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Changelog

Coming next

These changes are prepared, but have not yet been released on the live server.

  • Switching heroes through the roster now restores active ability bonuses to item upgrade slots and maximum health. Selecting the hero again does not double those bonuses.
  • New caravan debriefs in the PDA produce one notification. Moving between locations or logging in again does not repeat it; the next new debrief produces a fresh message. The debrief itself stays unread until you open the debrief section in PDA Orders.
  • Caravan medics and suppliers have their own trade-only dialogue, without town quests. Viktor and Will keep their dialogue and quests in settlements.

0.3.1516

Changes from 0.3.1483 to 0.3.1516. Available on live server.

  • A completed caravan’s selected report marker disappears when its information refreshes, even with the PDA closed; you no longer need to reopen Orders.
  • The ice barracks now have a clear route for the crab to reach a shooter instead of getting stuck at obstacles.
  • Field Medicine’s initial medicine supply is in an accessible snow-covered locker near the abandoned crates. You can collect the medicine normally; completing the quest does not replenish it.
  • Additional residents and personal jobs have been restored in Vault 17, including Show Time, One Careless Move, Ask the Expert, Shining Clean, and Towards the Sun. The settlement and faction use the shared name Vault 17. In Small Beds, Big Problems, Greg gives you one bottle of water for Delia; repeating the conversation does not give you another.
  • The public Submarine base entrance has moved to a walkable edge near the trail to the memorial stones, outside the exit strip.
  • A random repeat encounter with a quest giver keeps the group’s current travel position, including after turning in the quest and leaving for the global map. The existing marker for the place where you accepted the quest stays put; entering through it still takes you to its saved coordinates.
  • New Radio Rats quest encounters require the group leader’s reputation with the Radio Rats to be zero or higher. The same threshold applies to each player accepting a new Field Raid; newcomers with zero reputation can still make first contact. An accepted quest can continue after reputation drops, keeping its progress and history.
  • In permanent locations, humanoid NPCs, including ghouls and mutants, return through an entrance after death and walk to their usual position, even with players nearby. If no entrance or route is available, or the NPC cannot move, they reappear at their usual position. Enrique and Cody in the Vault 17 barracks have corrected return positions: relocation checks whether the destination is occupied, leaves corpses in place, and preserves manually changed home positions.
  • Animals and machines in permanent locations no longer reappear near a player when a maximum timer runs out. Respawning waits for a free spot with no players nearby; a distant player on the same map does not prevent it.
  • A faction guard killed by an independent NPC no longer triggers a criminal wanted status or new reinforcements. The existing response to a guard killed by a player or their companion is preserved.
  • When a humanoid character dies normally near a wall, the fall switches to the opposite, clear side if the model has the required animation. Only the spaces in front and behind are checked; this rule does not cover side walls or tight corners.
  • Fixed two doorways in Marksman Camp: open doors now allow passage in both directions, while closed doors and nearby walls remain blocking.
  • Fixed a world-clock overflow that could prevent the server from starting after a long period of world time had accumulated.

0.3.1483

Changes from 0.3.1461 to 0.3.1483. Available on the live server.

  • Held-key and stick movement has been reworked: the character keeps moving in the chosen direction and can slide along obstacles. When the connection stalls, movement on the server and other players’ clients is bounded by confirmed steps; late movement plans catch up and continuations join the path without returning to a start already passed. These changes also affect point-and-click movement synchronization; destination selection remains in place.
  • Wounded NPCs that need to retreat no longer run back toward the player after moving away. They retain their combat target and keep their distance, retreating again if the enemy approaches. Normal combat resumes when the conditions that required retreat no longer apply.
  • The pressure mine description now uses the correct localized name of the Explosives skill in all four language editions.
  • If a task from Act I of Winter Without a Name has failed because its time ran out, you can continue the story with Aygas after your role expires. The failed task and its progress remain recorded; it grants no reward.
  • During a raid, a caravan trader also defends their own NPC guard when a raider intentionally attacks that guard. Attacks on other caravans’ guards and accidental hits do not trigger this response.
  • Guards no longer attack a surrendered member of a hostile faction while under escort or in a cell. After release, the arresting faction and the jail’s host faction allow a minute to leave even during a faction war; attacking members of either faction ends the grace period, and ordinary hostility returns when it expires. Explicit personal enemies and hostile teams still take priority after release.

0.3.1461

Changes from 0.3.1426 to 0.3.1461. Available on the live server.

  • Treeline, snowfield and abandoned-hamlet encounters now have metal piles that can be worked with a shovel or pickaxe. Finishing a pile guarantees one piece of crafting metal, and harvesting abilities can improve the extra salvage. The piles are shared by everyone and become depleted once worked.
  • Lavrentiev, Richter, the Radio Rat broker, and the Battalion trader repair broken weapons and armor for Coins. The fee depends on the master and your reputation; repair benches still use materials.
  • Selected containers in six Vault 17 areas now have materials, tools, household finds, and ammunition. Empty storerooms make a new loot roll when opened normally after a four-hour interval; restocking never produces Coins.
  • Metal and electrical tape are included whenever tech traders’ stock is generated. Players may buy out the supply before the next refresh.
  • Vault 17, New Gambell, the Radio Rats, and the Battalion offer reputation discounts on NPC goods and paid repairs.
  • Repair hints distinguish missing parts, insufficient Coins, and being too far away. Simply opening a repair bench no longer reports a successful repair.
  • Regular crafting beside an accessible personal storage point uses stored materials without moving them into your inventory first. Inventory materials are used first; the window shows both stocks and the maximum batch. Tools and nested containers keep their existing rules.
  • Rock rims at wall corners render correctly: cut sections no longer disappear behind walls.
  • Z toggles aiming and X toggles burst fire.
  • Interface button tooltips show their assigned hotkeys.
  • NPC traders and companions outside combat stay put while trade or companion-inventory windows are open. They resume their usual behaviour after the last such window closes.
  • Clicking an offset icon on the world map sends your group to the point of interest’s actual location.
  • The Submarine Base’s internal opening is passable again. Door frames, including those at New Gambell’s three double doorways, and furniture seams have been fixed. Access to an office desk in Vault 17 has been cleared and the missing half of a workbench restored. Stray roof tiles at the Rest Stop have been removed.
  • The hunting-trap inspection site appears as a small snow-covered mechanism. Adult-edition descriptions no longer refer to a missile silo.
  • Logging out during a crafting batch no longer prevents completion of its finished part. The unfinished item is not produced, and its materials are kept.
  • The level 8 Polar Worker awards 200 kill XP instead of 65, and the level 11 Frozen Stalker awards 275 instead of 150. The base level 5 Polar Worker still awards 65.
  • In “Criminal Reading: The Missing Book”, the description and first objective point to the library on the first residential level, where Ethan accepts Forty-two Minutes Underground.
  • Disassembly boxes, including stacks, weigh as much as their maximum material yield. Opening a box leaves your load unchanged or reduces it: the amount of materials depends on the abilities of the character opening it.
  • Hidden caches appear at a safe distance from the entire exit strip to the global map. A cache no longer spawns directly on a transition or right beside it.
  • Wide doors correctly clear the passage and let shots through when opened, and block both across their full width when closed.
  • In “Abandoned settlement” encounters, floors, roofs, doorways and exits to the global map have been repaired. Roofs hide as a whole when you enter the corresponding building.
  • In the northwest of the Gambell ruins, the chairs behind two windows appear behind the frames and glass, without edges sticking out.
  • In the “Rocket” encounter, the gap through the wall beside the crates has been closed. All five crates are accessible through the doors; one crate has been moved to clear the inside passage.
  • Coppertooth’s preserved-seal dialogue option uses the clearer phrase “unbroken chain of custody”. Its requirements and result stay the same.
  • After a random encounter, the original leader has a Resume journey button on the global map to continue toward the previous destination. Returning does not start movement automatically; wait for the other members before departing.
  • Labels on standard metal buttons are now light gray.

