branch; the Vault ED-17 chain is unblocked and Terry hands out the damaged disk; Foothills encounters let you leave again; two parties no longer share one ice-encounter basement; four placeholder maps became real locations, and two cave entrances moved to the cave mouth; shooting raiders no longer hurts Battalion standing, turrets return fire, and displaced NPCs walk home. Graphics & performance — complex effects render correctly, higher FPS on large encounters, New Gambell market roofs align and hide properly, no more clipped rocks in generated encounters. UI — no junk glyphs from Alt codes, windowed mouse scroll is optional and remembered, ability and stat descriptions match the actual formulas, reconnecting to your own live session is more reliable, and the credit balance is overflow-safe.
0.3.577
Flexible UI, a new particle system, and a wave of combat and description fixes. Summary of 0.3.570→0.3.577.
UI
- The interface is now flexible: screens and the bottom panel adapt to resolution and window size, and the options screen scrolls.
- The character screen shows health and stamina recovery among the secondary stats.
Graphics
- Visual effects moved to a new particle system with a stable, correct draw order.
Combat & survival
- The armor «Part» slot finally protects for real: it counts in the damage calculation alongside the main armor and wears down with it.
- Explosive weapons (Bazooka, grenade launcher) deal area damage again instead of hitting a single target.
- A burst of a single shot applies single-shot effects.
- Frostbite is fairer: repeated cold exposure accumulates and the degrees scale correctly.
World & quests
- Player-to-player barter is fixed: a stale offer is withdrawn from both sides with a clear message instead of an error.
- The starting guide reacts when you shoot at him — pleading not to fight and fleeing.
- Caravan contracts no longer leave permanently stuck quests while the caravan system is disabled; legacy active contracts are cleared on login.
Descriptions
- Stat descriptions that contradicted the actual formulas were corrected: Perception affects hit chance and criticals, Endurance affects out-of-combat health recovery and the stamina pool, and the small-guns skill by itself does not raise accuracy. The carry-weight reference now matches the real formula.
0.3.569
A report-driven fix wave: death physics, graphics, ability descriptions. Summary of 0.3.560→0.3.569.
Combat & world
- The dead no longer glide along the ground: death cancels movement and the body takes a short impulse along the hit direction — longer when running, shorter when walking.
- Shooting raiders no longer hurts your Battalion reputation: some raiders wrongly carried its faction.
- Quest fixes: Dishonest Merchant (force branch), RadioRats Field Raid and Wreck Vermin.
Graphics
- The horizontal stripes on rocks and trees are gone — overlapping sprite draw order is fixed.
- Rvach mutants animate again while moving instead of sliding in an idle pose.
- Sprite rendering switched to polygonal shapes instead of rectangles — lower GPU load.
- The Gambell heavy armor no longer spawns stray objects on the ground.
Quality of life
- Leaving the starting location with unspent stat points now asks for confirmation — points are no longer lost by accident.
- 67 weapon ability descriptions now say explicitly which wielded weapon enables the stamina reserve and bonuses.
0.3.559
Windows 7 support returns, systemic raider hunts, and a wave of report-driven fixes. Summary of 0.3.554→0.3.559.
Compatibility & stability
- Windows 7: the client runs again — a dedicated 32-bit build is produced for older systems.
- Swapping weapons mid-attack no longer skews the hit calculation.
World & quests
- Raider hunt quests (Headhunters bounty board, RadioRats raids, Savoonga defense, Vault ED-17 approach) now count any world raiders, not just quest-spawned ones.
- Quest fixes: Lendale Butchers and Judith’s Keep Enemy Close; Coppertooth bunker defenders no longer swarm from across the map.
- The medicine bag is ordinary loot now — droppable and sellable; turning in the quest still takes exactly three.
- New Gambell and Savoonga NPCs are attackable again when hostile — via the smart cursor and explicit attack.
- East Gambell basement fixes.
UI
- Object icons (resources, lockpicking, workbenches) no longer show beyond your character’s sight range.
0.3.553
Performance, login resilience and quest fixes from tester reports. Summary of 0.3.543→0.3.553.
Performance & stability
- Ping spikes on crowded locations are gone: idle NPC activity no longer loads the server quadratically.
- The server force-disconnects stuck connections, and a login that does not finish within two minutes is dropped — server stop/restart is never blocked by dead connections anymore.
- Login and the character roster now survive corrupted data: the account recovers instead of refusing to log in.
World & quests
- The Foothills Tunnel encounter exit works again — the transition zone leads back to the world map.
- Quest fixes: Clean Job (Neatnik), Side Effects (Jim), Channel Switch and the assault bunker (Coppertooth), Cold Tracking (Irvin).
- NPC reinforcements keep their cover when they spawn; the Ordja bunker door auto-closes again.
UI
- The barter window updates item counts correctly on partial stack transfers.
- The personal room binds correctly when you respawn outside it.
Version 0.3.542
A big wave of fixes from tester reports on the public server. Combat & controls — the smart cursor behaves: armed enemies are attackable again, combat dialog NPCs count as targets, your own faction is never suggested, neutral NPCs can be attacked deliberately; hostile-standing factions actually attack; the rusty-rat explosion no longer bleeds everyone around; combat barks got cooldowns; the hotbar ignores stray keys. World & quests — broken quests fixed (Whisper and Gunfire, the New Gambell line, Battalion caravan quests, Judith quest loot), no more duplicate quest locations or stray markers, personal-room terminal and room upgrades work, the intro no longer softlocks after a reconnect, encounter mobs no longer converge on one spot, travel hint icons on the world map. UI & graphics — inventory icon/description/message fixes, crisp tool icons, no sprite stripes, correct Battalion uniforms, resource highlights only with Tracker’s Respite. Stability — fixed the endless web-login hang, fullscreen resolution switching, buff-icon cleanup, the Antenna ping growth, and global-map entry; plus the ongoing reliability wave.
