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roadtovostok
roadtovostok

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PD2 V2 (Patch 1) Update

Hi!

Here's a little update related to the first upcoming demo patch.

For the past few weeks, I have mostly focused on stability and optimization.

Firstly, there have been so much testing related to the item physics, so I can pretty confidently now say that no more items falling through floors and much less issues in general related to physics.

Then one major issue was also that camera interpolation which especially caused issues with low-end hardware. This was linked to issue where the camera script used FPS related tick rates, now this has been universally locked to certain tick rate and that will prevent issues whether you use interpolation or not.

Then there have been quite a lot of confusion related to the demo settings, since previously they were available only through main game, meaning they weren't available in the main menu. This caused confusion especially if you skipped the tutorial and in general those settings should have been accessible through the main menu in the first place.

Now all the settings are available through both main menu and main game. There have been also few new additions to the demo settings:


I have also improved the tooltip to show attachment and ammunition compatibility info and bunch of other small fixes that caused issues in few edge-cases.

All that is left for this first patch is few quick actions related to armor plates and then the patch should be ready to go after some final playtesting.

I will probably release this patch end of next week, so I can start preparing that Phase 2 Launch livestream and few content related to that.

ps. All these upcoming 3 patches will work with the existing save files, so all the tasks and shelter stuff remains once you update to the latest version.

-Antti (Developer)

PD2 V2 (Patch 1) Update

Comments

I sent screens and more explanations into direct message so it should be more clear

Devolution Lead

They could be talking about that when you next to object (etc. house in distance) it will look like it is closer, but when you look at it directly it is actually far away.

Jami Sundvall

Yea this is linked to volumetric fog size and unfortunately there's no easy solution to this at the moment. This is issue would be fixed by increasing the fog calculation density but that has a major performance impact and since the silo is the only area at the moment which this issue occurs, I think fixing this is not worth it (related to that performance hit). There's also possibilities to limit this issue by implementing some sort of fog/sun fading system once you enter the silo but that's pretty messy solution, so I just have to wait until I figure out something else :)

Road to Vostok

Speaking on bugs, I just found a new visual bug I sent you an email about. There is a clip made by dotFabian in my twitch channel that shows the bug directly. The clip is titled "[Visual Bug] Sun poking through"

securityCase

I was thinking about the “x-factor” features you discussed in the last Patreon post, and something occurred to me: In just about every game of this type that I know of, AI enemies are fanatical opponents who fight to the death. This might be appropriate behavior for the soldiers who patrol the later areas, but it seems odd to me that a bandit would be so disciplined. Have you considered AI behaviors like: * if a group of two or three bandits is attacking you, they are brave and aggressive * if you encounter a lone bandit, their reaction depends on, for example, your relative equipment: if they have a pistol, and you have an assault rifle and armor, they might take cover immediately instead of engaging you, and wait until you pass, to try to shoot you in the back. or perhaps withdraw, find another bandit, and come hunt for you together. * AI could suffer morale effects. high volume of fire suppresses them and makes them want to stay in cover. being wounded, even if not seriously, makes them want to break contact and heal rather than continuing to fight unsupported. i’ve played other tactical games that implement a suppression mechanic, and some that implement some sort of shouting to intimidate enemies into surrendering, but it’s hard for me to think of a tactical FPS in which enemies ever try to break contact and escape rather than die. Would you consider implementing this sort of behavior?

Steve Huff

Yea could you elaborate this a bit since all the items use exact IRL dimensions and the FOV settings should not affect the view distances.

Road to Vostok

it might be good if you would make some screenshots or footage

Nick

Related to realism, there is issue with FOV because objects are way small than in reality so I need to put my face 10cm from screen to see properly. Does it make sense what I try to tell?

Devolution Lead


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