0.3.1426

Summary 0.3.1397→0.3.1426. Live since 3 October.

  • Crabs lured away from their home no longer abandon retaliation between your shots. Large melee creatures now close to striking distance instead of stopping too far away.
  • Reduced server load when reclaiming a death stash, taking all items from a container, or trading many items with an NPC.
  • In the southwest of Gambell Ruins, you can no longer walk through the wall beside the door. The open doorway remains passable.
  • Reduced client memory accumulation when moving between locations with 3D models.
  • Coins in NPC barter no longer consume the location’s caravan supply. Exchanging only coins leaves that supply unchanged.
  • Weapons can now hold two different modules when the second upgrade slot is unlocked. Installing another module keeps the first; recalibration removes them one at a time, starting with the last.
  • You can again dismantle your own turret on an adjacent hex with the normal Use action. This frees the device limit and does not return the deployment kit.
  • Talking to Four no longer changes the lair assigned to an active Predator Instincts quest.
  • Eyron and Anchor now offer quest turn-in replies only while the quest is active and at the correct stage. Completed and failed quests no longer show an extra turn-in option.
  • Demolition hammers and repair kits can again target wall and floor parts of your construction. While using either tool, the transparency window under the cursor is disabled; the window around your character remains.
  • The crafting window’s shopping-list button shows its tooltip again. It tells you whether the selected recipe will be added or removed, and updates after pinning and reopening the window.
  • A leg injury slows an NPC already on the move, and treatment restores its speed without changing the route. This works for both running and walking.
  • At the exit from the Gambell Ruins dungeon to the bunker, the extra corridor beyond the green transition strip is no longer visible.
  • The crate in “Lost Supplies” now looks like a wooden crate on the ground, making it easier to spot in the snow.
  • Six quests have been restored in Vault 17: Carter’s documents and the decoy return, Emily’s story, missing library books, the cache under the growing beds, and Stuart’s wiretap. Jobs, items, and choices now lead to a rewarded conclusion; Diana’s story replies appear as the relevant quest progresses.
  • Henderson also accepts old decoy folders. Spare documents and copies of Forty-two Minutes Underground can be sold, while extra copies of Emily’s disk can be returned to her without another reward.
  • The PDA encyclopedia now shows item pictures: thumbnails in lists and search results, and a larger image on each item page. The section and search controls now sit inside the PDA screen.
  • PDA armor pages now show protection separately for physical damage, cold, radiation, poison, energy and fire, in a consistent order. Fixed protection restoration when reloading a character affected by Sunder.
  • Detention entrances in New Gambell, Savoonga and Weather Station have moved to the map edges and are marked by green transition strips. The two entrance pavilions have been removed from the streets, and entrance previews have been updated.

0.3.1397

Summary 0.3.1360→0.3.1397. Live since 2 October.

  • Guards and turrets of a faction that is not hostile to you, such as at the gates of Vault 17, are no longer highlighted in red, and a plain click on them no longer starts a fight.
  • In graphics modes that support background readback, selecting characters with the cursor no longer waits for the graphics card. The first highlight may appear with a delay.
  • The two doors at the Submarine base now let you pass through when opened. Previously, the doorway remained blocked.
  • The terminal marker no longer looks like a solid green patch on its screen: it is now a framed >_ icon. The computer marker has been updated in the same style.
  • Fixed the title of “Winter Without a Name” in the PDA’s long stories section.
  • Fixed gaps and broken ends on large tables in several locations, along with the placement of tableware.
  • During character creation, starting attributes can again be lowered from 10 to 5 to reallocate points. Affected characters still on the starting map regain this option on login while their initial build remains unlocked.
  • A caravan report with known coordinates in the PDA’s Orders section now shows a waypoint on the map, even when the caravan is outside your view. Select the report again to hide it.
  • Healing leaves can be cut from bushes on random encounters and can appear in resource and tech traders’ stock. Fully harvesting a medicinal bush or medical cache gives at least one leaf.
  • The ventilation hatch on Vault 17’s medical level is now mounted on the wall. Dialogs with map objects show their name and image.
  • Leaving a local map now frees its working buffers and empty texture pages. Fixed rendering resources accumulating after repeated exits.
  • Added 48 free item marks. Choose an icon through the action ring to tell identical items and boxes apart. Passing an item to another account or an ordinary NPC removes its mark; your own companion keeps it.
  • Fixed errors when displaying quest markers on the global map, quest information and the return briefing in the PDA.
  • Reduced peak memory use when loading resources. The 32-bit Windows 7 client can now use a larger address space on 64-bit Windows.
  • On the global map, moving an item between your inventory, hands, and belt updates its icon immediately; you no longer need to move another item or reopen the inventory.
  • Exit bands at the Weather Station and other maps now reach the screen edge without gaps at the corners.
  • All injuries now appear on separate rows in the status panel, with no overlapping labels.
  • Guards and other NPCs no longer fire faster than their weapon cooldown allows.
  • NPC barter discounts now apply to goods, while coins keep their face value. Offer totals match when the trade is confirmed.
  • The raider rifleman now keeps engaging after drawing his weapon: he notices new opponents and retaliates when attacked. The fix also applies to his veteran and sapper variants.
  • Leaving the game from the starting map no longer causes errors while unloading the character.
  • Site accounts now sign in using tokens only. The old site username and password login is no longer supported; get a game token from your account page.

0.3.1360

Summary 0.3.1331→0.3.1360. Live since 1 October (00:39 Moscow time); about a minute of downtime.

