Patch 0.9.1.77 - Major Update: Save Anytime + Nests Feature

Vorax

In the gripping world of VORAX survival takes on a new terrifying dimension. As you step into this Open World Survival Horror game brace yourself for a journey where every moment is a battle for survival. Every choice, every move, every breath could be your last. Are you ready to face the unknown?

[b]Patch 0.9.1.77 - Major Update: Save Anytime + Nests Feature[/b] Operatives, Today, we are deploying a substantial update that includes two highly requested features. This patch introduces [b]the ability to save anytime[/b] within the infected zone, alongside the addition of [b]Nests[/b], a new and deadly biomechanical threat. Below, we will detail both features and the improvements included in this major update. --- [b]1. Save Anytime Feature[/b] One of the most requested features from our operatives has been the ability to save the game at any point in the infected zone. As of this patch, this functionality has been implemented. - Players can now save their progress [b]anytime and anywhere[/b] in the infected zone directly through the in-game menu, much like other open-world survival titles. - [b]Beds[/b] still retain their unique function. While you can save at any location, saving at beds grants the additional option to [b]sleep and fast forward time[/b], providing a strategic advantage for managing day and night cycles. This update gives you greater flexibility in navigating the harsh, unpredictable environment, ensuring you can prepare for every threat, every encounter, and every surprise the island throws at you. --- [img]{STEAM_CLAN_IMAGE}/42117934/cd6eecdd0a3cde900517e665245d817f6ef013c8.png[/img] [b]2. Introducing Nests: The Virus' Offspring[/b] A new, chilling addition to the infected zone is the appearance of [b]Nests[/b]—biomass structures that are not just alive but evolving. These Nests have a singular purpose: to clone living things, primarily humans, in a grotesque mimicry of life. Once the Nest [b]senses your presence[/b], it begins a rapid cloning process. Within less than a minute, it can produce a human clone to send against you, tirelessly replicating itself in an attempt to overwhelm you. [img]{STEAM_CLAN_IMAGE}/42117934/c2985c404d7af2eb30c08262bd118ecd9763f564.png[/img] [b]Origins of the Nests:[/b] The origin of these Nests remains largely unknown, though they appear to be a [b]spontaneous offspring of Virus V[/b]. The Virus seems to have developed a capacity not just for infection but for generating living imitations, possibly driven by an evolutionary impulse to survive and spread. Some scientists theorize that the Virus is attempting to comprehend and replicate humanity, using these Nests to create primitive lifeforms that mimic human characteristics. The creatures produced by the Nests, called [b]Cloned Walkers[/b], are slow and possess only the most basic motor functions. The cloning process appears to provide them with rudimentary neurological impulses—enough to make them move, attack, and seek out living beings, but without any real intelligence or strategy. They are empty shells driven by primal instincts, making them dangerous in numbers, though individually they lack the speed and aggression of earlier-stage infected. --- [b]Radical Gameplay Change with Nests and Walkers:[/b] Nests introduce a new dynamic in certain areas of the game. While the [b]Cloned Walkers[/b] may not be a major threat on their own, their numbers and persistence can quickly overwhelm if you let your guard down. This adds a [b]constant tension[/b] to the gameplay—there’s no time for distractions when near a Nest. In contrast, while roaming the open fields, you’ll still encounter faster, more aggressive enemies like [b]Hunters[/b]. These [b]early-stage infected[/b] were once real human beings, now brain-damaged and intoxicated by Virus V. While they’ve lost all sanity and are driven by an insatiable need for blood, they still retain some [b]rudimentary intelligence[/b] from their former human selves. This makes them far more unpredictable and dangerous compared to the Cloned Walkers. The [b]Hunters[/b] are fast, strategic, and remain a constant threat. --- [b]Tactical Advice:[/b] - [b]Nests are extremely resilient[/b] to conventional weaponry. Bullets and blades will only slow them down, not stop them. - However, they have a glaring weakness: [b]fire[/b]. A well-placed Molotov or two will burn through the biomass, destroying the Nest before it can produce more clones. Be sure to keep incendiary weapons at the ready when exploring infected zones. --- [b]AI Audio and Spatialization Improvements[/b] In this update, we've completely refactored the [b]AI audio and spatialization systems[/b]. Enemies now react more accurately to the environment, allowing you to better assess their proximity and movements through improved audio cues. This overhaul adds a deeper layer