Version 0.3.497
Armor
- A new “Part” equipment slot: armor parts are worn separately from the main armor — their protection, camouflage and warmth stack with it, and their visuals layer on top.
Weather and cold
- Weather now matters: strong wind, snow or hail slow you down outdoors and reduce visibility.
- A HUD thermometer: body temperature with a breakdown of cold factors — weather, surroundings (outdoors / under a roof / indoors / heated), heat sources.
- Weather is now uniform within a location — neighboring maps of one place no longer diverge.
Interface
- Detailed descriptions for all ten skills: what each skill gives you in combat, on the road and in crafting.
Death and recovery
- Premium items no longer drop into the death stash — they return automatically to your personal storage (recreation lockers and personal rooms).
Version 0.3.496
Stability
- Fixed a rare crash when placing a construction with no item in hand.
- A sweeping concurrency-safety pass across the world simulation (caravans, guards, quests, scenes, login) — fewer rare crashes and desyncs.
- Cleaner network connection teardown on hard disconnects.
Version 0.3.480
Graphics
- New Vulkan renderer (plus a modern SDL_GPU backend) alongside Direct3D and OpenGL: better performance and smoothness, better modern-GPU compatibility, identical image across all backends.
- Draw-order optimizations: noticeably higher FPS in crowded scenes.
- Weather effects fixed: snow, hail and steam no longer fast-forward on weather changes.
Caravans
- A new faction caravan system: trade caravans travel the world and can be escorted for a reward or raided. The first contract comes from the Traders.
- A caravan board in the PDA: active and scheduled routes, rewards and events.
Construction
- Build your own structures from construction kits (shelter, wooden house, metal shack), repair or demolish them (kit refunded).
- Personal camps: a set-up camp persists for you and is restored when your group returns; entry is limited to you and your group (intruders are turned away), and the camp shows on the world map.
Stability
- Continued server stability work: fewer rare crashes and desyncs under concurrent world processing.
- Premium purchases: fixed an error on a double-activate.
- Minor global-map and background-system fixes.
Version 0.3.436
Stability
- Continued multithreading work: rare server faults fixed, including a race when snow footprints fade.
- Server crash diagnostics are more reliable — fault causes now always reach the log, with automated tests to prove it.
Version 0.3.427
Graphics
- Effect tweaks: lighting and fog.
Stability
- Multithreading fixes and fewer rare faults; AngelScript alignment, sanitizer, and web-build fixes.
Version 0.3.414
Graphics
- Reworked scene draw order and occlusion by logical 3D depth: characters, objects, and 3D models occlude each other correctly.
- Updated 2D graphics.
- New “Concrete” wall theme for locations.
- Global-map icons.
World and quests
- Quest fixes and polish.
- Weather fix.
Account and client
- Token login for the game — generate a token in your account on the site.
- The client update now applies on next launch, which makes updating more reliable.
Stability
- Many fixes and fewer rare crashes.
Version 0.3.356
Death and recovery
- Death no longer destroys your items for good. All dropped gear goes into a personal stash, and a private “Your belongings” marker appears at the place of death on the world map — reach it and everything returns to your inventory. No timer; collect it whenever. A starter kit is granted on respawn. Premium currency is never lost; the only cost is wear on equipped gear (−10 durability).
Stability
- Safe access to busy entities in AI, companion following, and scenes — fewer rare desyncs and crashes.
- Companions: “follow the leader” fixed.
- Fixed a rare combat crash (a deferred attack on a just-killed target).
Version 0.3.355
Stability
- Hardened the engine against exceptions — rare internal faults no longer drop the game session.
- Removed deadlocks when sending analytics; fixed the craft-completed event.
- Fixed a race when destroying entities — related events are no longer lost.
Version 0.3.351
Content
- Quests can now be solved without combat: added skill-gated “cunning” paths whose reward is no lower than the combat one — intimidate or persuade (Leadership), spoof a signal (Technics), sabotage (Infiltration), or set a trap (Foraging).
- New Wasteland quest sites: Road Toll, Lost Supplies, Karabair Trail.
- Major factions update: cooperative group play, objectives visible only to faction members, Trader caravan contracts, a rally beacon, reputation-gated barter and price tiers.
Graphics
- Particle effects render directly in-scene with correct occlusion against sprites and 3D models.
Stability
- Fixed a coroutine resume race — fewer rare hangs, including on web login.
Version 0.3.343
Stability
- Fixed a web-login hang.
- Removed a crash when firing area (hex-shoot) weapons.
- Fixed lost area-of-effect hits when the target died during the shot’s delay.
- Fixed screen-resolution changes.
- Improved monster spawn placement — they no longer appear on invalid hexes.
Balance
- Major ability rework: recalculated effects, stamina reservation, and descriptions.
- Rebalanced trader margins and crafting recipe handling.
Content
- New vehicle: the Jagger.
- Expanded and fixed New Gambell and Vault ED-17 quests.
- Snow keeps tracks: footprints and snowmobile trails.
Convenience
- Character management moved into the PDA: create, switch, and delete characters right in the interface.