  • At the Old hotel and on the first level of the Rat den, the map edge now follows the fence: there is no longer a strip of snow at the bottom you cannot reach, and the passage lies right at the edge.
  • The Veteran Raider Rifleman now gives 250 experience for a kill instead of 100, and the Veteran Raider 175 instead of 100. Stronger fighters of The Battalion, the Radio Rats and the Headhunters that paid like their weaker versions were raised the same way.
  • Hitting back at a player who attacked you first counts as self-defense. For a short time after their attack the guards do not make you wanted, your standing does not drop, and killing the attacker is not punished. While that time lasts, a self-defense icon shows over the attacker.
  • The Savoonga Headman no longer opens fire on a player right after an early release from detention.
  • Hurting a faction member lowers your standing with its allies too, but no longer turns them hostile.
  • Coyotes can now be butchered with a knife. When a carcass cannot be butchered, such as a Stone Wanderer’s, the knife no longer does nothing silently: you see "There’s nothing here to butcher."
  • In the underground parts of the Gambell Ruins and on the second and third levels of the Rat den, the green passage band no longer runs onto rock you cannot reach.
  • An enemy heading to where it last saw you no longer stops after every step. The Skinny Mutant, for one, used to creep up in short dashes.
  • At the Hunters, buying a hunting rifle or hunting clothes is no longer marked "[Rep > 50]" and "[Rep > 100]": the Hunters keep no reputation, and anyone can buy them.
  • After you swap hands, an attack click now fires the weapon in your active hand. It used to check ammo on, and reload, the weapon you held before the swap.
  • Settlement traders now restock over time. Their stock never refreshed before.
  • Traders sell the pickaxe and the shovel again. For a long time they could not be bought, which left ore veins, moss and mushrooms with no tool to harvest them.
  • You can finish the Winter Without a Name saga even if you come back to it late: the continuation is still offered instead of expiring.
  • In the White Noise and Winter Without a Name sagas, a player who already holds a role in an act is no longer offered a second one.
  • Caravans and saga acts will no longer stop starting over time: finished story situations are now cleared out.
  • A timed quest, such as those in the sagas, no longer makes the server repeat needless work every second. While a player had such a quest, this used to put a noticeable load on the server.
  • The Workbench and Industrial workbench stations now have a picture in the crafting window: nine recipes used to show an empty "Equipment" cell.
  • At the daytime Stop and on two other maps, the residents’ route points no longer unlock as entry points: a walk no longer floods the chat with "New entry point unlocked", and the entrance picker no longer offers a landing on a trader’s path.
  • While the guards are offering you to surrender, clicks move and shoot again: the "Surrender" button is now part of the interface instead of a window on top of the game.
  • The rack at the New Gambell Central Market now opens from inside, not only from the street. On five more maps, containers no longer open through a wall.
  • The client got faster: the map is lighter to draw on integrated graphics, the crafting window and the inventory no longer stall when they open, and entering the world map is smoother.
  • Gathering straight from the target: carcasses and resource points now have a gather button in the right-click ring, with an icon of the tool needed. The tool is picked for you, from your hands or the best suitable one in your backpack. A click on a resource point starts gathering right away and keeps going until it is used up.
  • A creature refused a new path in the middle of its old one no longer keeps walking the abandoned route on your screen: a crab used to stand still on the server while players saw it walk on and "die" over there.
  • Your character no longer disappears behind a car, a snowmobile or the crashed bomber: vehicles turn see-through around them the way house walls do, and a body or crate lying next to one can be seen and picked with the cursor.
  • A hit near other NPCs no longer slows the server down: how the neighbours answer a call for help is now worked out directly, without rebuilding tables on every hit.
  • The "accidental hit" and "self-defense" badges above heads now show how long they have left: a bar runs down under the badge, turns red near the end and the badge blinks. Effect icons got the same bar for shock, immobilization, blindness and timed effects. Drug phase effects now end together with their phase.
  • The Explosive Rust Rat bites again, and its attacks no longer cut your character’s movement short.
  • The salvage point marker no longer disappears against snow and rusty metal, and two other faint map object markers are clearer too.
  • The Central Market is now part of New Gambell: once you have been there, you can enter the market straight from the global map unless the town is hostile to you. The same now works for the far parts of the Weather station, Bomber, Bunker, Labyrinth, Lowland, Cache N1 and Gambell Ruins you have already visited.
  • When several materials are missing for crafting, the refusal now lists all of them with have/need counts, not just the first.
  • In melee, no more than three enemies attack one target at a time; the rest wait their turn a step away instead of crowding around.

0.3.1331

Summary 0.3.1323→0.3.1331. Live since 29 September (19:10 Moscow time). The server was down from 15:58 to 19:10 Moscow time while we fixed character loading.

  • Logging in with a site account and loading existing characters work again. After update 0.3.1323 on 29 September, first the site login failed, and then existing characters stopped loading.
  • In the eastern basement of the Gambell Ruins the middle iron box now opens: it used to stand “open” on the map, and its contents window never appeared from any side.
  • On entrance previews, each entrance button now stands where that entrance actually lands you: at the Bar, a button in the middle of the settlement used to take you to the map edge. The Bar itself also got a "By the bar" entrance, available unless the local faction is hostile to you.
  • You can no longer walk into the hangars of the abandoned settlement, or into the same kind of houses in New Gambell, through the corner by the side wall, and an opened double door no longer stays a wall.

0.3.1323

Summary 0.3.1266→0.3.1323. Live since 29 September, with about a minute of downtime.

