Major Patch - Game quality improvement pass 2

Chernobylite Enhanced Edition

Chernobylite is a science-fiction survival horror RPG. Set in the hyper-realistic, 3D-scanned wasteland of Chernobyl’s Exclusion Zone, explore a non-linear storyline in your search to uncover the truth of your tortured past.

This is the last patch before the premiere. It was a busy time for us. We've managed to process 2000 bug fixes and improvements since the previous patch. For obvious reasons, you will only find the most important ones listed in the changelog below. [b]Technology:[/b] [list] [*] We have deeply optimized the performance of the CPU. As a result, the game should run MUCH smoother with a high number of enemies on the map. We have also introduced a change in the way opponents are highlighted. We hope you will like the new effect. [*] We have added a loading bar that informs you of the game loading progress. [*] We fixed most of the crashes that were reported to us. [/list] [b]Localization:[/b] [list] [*] We've added 2 community driven languages - Hungarian and Ukrainian. It's the first pass, so you may still encounter errors and missing names of items. The work on Czech and Turkish is still ongoing. [*] We have fixed another large batch of localization bugs and bugs where texts do not fit in the windows. [/list] [b]Additional improvement and feedback:[/b] [list] [*] During trading, information is displayed about how many sold or bought items are in our inventory. [*] When talking to companions, information about their state of health / psyche and the modifiers that affect them are displayed. [*] On the timeline, when interacting with the crystals, information appears about the impact of a given decision on your companions and which mission it relates to. As a result, the consequences of changing reality should be much clearer. [*] After training with a companion, the player now receives a notification about acquiring a new skill with a clear frame. [*] Melee attack was changed from punch to knife strike. We've also improved how opponents react to it. [*] Story Notes are now marked on the map, making them easier to find. [*] Moving through low radiation areas no longer slows down the player. This should significantly improve combat and stealth in radioactive places. [*] We have introduced numerous AI tweaks in patrol state. For example, the enemies should be much more responsive when they find a body or hear a mine blast. [*] We've added a new loading screen for instances where Igor doesn't use the portal. [*] Lenses in the sights are more transparent so as not to obstruct the shooting [*] Old saves will no longer be deleted when a player starts a new game. [*] We have added a tutorial encouraging you to commence the heist if the player has finished all available story missions. [*] We have added Checkpoints at the NAR prison level. As a result, it will be easier not to lose your progress. [*] When an item is dropped on the ground due to an inventory overflow (for example, during trading), the player is informed about it via a tutorial. [*] All machines built by the player are marked on the map. [*] Information about the current quest is displayed while browsing the map. [/list] [b]General:[/b] [list] [*] Due to the previously used algorithm, our companions failed far too often, even with a high chance of mission success. We fixed it. [*] Tooltips should now display better if the player has changed control mapping. [*] PDAs should highlight soldiers' corpses if there is loot on them. [*] Esc key should now close all fullscreen UI. [*] In specific circumstances, the UI of the weapon was still visible when we entered the fractal world. We fixed it. [*] We fixed a rare bug where subtitles were hanging after ending a conversation. [*] The loading screen sometimes disappeared too quickly, and part of the level was loading in front of the player. We fixed it. [*] We fixed a bug where the player had two PDAs in their backpack. [*] We fixed a bug where the enemy's laser sight would sometimes show up even though it was disabled in the settings. [*] We fixed the ability to split some indivisible items in your inventory into tenths (e.g., adrenaline, flash drive). [*] We fixed a bug where it was possible to remain in the build system during cutscenes. [*] We fixed a bug where the loot UI remained visible on the screen permanently. [*] Regular NPCs should no longer trigger traps. [*] Radar highlights no longer disappear after using a stealth kill or receiving fall injuries. [*] Black Stalker would not show up during the Hermit quest if we had failed the quest and went on a second quest the next day. We fixed it. [*] During the Old Hideout quest, after loading the checkpoint, Igor sometimes forgot a poem. We fixed it. [*] During the Old Hideout quest, if we were doing the mission "out of sequence" the quest marker would hang on the monument. We fixed it. [*] We improved the operation of the NPCs. They should remember that they already got to know us and not introduce themselves every time. [*] In particular conditions, the first tutorial soldiers in the power plant could kill us. We fixed it. [*] The Black Stalker should no longer show up in strange moments, such as cutscenes. [*] Sashko's loyalty should work correctly during the Black Stalker quest. [*] Modifying decisions with Black Stalker was able to block the exit from the timeline. We fixed it. [*] We have fixed a bug where if we went to jail during Old Hideout, our choice was reset in Chain reaction. [*] We fixed a rare bug where Olivier tried to kill us during stealth training. [*] We improved the cameras for the upgrade tables. [*] After getting killed by soldiers, Volodya could resurrect and thank us for saving his life. We fixed that. [*] We fixed music not shutting down properly in several quests (Some Excuses, Hardware for real men). [*] Entering the pause menu while in flight no longer removes fall damage. [*] Weapons dropped from your inventory on the ground now have visual attachments. [*] Visiting the fractal world will no longer rearrange your inventory. [*] The food tutorial should now display correctly even if you die on day 1. [*] We fixed a rare bug where it was possible to lose companion info during the heist after loading the save. [/list]