*Added sanity system. When the player's sanity is low, the player will gain less experience, accuracy will decrease, and the lower the sanity, the higher the chance of accidental concussion due to low sanity. If the player's sanity is below 20% (200 units), he will no longer gain experience at all. Intelligence can be restored with cigarettes, certain drugs, and tasty food;
*Reason drops even further for most injuries, and some injuries permanently drain it until they are healed. For example, severe bleeding or pain shock. The same reasoning falls when cutting animals, people and receiving damage;
*Changed the system of loot spawning. Loot can now be generated by items on the surface, as well as added classification of loot depending on the location and other factors;
*Expanded "Forest Line" location. It became 40% larger;
*Added wild animals - wolves, hares, bears, deer, boars, radioactive wolf, radioactive bear, radioactive boar;
*Added mechanics of cutting animals and people. This requires any knife in inventory and pressing the action button on a corpse;
*Added randomly generated plants on maps;
*Added a new type of equipment - gloves and watches;
*Added new professions:
Doctor
Veteran
Hunter
IT-specialist
Scientist
Bandit
Bum
*Now each representative of a profession is generated with unique loot and equipment;
*Added new keys. Now some places on the locations are locked on the key and require a corresponding key to pass through;
*Keys can now break when used with a 5% chance;
*Added 10 new quests. 5 for each merchant;
*Added new items - more than 200 pieces;
*Added new clothes - more than 100 new types of equipment and clothing;
*Updated and significantly expanded crafting. About 150 new recipes;
*Added PDA. With its help you can view the map from the satellite. It marks the location of the player, merchants and exits. To use it, you need PDA in your inventory and press the M key;
*Added new injuries and conditions:
Lacerated Wound - can be obtained from taking damage from animals. Reduces damage and injury resistance, and gives a chance of bleeding. Treatable with bandages, rags, and some first aid kits.
Treated Wound - Occurs when removing a lodged bullet or laceration. Increases health loss (red bar). Lasts for a period of time depending on the Injury Resistance characteristic.
Ailment - comes from eating food that is not fresh or cooked. It can also be acquired accidentally with a small chance when returning to the shelter. The malaise makes food and medicine less effective, and increases satiety and hydration consumption by 2 times.
Decreased Morale - Occurs when your sanity drops below 70%. Slightly affects accuracy and experience gained.
Unhinged - Occurs when your sanity drops below 50%. Strongly affects accuracy and experience. Concussion also occurs periodically. But there is a plus - this effect increases damage resistance.
On the Verge - occurs when your sanity drops below 20%. Critically affects the accuracy, and experience and no longer accumulate, concussions occur 5 times more often.
Insanity - occurs when your sanity drops to 0. You lose control of your character and subsequently die.
Poisoning - occurs from eating poisonous food or plants. Health begins to wane and medications become less effective.
Sugar fever - occurs from eating certain sweets. Hydration is consumed 2 times faster, but the player starts to run faster and gain a little more experience.
*Added new positive effects and reworked some old ones:
Nicotine - arises from the consumption of cigarettes, which are good for raising the intellect. With this effect, the intellect is consumed slower, but the stamina due to the smoked cigarettes will be restored much slower.
Radiation protection - can be obtained from taking anti-radiation drugs. Reduces the received radiation by an additional 25% in addition to the player's resistance.
Thick Skin - increases damage resistance and reduces the loss of maximum health. Can be obtained by injecting morphine or from some homemade drugs.
Antibiotics - increases the chance to get rid of ailments by 5 times. Can be obtained by taking rare antibiotics or homemade medicines.
Calm - reduces the damage to your judgment by 25%. Can be obtained by taking antidepressants.
Regeneration - slowly restores health. The effect often does not last long and is obtained by eating certain foods or taking drugs.
Strength gain - increases the weight carried for the duration of the effect. Can be obtained by taking homemade drugs.
Acceleration - increases walking and running speed. Can be obtained by taking homemade drugs.
Slow metabolism - decreases satiety and hydration over a long period of time. Obtained by eating hearty foods or taking drugs.
In shape - increases maximum endurance and its recovery rate. You can get it from taking drugs.
Tasty food - gives a lot of small increases to characteristics. Can be obtained by eating certain foods.