  • A crab now gives 75 XP per kill instead of 10. Ever since it got 100 health and real claws, it had been the least rewarding prey in encounters.
  • A caravan ambush no longer starts a fight with no player around. The convoy’s trader used to attack the sleeping raiders himself, die, and cost the cargo 40% before anyone arrived to help. Now the trader waits along with the ambush, and once the fight begins he does not strike first, but fights back when hit and calls the guards.
  • The “Report a bug” and “Suggest an idea” icons now show their own tooltip instead of the global map’s “Long route”, and clicking them no longer targets the item underneath.
  • Toggle and the Battalion trader no longer attack their own guards at encounters. And when an NPC attacks a guard, the guard now fights back instead of standing under fire.
  • Route finding is several times faster: on large maps a typical path request answers 5–12 times faster than before, with the same routes. When the way is blocked by people, the route now goes where there are fewer of them.
  • The wooden house door in the Lowland and at one of the encounters now stands in its doorway. Before, the leaf was drawn in place while the door itself stood inside the house: a character walked through the doorway and stood right on the shut door.
  • You can enter the left building in the Labyrinth again: an opened door no longer leaves its doorway blocked.
  • On 12 maps, the caravan camp among them, the camera no longer scrolls past the exit band to the global map: there is no extra strip of ground beyond it and no black teeth at the screen edge.
  • The truck in the caravan camp no longer stands across the pen fence: its cab and wheel no longer poke inside, and the fence is closed all the way.
  • On 15 encounter maps in the snowfields and foothills you can leave from any edge you can reach: the exit band runs along every such edge instead of hanging as a scrap in the middle of the snow. Ground you cannot reach no longer shows beyond the fence.
  • The bed standing in the open snow at the trappers’ camp, with no shelter at all, has been removed.
  • The barrel door at one of the encounters stands in its frame again and opens the way inside. In New Gambell the same leaf no longer hangs below its frame.
  • On the southern edge of the Gambell ruins the exits to the eastern and south-western maps are now apart and highlighted separately: the lower-left passage no longer takes you to the wrong map.
  • The prison buildings in New Gambell and at the weather station no longer stand across the central passages.
  • Faction guards called in as reinforcements run at the offender again: before, reinforcements appeared off to the side and stayed put when the offender was beyond a guard’s usual reach.
  • You can no longer get stuck on the bandaging step of the intro. If the rags and alcohol went on something other than the sterile bandage, Josh hands over what is missing, and if that is wasted too, he dresses the wound himself and the intro moves on.
  • Examining the market complex in the centre of New Gambell no longer talks about bags of waste: the building has a description of its own.
  • At the hamlet encounter an opened wooden door no longer climbs over its doorway, and a character lying on the ground, weapon included, is no longer hidden by the wall behind.
  • “Someone Else’s Skin” no longer puts a guest into creatures at a newcomer’s starting location, so nobody breaks their intro any more.
  • After crafting, the crafting window recounts recipes at once: an item you no longer have materials for stops showing green, and the number you can make updates.
  • In a caravan ambush, the trader now stands up for a caravan member the raiders attack instead of standing aside. NPCs also no longer refuse to shoot a target that shares its hex with another creature.
  • In the ice trader encounters, a snowdrift no longer hides your character: standing behind it, you show through it as you do behind other tall objects.
  • In the New Gambell detention block, two shelving units no longer stand on top of each other by the back wall.
  • Examining objects on maps no longer gives the same line every time: rocks, wrecked cars and planes, furniture and junk now have their own names and descriptions.
  • The return point to a quest giver on the global map is now labelled with the quest’s title instead of a generic marker.
  • A wide object to a character’s left is no longer drawn over their body when they stand in front of it: characters now show in front of every object in their row.
  • Industrial junk heaps no longer hide your character: you can no longer stand where a heap would cover you, and the ground in front of it stays open for salvaging.
  • Without a network connection, the client no longer tries to reach the server every frame: it makes one attempt and waits for a retry, and the client log no longer loses lines.
  • Killing a guard at the Vault 17 gate no longer freezes the map for seconds: reinforcements find where to appear almost instantly.
  • The tables in the Bar building are assembled evenly again: no steps, gaps or overlap with the wall, and every one has its corner sections back.
  • A bear strikes whoever its paw can reach again, instead of shuffling around while it is being hacked at.
  • The loot list after gathering resources shows item names in the game language instead of internal names.
  • In Vault 17 and some thirty other maps where cave rock meets a wall, there are no more dark stripes over the walls or light gaps at the corners: the rock rim lies only in front of the wall.
  • Major storylines are now open: the Caravan-13 story, the White Noise saga (acts I–IV) and the Winter Without a Name saga (acts I–III). They start in conversation with the NPCs involved, whose answers carry the story’s name in square brackets. The outcomes of Caravan-13 and White Noise, taken across all players, shape the situation in New Gambell.
  • The Quests tab of the PDA and the news on the login screen now carry a World chronicle: the state of affairs in New Gambell that all players share. It is recalculated once a day from how Caravan-13 and White Noise turned out, and for now it is neutral. If the settlement’s communications fall apart or recover, that will shape local traders’ discounts, guard reinforcements, encounters on the approaches, the accuracy of caravan warnings and the settlement’s music.
  • If a caravan does not arrive or is robbed, a Caravan trail camp stays on the global map where it happened. The run’s participants and members of the faction that owns the route can see it. A caravan survivor waits there: you can help them pack up, save the wounded, recover the surviving cargo or follow the raiders’ trail; the pursuit closes once the last raider is down.
  • Quests in progress have been carried over to the updated quest system. If the progress of one of them could not be carried over, the game names that quest on your first login: it has been reset, and if it is still available, you can take it again.
  • On the Quests tab of the PDA you can now pin an active quest: up to eight pinned quests stay at the top, under Pinned. Below them come the Active cases, and completed and failed quests, when the filter shows them, are gathered in the Archive. The old group headings by status, category and faction are gone.
  • If you have been away from the game for half an hour or longer, a Return briefing waits at the top of the Quests tab in the PDA: how long you were gone, what changed in your stories and in the region meanwhile, what is still unresolved and which quests are in progress. The "I remember. Close briefing" button puts it away until your next long break.
  • Your character now remembers how their stories ended. The Quests tab gained Long stories, People, Facts and rumors and Commitments: your chapters of the big storylines, the people you share a past with, what you know for sure and what you have only heard, and the promises, debts and secrets you carry. Only you see these entries; the first ones appear after quests finished after this update.
  • When several quests change at once, the notifications no longer pour in one by one: a single "Quest updates" message arrives with a list, and anything that did not fit is counted on a "More changes" line.
  • When a quest or an NPC in a conversation takes an item of a given kind from you, a working piece goes first, the most worn of the working ones; a broken one only if there are not enough working ones. Your best gear stays with you.
  • Anchor, Toggle, Redbeard and Stevens remember how a job you did for them after this update ended and talk about it accordingly; with Anchor and Redbeard, what comes next depends on it.
  • For a character up to level 3 with a quest to kill raiders, a raider encounter is no longer swapped for a safe one: instead of a gang, a single raider scout with a knife turns up, so the quest can be done.
  • In the Nipait in Trouble quest, the kidnappers at the guard post are no longer lying dead from the start: you now have to fight to free the Nipait hunter.
  • Butchering a Rust now always yields at least one piece of Rusted meat, on top of the usual haul.
  • The objective of faction caravan contracts is now called "Escort the caravan" instead of "Protect the caravan".
  • In New Gambell, the fence meets one of the buildings flush again: you can no longer slip through the gap between them.
  • In the Cache N1 bunker, the green transition zone now lies on the landing by the stairs instead of over the dark opening.
  • Hangars in the abandoned settlement encounter: the 0.3.1323 fix was incomplete — you can still get in through a back corner, and in places an opened double door stays a wall. The rest comes in the next update.
  • A cache or another harvest spot now opens with an ordinary click when a suitable tool, such as a knife, is in your hand: your character no longer walks up and just stands there.
  • The Windows 7 client without the Platform Update (KB2670838) has a new fix for starting Direct3D. Until it is confirmed on Windows 7, installing that update is the safer choice.
  • Empty doorways and wide arches in wooden houses and in the Vault can be walked through again: the beam above an opening no longer blocks it with an invisible wall.
  • The flatbugs by Jim’s camp no longer stand beyond the edge of the map where you cannot reach them: all their glands can be collected for the Side Effects quest again.
  • A character standing in front of an abandoned vehicle no longer disappears behind its wheel: you cannot stand on ground the vehicle’s picture covers.
  • The right-hand fridge in the Old hotel basement opens again, and the hole in the ground by the hotel’s east entrance is gone.
  • On 39 maps the edge where the camera stops is no longer ragged: the ground now reaches the very edge of the screen.
  • In Savoonga the way into the detention block is no longer hidden inside an ordinary house: the transition is now marked by a green line on the snowy edge of the settlement.
  • On the Bomber map you can now reach the exit on the right: the invisible wall in front of the exit strip is gone.
  • On 33 maps, many encounters among them, there is no longer a strip of ground at the bottom you cannot step onto: the map edge now runs where the walkable ground ends, and the exits have moved to it.
  • The SEC MG-7 Machine Gun now belongs to the Heavy Weapons skill, as the skill description says, and Heavy Weapons abilities now work with it. It used to be listed under Light Weapons.
  • The PVK Rifle is more accurate, including in enemy hands. The SEC MG-7 still outranges it but is now heavier and slower: two-handed, 7 kg, range 40 instead of 50, a 10-round burst every 4 seconds, and 8 Stamina per attack.