of immersion, giving you clearer audio feedback in tense combat and stealth situations. --- [h1]FULL Changelog - Patch 0.9.1.77[/h1] [list] [*][b]New Features & Additions:[/b] [olist] [*]Added [b]Nest Spawn Effect[/b]. [*]Added [b]new Cloned Walker skins[/b]. [*]Introduced [b]Fuel Can[/b] with updated material and description. [*]Added [b]save anywhere button[/b] to the in-game menu. [*]Added [b]new enemy groups and explosives[/b]. [*]Introduced [b]new AI Spawners[/b]. [*]Implemented [b]Mutant Nest saving system[/b]. [*]Added [b]Molotov crafting[/b] resources and adjusted craft time (reduced to 5 seconds). [*]New [b]Nests[/b] placed in various areas, including [b]Manor house and nearby barn [/b], [b]Villa Laboratory[/b], and [b]Stables[/b]. [*]Added [b]infected food[/b] and explosives around key areas. [*]Added [b]nighttime enemies[/b] to roam during the day. [*]Adjusted [b]spawn points[/b] for better enemy placement and removed overlapping spawns. [*]Added [b]more rock resources[/b] from spawners, updated ammunition count in supply crates. [*]Updated [b]tutorial shelter[/b]. [/olist] [*][b]Major System Overhauls:[/b] [olist] [*][b]Audio Refactor[/b]: Total refactor of audio systems in BP Master, including spatial audio, melee sounds, and overall sound improvements. [*][b]Nests and Mutants[/b]: Major updates to [b]Mutant Nests[/b], including animations, sounds, and balancing. Nests now spawn enemies as they sense player presence. [*][b]Weapon Mechanics[/b]: Tweaked dismemberment mechanics and impact distance for melee weapons. [*][b]AI Perception Improvements[/b]: Adjusted AI perception for stealth; crouched players are now detected at half the normal distance. [*][b]naked spawner[/b] and [b]mutant nest mechanics[/b]. [*][b]Removed Old Spawner Plugin[/b], now using a custom spawner system for resources with significant fps improvement. [*][b]Refactor of naked spawner in caves[/b] to improve functionality. [*]Adjusted [b]Mutant Nests[/b], removed grids, and balanced resource availability. [/olist] [*][b]Bug Fixes:[/b] [olist] [*]Fixed issue with [b]small backpack[/b] where the last inventory slot was not being filled. [*]Resolved [b]save menu blocking issue[/b]. [*]Fixed [b]disappearing bodies bug[/b] and [b]footstep audio bug[/b]. [*]Fixed [b]particle explosion issues[/b], including redirector particle fix. [*]Fixed multiple collision errors in [b]Zona 1[/b], [b]Villa[/b], [b]Farm[/b], and [b]Bulldozer[/b]. [*]Resolved issue where [b]the bulldozer and substation gate were not saved properly[/b]. [*]Fixed issue with [b]destroyed house objects not saving[/b] (#6974). [*]Fixed issue where [b]key items couldn’t be dropped or consumed after use[/b]. [*]Resolved issue with [b]inventory stacking[/b] on equipping throwable and consumable items. [*]Fixed issue where the [b]Molotov[/b] and other items were not being consumed after use. [*]Corrected the [b]main menu image size and aspect ratio[/b]. [/olist] [*][b]Visual & UI Updates:[/b] [olist] [*]Updated [b]particle effects[/b] for explosions. [*]Updated [b]Clone Walker textures[/b] and [b]emissive materials[/b]. [*]Improved [b]landscape collision[/b] and object positioning in multiple areas. [*]Enhanced [b]foliage placement[/b] and material updates. [*]Adjusted [b]food infection radius[/b] for more dynamic gameplay. [*]Updated [b]rock hit effects and sound[/b]. [*]Enhanced [b]main menu visuals[/b], fixing image size and aspect ratio. [*]Fixed and updated [b]explosive meshes[/b] for better realism and interaction. [*]Fixed various [b]landscape errors[/b] in [b]Zona 01[/b]. [/olist] [*][b]Gameplay Tweaks:[/b] [olist] [*][b]Hunters[/b]: Improvements to [b]Hunter distance attenuation[/b] and [b]Cloth Hunter fixes[/b]. [*][b]Mutants[/b]: Additional work on [b]Mutant Nest behaviors[/b] and spawn balancing. [*]Adjusted [b]ammunition spawn rates[/b] and increased quantity in crates. [*][b]Stealth System (Phase 1)[/b]: Improved crouching detection mechanics for AI. [*]Increased [b]explosive item availability[/b] and balance adjustments. [*][b]HLOD updates[/b] for [b]Villa Laboratory[/b] and surrounding areas. [/olist] These updates bring significant improvements and refinements across multiple systems in Vorax, further enhancing gameplay, stability, and immersion. We continue to focus on improving the game's balance and performance as we move forward. Thank you for your continued support! [/list] --- This patch marks a major step forward in shaping the "Vorax" experience, adding both requested features and new challenges that push survival to new extremes. We are dedicated to continually improving the game, and your feedback has been, and will continue to be, instrumental in this process. We encourage all operatives to update and engage with these new features, and as always, we value your feedback as we work toward refining the game further. [i]Mission Control out.[/i] The Vorax Development Team