*Reworked effects:
All types of radiation. They are now much more dangerous. Instead of the usual penalty to satiety and hydration, radiation reduces maximum stamina, medications become less effective and health starts to drop even at low levels of radiation (slowly enough);
Hunger and Thirst. Became more dangerous and critical. In addition to taking away health, it also reduces the effectiveness of healing, stamina recovery and resistance to injury.
*Updated almost all sounds and added many new ones. Bullets flying past you will whistle, and when hitting obstacles ricochet;
*Reputation can now be gained for killing enemies of this merchant (Military at the location "Village Lands" for Tourist, and radioactive animals at the location "Forest Line" for Hermit);
*Reputation equal to 0.01% of the transaction value is now given for buying and selling items;
*Updated the main menu, added settings to both the menu and the pause menu;
*Added one new exit to the Forest Line location called "Mine";
*Added a new weapon:
OC-14 "Groza"
TOZ-66
SV-98
PP 91 Kedr
MR-40 Schmeisser
VSS "Vintorez"
SKS (sniper)
Luger P08
Mauser C96
SVT-40
SVT-40 (Sniper)
*Clothing worn also affects the total weight of the inventory;
*The price of almost all clothing has been increased;
*Backpacks give more increase to the characteristic "carrying weight";
*Bonuses of passive skills' characteristics have been increased, so that it makes more sense to pump them;
*The "Medicine" and "Craft" skills no longer give an increase to the characteristics, but only open new recipes for crafting;
*Now when running, instead of shaking the camera, the view angle narrows;
*Now the screen shakes in addition to the pain shock effect;
*Reinforced bonuses of all military equipment;
*Reduced the chance of spawning military loot and high-tier weapons;
*Increased the chance of spawning military and survivors by 20%;
*The assortment of merchants has been completely changed. It became wider and more diverse. Now they sell high-tier equipment starting with +100.000 reputation;
*Changed and lightened old errands/quests. Also changed the reward for these quests;
*Military are generated less often with good weapons;
*Broken weapons fall from enemies instead of equipped weapons. Equipped weapons can fall with a 5% chance;
*Enemies now drop 2 times less ammo;
*Enemies now spawn with reloaded weapons instead of reloading when they first see an enemy;
*Experience for killing all enemies has been increased by 75%;
*Items are now sold for 20% of the price instead of 50%;
*The player cannot go to bed if their vigor is above 75% (750 units);
*The tourniquet now has a healing cooldown of 2 seconds instead of 5;
*Military first aid kit now removes the "stuck bullet" debuff;
*The player's sleep health is now restored to a maximum of 50% if the generator is not on and the player has no "comfort" effect;
*Now if there is no container for liquid the character will drink from the well, instead of saying that he has nothing to draw water in (+200 hydration per sip);
*Wells can now be generated empty. Filled wells can be emptied when drinking from it or drawing water;
*To pump a skill above 3rd level you need to have at least 10th character level, above 5th level - 25th, above 7th level - 50th;
*Some low-tier pistols have been strengthened and weakened;
*Running is no longer possible when concussed;
Other:
*It is now impossible to pick up an item if there is no room for it in your inventory;
*Now when pointing at loot lying on the ground, its weight is displayed;
*Unused equipment boxes have been removed so as not to confuse players. They will be returned as they are added to the game;
*The "Heavy Weight" debuff has been removed;
*Changed the treatment icon;
*The "Medicine" skill has been renamed to "Chemistry";
Fixes:
*Fixed a bug where when dying with a pain shock effect, the penalties on the player would remain permanently;
*Fixed a bug where when removing armor with strength less than 25%, it did not break, but restored to 25%;
*Fixed a bug where sometimes it was impossible to take an errand from a hermit when there was an active errand from a tourist;
*Fixed a bug where when using a first aid kit and further improving the "treatment efficiency" characteristic, the health regeneration % difference remained forever;
*Fixed effect description freezing in the inventory menu;
*Corrected incorrect AI of peacekeepers during aggression;
*Corrected incorrect correlation of characteristics when equipping some weapons;
*Corrected a bug in which the item locker slowed down when moving items, and all item icons turned into X's for a moment;
*Corrected incorrect description of the item "weapon parts";