0.3.1266

Summary 0.3.1254→0.3.1266. Live since 27 September, with less than a minute of downtime.

  • The message shown after sending a report from the game now reminds you that your cards can always be viewed on the site in the Play section.
  • The Windows installer no longer stops on error 2343: the install-folder screen now opens after the installer has worked out the install path.
  • A client installed before 0.3.1254 now gets a request from the server to install the full client package again when it tries to connect, instead of a message that the server is unreachable.
  • On Windows 7 without the Platform Update (KB2670838) the client still stops with a Direct3D error at launch: the fix in this version did not work. Until it is fixed, install the Platform Update KB2670838 — with it the game starts.
  • At the encounter by the snowed-in building with an icy basement, a crab no longer appears behind the wall with its legs sticking out from under it.
  • In the quest “Following Karabair’s Trail” every stop now has you inspect what the clue talks about — a snowdrift, a heap of bones, a campfire, a boulder. Before, a computer stood in the middle of the snowfield in their place.
  • Vehicles on maps are solid across the whole body: you can no longer walk through a truck, NPCs no longer stand inside a wheel, and caches and markers no longer hide under vehicles. The aerosled no longer vanishes in the see-through spot under the cursor.
  • The brown exit bands to the global map have been re-laid on every map: they run straight, without steps or gaps, and reach all the way to the edge. The green zones of transitions to another level now match the transitions themselves.

0.3.1254

Summary 0.3.1209→0.3.1254. Live since 26 September, with about a minute of downtime. A client installed before this version has to be downloaded again once.

  • The connection to the server is now encrypted and checks that the client is talking to our server. A client installed earlier will not be able to update itself once this version is out: download the full client once more. The browser version picks up the change when the page loads.
  • Detention blocks are working. Guards now have an arrest step between a warning and lethal force: a repeated petty offence or a single assault now ends not with a bullet but with arrest, and the game offers “Surrender to the law” — even when the guards are already shooting. A player who surrenders is disarmed: weapons and explosives go into storage, and an escort walks them to the detention block. New Gambell, Savoonga, the Battalion at the Weather station and Vault 17 have detention blocks; the Traders hand arrested players to their allies, while the Radio Rats and the Headhunters still do not arrest — they shoot. The sentence grows with every term served: the first is two minutes, each one after that two minutes longer, ten at most. In the cell you can walk around and talk to visitors through the hatch; the warden lets you out on bail at any time, and after 60% of the sentence even without money. On release your confiscated gear is returned, and for a minute the arresting faction’s guards leave you alone so you can get away. Death in custody does not cancel the sentence: the character respawns in the cell.
  • Detention blocks got real entrances. The “Detention” entry point in New Gambell, Savoonga and the Weather station led to the settlement’s ordinary entrance; now the detention block stands in the settlement itself behind a visible door, and after the first visit it also appears as a separate entry point. In Vault 17 the detention block is a separate elevator floor.
  • The elevator menu is no longer cut off on a small screen: a long list of floors scrolls with the mouse wheel and the arrow buttons, while the bottom panel stays in place.
  • The Windows installer no longer ends with a “Setup Wizard ended prematurely” screen and error 2834, as in 0.3.1209, but the 0.3.1254 package shows error 2343 on launch and does not install the game either. Until it is fixed, install the game from the Portable archive: unpack it into any folder and run LastFrontier.exe.
  • The Windows 7 client no longer closes right after launch. Since mid-September it closed at once with “The procedure entry point GetCurrentThreadStackLimits could not be located in the dynamic link library KERNEL32.dll”: the built-in script runtime called a function that exists only in Windows 8 and later. On Windows 7 without the Platform Update (KB2670838) the client still stops with a Direct3D error — that will be fixed separately, and until then installing that Windows update helps.
  • The Lowland shelter is finished: the house has a whole roof and a solid floor. After the place was rebuilt in 0.3.1209 the roof had a gaping hole, a row of the eaves was missing, and snow showed through the floorboards in a checkerboard.
  • The PDA diary has become an adventure log. Entries are no longer cut down to the last hundred and fifty: everything is kept, page by page. Each one carries the day and time of the game world, the place and the faction where there is one; next to levels, quests, achievements, ranks, discovered places and deaths it now records the start of a quest and its key moments, joining and leaving a faction, respawning, recovering your belongings after a death and learning a recipe. Entries can be narrowed to quests, the world, the character or factions, and each opens with details and a jump to the quest or the map.
  • The PDA is easier to find your way around. Below the monitor there is now a Sections button listing every section by name, so you no longer have to find the right one by its icon. The Notes tab is now called Characters, and Statistics is now Achievements. Quests, Achievements, Places and the Encyclopedia have filters and search; Orders and Letters show separately what is waiting for you to act, and the Schedule shows the date next to the countdown. Achievements and Places update while open, and Possessions no longer shows the previous character’s belongings after you switch. The PDA names a character before deleting it and asks you to confirm clearing the radio log.
  • The PDA no longer shows internal names: the Encyclopedia describes an item’s properties in words, Orders no longer show technical codes on caravan supply events, and faction contracts in Quests have a readable category and labelled objectives.
  • A container whose item disappeared inside it no longer looks full: its weight and contents update at once — for the container itself and for any bag it sits in — rather than after the container is opened.
  • Updates are lighter. One changed image used to mean downloading the whole resource archive it sat in — up to a hundred megabytes; now the game downloads only what changed.
  • Caravan roles got their own duties. On the caravan map the Lead coordinates the convoy, the Mechanic services the rig, the Scout scouts the route and can take a detour, and the Trader files the manifest and takes the special cargo through inspection — each with a button on the caravan card of the PDA board. The card shows up front what a duty gives and whether your skill is enough. The board used to talk about role preparation and special cargo with nothing to act on. The Caravan trail no longer appears after a failed or robbed caravan for now: there was nothing in the game to deal with it either.
  • At the Weather station you can no longer walk through a wall: at four doorways the frames did not stop a character, who could end up inside the palisade without using the door.
  • In the adult text editions, looking at an item or a character no longer ends with the same joke every time — the line stops at the name, as in the standard edition.
  • The global map with many icons is lighter to draw: the icon layout is no longer recalculated from scratch on every frame.
  • Walls no longer cut off items standing right against them, and a snowdrift no longer hides a character — the highlight behind it shows through. On Vault 17’s medical level the planters and sofas poking out from behind walls are gone and a rock rim now runs along the walls; in the workshop the machine tool has been moved and can no longer be walked through.
  • The Windows client no longer builds shaders at startup: they are built in advance, so it does not need the system Direct3D compiler. The game now starts where it used to close with a shader error — under Wine, for example.
  • You can now report a bug or suggest an idea without leaving the game. Two icons next to the version number in the top-left corner — a bug and a light bulb — open a report window. It attaches a screenshot of the current screen (you can untick it), keeps your draft even if you close the window or restart the game, and once the report is sent, names its card in the tracker on the site.
  • Beds on the maps are whole again. In ten places beds were missing their foot end, one headboard stood apart from its bed, and at the Trappers’ Camp two middle pieces of a bed stood in the open snow with nothing else — every one is now fully assembled. Shelves that had been put together wrongly are rebuilt too.
  • The aiming tooltip no longer promises ×10 for a critical hit to the head: combat multiplies damage by 5, and the tooltip now takes its numbers from combat itself, for every zone.
  • In the hotel basement, cabinets, fridges and a shelf no longer sink into the walls, the rock rim meets the wall, and the map edge by the exit is straight. In Vault 17 the canteen counter is rebuilt, and items behind a front wall are no longer drawn over it.
  • The SEC MG-7 machine gun is now the right size in your character’s hands: its grip no longer passes through the shoulder, in the game or on the character portrait in the inventory.
  • Beetles have come to life: they walk instead of sliding over the ground, bite with a proper strike and fall when they die — before, they froze dead in whatever pose they stood in.
  • On the entrance selection screen, the Close button sits in its place instead of being pressed against the bottom of the frame.
  • Credits bought in the site shop are now added on their own: when you enter the game, with no Activate button in the PDA, and a PDA letter tells you they arrived. Buying the same pack again is no longer lost either — each purchase is credited separately.
  • The see-through window under the cursor now cuts only walls and roofs. Shelves, crates, consoles and everything you can interact with stay visible, and the window no longer shrinks to a narrow strip at the bottom edge of a wall.
  • NPCs no longer keep searching for a path to a place they cannot reach. After a visit to the Radar System such a search went on for another half hour, loading the server for nothing, and a chase in combat looped the same way.
  • At the foothill camps, the exit to the global map is now marked by a solid frame along the edge of the map. Before, it was scraps of a strip that looked like a stray sprite in the snow, and you could only leave from those scraps.

