CreatorsOk
roadtovostok
roadtovostok

patreon


Public Demo 2 v2 Patches

Hi!

Here's the patches and content that are going to be implemented to this last demo.

October: Patch 1 (Optimization):
- Item physics and collision overhaul
- AI system and rendering optimization
- Better LOD (level of detail) transitions
- Attachment compatibility info (tooltip)
- More accurate/reliable AI footstep SFX
- Armor plate hotkeys (equip, unequip and swap)
- Window mode, resolution and monitor settings.
- Dynamic music setting (area based)
- Longer AI corpse despawn (3 -> 5 minutes)
- Reduced firespeed for AI weapons (bolt-action)
- Physics loot simulation tweaks (Border Zone & Vostok)
- Backpack capacity value changes
- +20 bug fixes

November: Patch 2 (Content)
- New furniture and props
- New items and crafting recipes
- New Savotta equipment and gear
- New Shipyard factory areas/rooms
- New Highway fish market area/rooms
- New Radar underground areas/rooms
- Pistol modding and new attachments
- Ability for optic rail movement and zoom levels
- Ability to use secondary optics (HMR)
- AI can use shotguns as weapons
- AI can use helmets as equipment
- Updated door system and handles
- Item requiments for certain actions
- Additional flycam tools
- 308. ammo type
- Ice footstep SFX

December: Patch 3 (Balancing)
- Player inertia and sprint speed changes
- AI behavior tweaks
- Item and weapon stat balancing
- Loot table improvements
- In-game item database tool
- VHS tapes for television

Let me know what you think about these patches and do you think something absolutely vital is missing.

- Antti (Developer)

Comments

thank you!

Fonzi

I think he already answered that a bit ago, iirc he said that it was too complicated to make a really "finished" glass system with sounds + mechanics + ai tracking etc. to implement it yet, since it would be a major time sink. But later on yes. Hope that helped ^^

TastyMilk

This is a bit off topic, but I was playing the Silent Hill 2 remake recently and it makes heavy use of a window/glass shattering mechanic as part of exploration. It made me wonder if Road to Vostok is ever going to have any kind of breakable windows and glass (to get into a house for example) or is all furniture and housing going to remain without glass for simplicity purposes?

Fonzi

Tons of these patches reworks I was very stoked to see n works

securityCase

Makes sense completely! Thanks for the great answer 👌🏻

Antton Eskola

Those game time related features like sleeping, dynamic TOD, time related trader supplies and loot resets are part of those Phase 2 features. They are not suitable for this demo phase since the purpose is to allow fairly quick testing of all the features and that game time will be linked to so many places, so it doesn't make much sense for this demo. Basically if I would add that game time to this demo it would require so many placeholder systems as well that I would have scrap anyway in that Phase 2, so there would be at least +50h of work and that work would be obsolete within few months once I transition away from this demo phase.

Road to Vostok

I’d add a dynamic weather and automatic day/night change. Seasons can come later, but as long as time of day and weather are automatic and out of your control, it will increase the survival feel within the current demo by a ton. No need to make them polished, just so that you can set it to ”auto” -mode.

Antton Eskola

I agree, please bring the dof back!

Mello' Mike

I know, not pretty vital, but do you plan on bringing back the dof settings as they are kinda present in the flycam tool, I loved them since it brought the immersion way up a level for me. The 2nd thing are audio changes. For example footstep sfx, idk if its possible/viable at this point, but more variation, like for indoors-outdoors, and reverb for footsteps and guns, based on the actual inviroment. The 3rd feature goes kinda in hand with the dynamic music, a dynamic weather system. For now, a change of time of day/weather condition on map transition would be enough for me. the last, also minor thing is the "+" sign on containers that contain loot, it takes a bit the scavanging feeling away from the player. These additional changes would be really great. As for now these patches are AWESOME, I already played almost 15 hours without them, can't wait for whats coming and thank you! ^^

TastyMilk

Had no idea and have used that gun on 223 multiple times lol. Hopefully we get an m700 in the future then

think I stole ur dog

Thanks for the answer. I asked if AI doesn't spawn endlessly if it wouldn't be better to remove the AI Corpse despawn timer as a whole. So insted of 5 Minutes just leave the corpses there till you exit the Map. Would be much more realistic and shouldn't cause a huge perfomance loss.

SavRoyale

I believe what he meant was that if the enemies dont endlessly spawn, then you may aswell not have the bodies despawn at all until we transition to another map.

Sam Hardwater

- Longer AI corpse despawn Any chance this could be a setting in the options (maybe 1min - unlimited)? I dont think 12 bodies hanging around until we transition to another level should be too intensive really, correct me if wrong of course. I was hoping to just mod it myself, but for some reason the guy who made the mod loader only made it for linux so windows users are stuck until it gets ported (or someone else makes one for windows)

Sam Hardwater

There's no 308 round yet in the game, that's why the KAR-21 actual caliber upgrade thing is still locked.

Road to Vostok

They don't spawn endlessly like mentioned in that Public Demo 2 v2 feature list there's now that limited AI pool per map and this was also present in the last dev build already. You were reading about AI Corpse despawn, so that means lootable body, not active agent or then I fully didn't understand the comment. The tutorial sign is obsolete (I didn't notice that once making the demo build), will be corrected with the first patch :)

Road to Vostok

"Longer AI corpse despawn (3 -> 5 minutes)" Do Enemies respawn endlessly now or do they stop spawning after a certain amount? (my last Info is that they stop spawning but Tutorial states that they spawn endless) If they do not spawn endlessly you just could get rid of that despawn and remove the corpses when leaving the Map. If they spawn endlessly get rid of it. Good Patches, glad that you extend the Demo Lifetime even more.

SavRoyale

Already excited for these patches, but do we not already have 308 ammo in the game and I know it might be a difficult topic on Godot but have you considered implementing PIP (dual rendering) scopes and if so how viable is this before phase 2 of the project. Massive fan of the new demo already have 8 hours. P.S. at night especially you can see through a slit into the underground of shipyard office from the outside, small things and hopefully it’s easy to fix. Thanks for all the hard work!

think I stole ur dog

Hi! I agree that renaming would be wise but game studios have all kinds of licenses and collaboration things which reference the certain build version or build name and since the Public Demo 2 v2 is the official name of this build, it's a bit mess to change the name on the fly.

Road to Vostok

Sounds very good! I've been playing a fair bit, and the area based music has been on my wishlist, didn't expect it to be arriving that soon. Item requirements for actions also sounds interesting, that wouldn't happen to be referring to the flashlight? The other two big features I'm currently dreaming about are randomised weather and more crafting recipes, but I assume that won't happen until early access. One minor bug I've noticed that I haven't seen reported: inspecting the secondary gun with X shows the durability of the primary. Besides that and occasional weird physics the game has been incredibly solid. Great work on the bug squashing!

Henry Carlson

I'm rooting for AI firing rate reduction. Sometimes you encounter a bandit firing full auto at you.. and when you loot his remains.. he has only a lousy pistol. AI could waste some time changing mags too. And please consider renaming Demo 2 v 2 patch 3 to Demo 3 after all that added functionality and assets.

Olli Ruohomäki

I must have missed it. I’m so glad to hear that :D

Infinity

Those zoom levels are listed as part of that Content patch :)

Road to Vostok

This is a WAY longer list of patches than I thought there would be. I would also want to have the ability to zoom in and out with the longer range scopes but I know that’s not vital. Just think it would make the scopes more versatile :)

Infinity


More Models and Creators