0.3.1209

Summary 0.3.1177→0.3.1209. Live since 23 September, with about two minutes of downtime.

  • Guards no longer carry ammunition that does not fit their weapon. The fallback equipment kit issued 5.45 rounds with a Makarov pistol, and the pistol itself did not count as the main weapon — so it reached their hands empty and the rounds were never issued at all. The kit now carries the pistol with rounds of its own calibre.
  • Lockpicking no longer looks broken. It worked before, but there was nothing to show it: progress poured a hundred lines into the message window, and an interruption said nothing at all. A bar now runs above the character, as it does for crafting, and if the attempt breaks off — you stepped away from the lock, the pick changed hands, the lock vanished — the game says so. An unsuitable tool is refused at once, with the reason named. The case where losing the map left a character stuck in the picking state forever is fixed as well.
  • The caravan board explains who it serves and what to do next. Under the title it now says who sees which routes: open hire for anyone not hostile, the rest for members of the owning faction, some only for the respected — and how to join a faction. Cards name routes and factions in words instead of numbers. The expedition card explains what an expedition is, counts its members in plain words, gives your next step and names each deadline by its event, while the countdown runs before your eyes and refreshes the board itself.
  • The headquarters of Savoonga, the Headhunters and the Radio Rats now have traders. There used to be nobody to talk to in those three bases except the leader, and bartering with him offered nothing but his own combat medicine. The Savoonga elder now trades in hunting gear, the Headhunter recruiter in weapons and the Radio Rat broker in tech; trade opens once the faction counts you as one of its own, and until then it says plainly that it does no business with you.
  • The PDA shop no longer empties while you scroll. Scrolling the list down to the purchase catalogue left the screen blank or threw you back to the top: on refresh the rows were shifted by twice the scroll amount.
  • The shelter in the Lowland is a house now, not three objects in the snow. The quest «A Surviving Tradition» sent you to set the amulets right «on the walls», while on the spot the fire, the amulets and the stash stood in one heap in an open field. There is a real building there now: the amulets hang on the inner side of the wall, the stash is inside, the fire is outside in front of the entrance. The supply crate is gone — firewood and a bandage are brought from the world, exactly as the quest text asks.
  • Smoothness is back where the move to the new script engine lost it. The red damage flash held full brightness for all 360 milliseconds and then vanished in a single frame instead of fading. The knockout darkening never ramped at all. The low-health overlay stopped pulsing, screen fades jumped straight to their final colour, and decorative cables collapsed onto their anchor point. On top of that every NPC got the minimum stats for its level, because the growth calculation came out as zero. There is a single cause for all of it: a fractional division silently became an integer one, and the fraction was lost before the result was turned into a fraction at all.
  • NPCs have learned to walk through doors. An ordinary door was a wall to them: no route was built through it, and having walked up to it they did not open it, though the same door opens for a player on a click. The cause was that an NPC was asked for a key to every door, while an ordinary door has no lock at all. There is one rule for everyone now: a sealed door opens for nobody, a locked one needs the key, an ordinary one opens for anyone.
  • The grey raider armour no longer has a glowing violet scarf. The piece of cloth at the neck was painted with the artist’s placeholder checker: it came into the material during a re-export of the model, and nothing broke along the way — the defect lived only on the player’s screen.
  • A character is labelled with the name its player chose again. In chat, when you look at someone, in the header of the look window, in the in-game panel and on the character screen, other players saw a technical name — the account name or “Player_number”. The label was built once, when the character appeared on the map, and the name from the registration screen arrived later and never reached it. Now the name is the same in all of those places, and the label is rebuilt whenever the name, the title or the affiliation line changes.
  • The Self-loading laser is a pistol in the character’s hands now, not only on the icon. The icon showed a compact weapon while the character held a long rifle: the item borrowed the model of the ordinary laser gun. It has a model of its own now, half the length, with a pistol grip, and its description finally calls it a pistol — it used to call it a rifle.
  • Administrator rights in the game no longer come from a role on the site. The roles Administrator, Developer and main tester stop at moderator — mutes, reports, notes, the player card, the find panel and spectating — while everything that changes the world (spawning, editing stats and items, transfers, reputation, appearance) needs a separate confirmation inside the game and lasts a single session. The invited player and the founder moved to the same rung Steam players already occupy.
  • A tester sees in the help window what a bug report always asks for. Beside the lines for frame rate, ping and traffic there is a block of its own now: access level, the character’s name and number, its level, the map and the hex it stands on. An ordinary player is not shown the block, and a tester no longer has to hunt for those details when sitting down to file a report.
  • The envelope in the PDA opens Letters. It used to be a dead placeholder, and the number beside it counted every record in the purchase log, long-applied ones included — you saw letters you could not open. Now the section holds letters about your purchases: those already applied arrive read, the rest unread, and the number on the envelope counts only those.
  • The PDA gained a second row of sections in place of the Calendar placeholder: Schedule, Condition, Possessions, Diary, Places, Radio and Guide. They gather what you used to hunt for across the interface and chat, or could not see at all — from deadlines and injuries to known places and what was said over the radio.
  • Fractures and eye injuries can be treated now. A splint kit sets every fracture and an eye care kit treats an eye injury; medics sell both, and you can use a kit on someone else as well as on yourself. Before, such injuries stayed until death.
  • Moonshine warms you: on top of its cold protection it gives +6 warmth for five minutes.
  • Death clears radiation and poisoning. A respawned character no longer starts over irradiated or poisoned.
  • Vehicles have proper names. The jeep is no longer shown to players under its internal name “ApoloJeep” — it is now the Apollo jeep, and the Jagger is named as the all-terrain vehicle it is.
  • The server stopped wasting processor time. Its main loop spun eleven thousand times a second, grabbing a shared lock each time, and every entry into a script — even a plain property read — unwound over a hundred stack frames for an error report that usually never came. In the test scene the server’s own load dropped from about half a core to a fifth, leaving more of it for the game.
  • Experience for a conversation is granted again. The rewards an NPC promises at the end of a talk were lost entirely: the handler failed before the grant, while the conversation itself looked as if it had ended properly, so the loss could only be noticed by the number. The talks with Mayagnak and Diana Gurieva were affected.
  • The character no longer squats at every conversation. Starting a talk clears sneak mode, and even when there was nothing to clear the client received it as a change and played the crouch-exit animation on a standing character.

0.3.1177

Summary 0.3.1133→0.3.1177. Live since 21 September. The first start could not take the port the previous instance was still holding and stopped by itself; the second attempt went through, with seven minutes of downtime.

  • A plain click on an allied or peaceful NPC no longer attacks it. With a weapon in hand, an ordinary click on an NPC that has no conversation — a guard of your own faction, for example — sent the character to strike it: the cursor looked ordinary, there was no red contour, and the blow raised the whole watch. Such a click now starts a conversation if the NPC has something to say and does nothing if it has not. You can still attack on purpose — with the Attack item in the radial menu or with the attack cursor selected.
  • Stacks of materials no longer break after building. Placing a shelter spent firewood and other materials past the internal cost accounting, and every later move of such a stack — to yourself, into a container, to a trader — was cut short on the server midway. The accounting is restored for building, demolition and repair.
  • The server is noticeably lighter in combat and on the road. With just two or three players online, processing of NPC decisions, passive effects and global-map groups kept overrunning its tick: NPCs lagged in combat, and a player’s own actions — a run of crafting, for example — waited in line. Five sources of needless work are gone; in the verification run, travel overruns dropped from 838 to 9.
  • An item that is only used on a target no longer stays silent when used the ordinary way. Lockpicks, the demolition hammer, the building repair kit, upgrade modules, matches and other such items did nothing at all on a quick-slot click — no action, no refusal. The game now tells you what the item is to be used on.
  • 272 items and objects have gained descriptions, and several families — sacks, battered safes, hatches, junk heaps, ore veins, moss and mushrooms — have gained names as well: examining them used to show no text at all.
  • A deal with a trader no longer fails silently. If a stack in the deal shrank or vanished while the barter window was open — yours or the trader’s — confirming gave neither a trade nor a message, and the trader’s panel stayed empty. The trader now says that some of the goods in the deal ran short, and the window shows the stock again right away, so you can put the offer together once more without closing the conversation.
  • Map items can no longer be opened, picked up or used through a wall. Reach used to be distance alone, so a fridge built into a Vault 17 wall opened from the room behind that wall. An item is now used from a neighbouring walkable cell, and an item mounted in a wall only from the side it faces. If you click such an item from behind the wall, the character walks round by itself, and if there is no path the game says the target is blocked. The one-cell tolerance on interaction is gone: you have to stand right next to the item.
  • In Vault 17 items on walls no longer sink into the wall. Wall safes, the fridge, terminals, vents, countertops and plant tanks were drawn under the wall they hang on — the wall painted over everything mounted on it. The draw order is fixed for every map at once; there are about 3400 such spots in the game. The cause of horizontal stripes on items next to walls is removed as well, and individual placements on three vault levels have been corrected.
  • Logging in is faster for characters with a large inventory. The server used to load a character from the database with a separate request for every item, so for long-time players login took up to three seconds. Items are now read in batches — one request per nesting level: hundreds of database round trips became three.
  • The house with the ladder down to Ordja’s bunker no longer traps players. Its door now always opens from inside — both after a completed «Gentleman’s Agreement» and if you got inside some other way. The «Outside» entry point is no longer offered on the global map: it is where the ladder from the bunker arrives, and it used to open just by walking past the house, dropping players inside the locked building. For those who already opened it, it disappears from the list by itself.
  • On the second residential level of Vault 17 the 59 identical guards at every door have been replaced with a post of seven vault guards: by the elevators, at the mouth of each wing, and beside Diana Gurieva.
  • The strip at the mouth of the long corridor at the entrance to Vault 17 leads to the global map again. Since version 0.3.826 a character stood on it and nothing happened: the exit under this strip was lost when transitions were rebuilt. The strip has also been repainted from green to brown — brown marking means leaving a location, green promises a transition inside it.
  • The workshop on the Workshops level of Vault 17 no longer stands right at the elevators. The benches covered one of the cabins, and a character stepping out of the lift walked straight into them. The whole workshop — four stations, Dmitry Lavrentiev and Terry — has moved to the hall at the end of the south-east service corridor with its layout unchanged.
  • The browser version of the game starts again. In build 0.3.1133 the game page stopped right after «Starting LastFrontier» with a «memory access out of bounds» error. The client read the list of its resource packs from the middle instead of the start and ran past its end. The regular Windows client was not affected by the same mistake, which is why it went unnoticed until release.
  • Roofs and tiles are back where they belong on 45 maps. After the summer rendering change almost fifteen hundred tiles were drawn 24 pixels to the right and 26 pixels above where the map author had placed them: a roof corner in the centre of New Gambell hung apart from its building, roofs slid off their walls in the Labyrinth, the Lowland and the encounter camps, and seams showed on the ground. Every such tile has been recalculated.
  • In the adult editions a description no longer states the same fact twice. The floor-standing workstation’s keys first «occasionally stuck» and then «half the keys stuck» — hundreds of item descriptions, dialog lines and records had been extended that way. About 320 lines in both languages have been rewritten so that only the author’s remark is left of the addition, and the text check now catches such a repeat by itself.
  • A weapon upgrade module can no longer be installed on a stack of grenades, dynamite, javelins or stones. It used to land on every unit of the stack at once, and merging stacks handed it to units that never received it. Such an installation is now rejected like any wrong target, and the module stays with you.
  • Cargo from a robbed caravan no longer mixes with your own items. It sits in a separate stack whose description reads «Cargo of caravan» with its number, so you can see why two stacks of one item stay apart. When you pay with or use such items, your own are spent first, and the cargo of two different caravans no longer relabels one another. Mixed stacks from earlier versions are split when the character enters the game.
  • The elevator in Vault 17 no longer throws you out of the game. A ride between levels dropped the connection and you had to log in again, sometimes on the third attempt. The departure and arrival sound was to blame: the server named it to the client in a way the client could not name back.
  • The game no longer stutters for everyone when a character with a long quest list is in the world. Every second the server re-read that character’s quests in full, which cost as much time as all the rest of the tick. The list is now read once per check.
  • Carried containers can finally be obtained. The cardboard box is now stocked by tech and general traders, drops from desks and lockers on encounter maps and from human raiders, and weighs a third of what it did — 300 grams instead of 900. A trader will not take a box with anything inside: he pays for the box itself, and the contents would ride along with it. Player-to-player barter is unchanged.

0.3.1133

Covers 0.3.1124→0.3.1133. Live since 17 September, shipped after the server went down that morning.

  • 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 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 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 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 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 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 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 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

Radio communication between players, new recipes, and a large wave of report-driven fixes. Changes from 0.3.578 to 0.3.605.

New: radio

  • The game now has a radio for communicating with other players over long distances, on any local map and the world map. Type /r message in chat; incoming messages appear in the log and briefly above your character.
  • Channels work like frequencies: only radios on the same channel hear each other. The default is channel 1 with worldwide broadcasts; channel and coverage controls will arrive in the next update.
  • Obtain a radio by buying one from technical or general traders, looting Radio Rats, crafting one with Engineering Network, or finding one in starting equipment.
  • People nearby can hear you speaking into a radio. A radio left on the ground or in a container reads received messages aloud.

Crafting and equipment

  • Seven new blueprints: armor plate, breaching charge, circuit tester, light turret kit, rapid-fire receiver, armor repair kit, and scout drone kit. Technical traders stock the blueprints.
  • The bazooka now uses the Heavy Weapons skill, giving that ability branch a weapon to use in combat.

Quests and world

  • They Live at Night no longer gets stuck at turn-in, and evidence tails are no longer wasted.
  • They Rode by Night credits the rescue when the survivor leaves the map, rather than when you cross a distant area.
  • Whisper and Gunfire explains during a body search that you must deal with the threat first.
  • No Rest for the Wicked no longer counts Battalion kills for its raider branch.
  • The Vault 17 quest chain has been unlocked; Terry can give you the damaged disk to begin the restored scout disk quest.
  • Foothills encounters let you leave again: the transition beneath the visible exit boundary has been restored.
  • Two groups in two-level ice encounters no longer enter the same basement.
  • Four placeholder locations—Savoonga, Landale, Icebreaker, and TV Tower—now use real maps. The entrances to Mossy Cave and Firefly Cave have moved to their mouths.
  • Shooting raiders no longer harms Battalion standing; turrets return fire, and displaced NPCs return to their posts.

Graphics and performance

  • Complex visual effects render correctly after gaps in the particle system were fixed.
  • Frame rates are higher in large encounters.
  • New Gambell market roofs are correctly aligned and hide when you enter a building.
  • Generated encounters no longer have clipped rocks.

Interface and convenience

  • Alt-code pseudographics no longer enter chat and input fields.
  • Mouse scrolling in windowed mode can be disabled, and the choice persists between sessions.
  • Stamina abilities and stat descriptions no longer promise effects the mechanics do not provide.
  • Reconnecting to an already active session is more reliable; the Credits balance is protected against overflow.

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 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 large wave of fixes from tester reports on the public server and tracker. Changes from 0.3.498 to 0.3.542.

Combat and controls

  • The smart cursor behaves correctly again: armed enemies can be attacked, dialogue NPCs become targets in combat, your own faction is not offered for attack, and neutral characters can be attacked explicitly.
  • NPCs of an enemy faction now actually attack when your standing is hostile.
  • A rust rat’s explosion no longer applies Bleeding Cut to everyone in range.
  • NPC combat lines no longer spam: cooldowns and duration limits apply.
  • The quick-access panel no longer responds to unrelated keys.

World and quests

  • Fixed impossible or broken quests: Whisper and Gunfire, the New Gambell chain with Flycatcher and Kost, Battalion caravan jobs, and Judith’s quests, whose quest loot could disappear.
  • Quests no longer create duplicate locations or extra world-map markers.
  • Personal rooms: the terminal works again, and buying an upgraded room actually changes the room.
  • Introduction: the story continues after reconnecting, removing the lockup involving two helpers.
  • Encounters: mobs no longer converge on one point, empty temporary camps leave the world map, and internal test maps are excluded from random encounters.
  • World-map travel hints cover overload, slow movement, dangerous routes, ambushes, predators, and other conditions.
  • Leaving character creation now returns you to registration with a reminder.

Interface and graphics

  • Inventory icons no longer overlap filters and arrows, item descriptions are not duplicated, and the too-far-away message no longer persists after you move away from a container.
  • Tool icons are clear; sprite stripes are gone; shovel and pickaxe no longer appear together; heavy Gambell armor no longer has stray objects; Battalion soldiers wear the correct uniform and faction names.
  • Resource and lock highlights now appear only while the character is stationary with Tracker’s Respite active.
  • The large font is neater.

Stability

  • Fixed endless hanging during web login and resolution changes in fullscreen mode.
  • Buff and debuff icons disappear correctly after reloading the character.
  • Fixed growing ping at Antenna; entering ordinary locations from the world map is reliable again.
  • Continued reliability work reduces rare crashes and desynchronization.

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 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.