User Interface

The User Interface has been updated as we continue to shape our original style. UI can be made transparent via settings. Some screens are still in progress, but here are few screens before and after:

Quality of Life Improvements

Alt + Clicking on consumable items in the inventory screen to use the item. No longer need to hold down the mouse and use the context menu and hopefully hit the correct selection, you still can but there is no longer a need to do so.

Ctrl + Clicking on the item will equip the item to first hand slot/armor slot.

You can now mark any stackable items as favorites, these items will be at the top of item lists and are not affected by drop/transfer all commands. This helps to deload inventory much faster without dropping items you need.

When items are marked favorite, then a small star icon is added onto the items.

Trading windows got the total weight of possible transactions added. Now you can see when weight is going over the limit of your carry capacity.

This helps to optimize trading efficiency. Since we will talk about trading, I will remind you of a few older improvements to use there. Ctrl + Click moves the whole stack of items, Shit + Click moves a single item. Holding Shift while scrolling scrolls the whole visible page. Scrolling is overall improved in all the menus.

When more than one target dies to the same hex, you can now swap between corpses using small arrows in the looting screen.

Mouse cursor distance from character added while holding ctrl:

Vehicle fuel status is now visible next to the car’s given name and while driving a vehicle, players have access to a car’s trunk and can even fuel it:

While you are in your own base, your character will have a boosted carry weight of 2000. Just to make base managing easier.

A colorblind option was created, and colors were selected based on feedback. We’re still looking to improve it with some help.

Hiding GUI does not hide all GUI elements anymore, just ones normally visible as an overlay, e.g. now you can interact with a container and see the loot window with a disabled UI.

Harvestable old computers and fruit trees got two different stages added (unharvested and harvested), so players can see from the visuals of the object whether it is harvested or not.

Quest Markers. NPCs that have an untaken quest, will be shown with a yellow QUEST tag, allowing you to find them more easily.

World Map Improvements

Location selection. If you are hovering on the World Map within the border of more than one location, you will get a drop down choice list of locations.

 

Cooldowns are now visible while on the World Map.

Hotkeys works now while on the World Map.

Terrain difficulty added meaning traveling on rough surfaces is slower than on flat surfaces.

 

The Day and night cycle:

Map Fixes and Streamlined Styles

The amount of map fixes is huge, missing blockers, inconsistencies, refresh of styles, lighting related fixes. New scenery objects were added. Still a lot to do and some maps unfinished. Some Town maps got rechecked, fixed and improved. Each bug report in the game (saves coordinates) or screen report helps us to create better and better maps. Here are some new maps.

Journal

Journal was added to the game, you can open it by pressing J.

Inside the Journal are Quest Log, Achievements, Weekly Challenges, and Leaderboard.

Achievements

A lot of new achievements were added to the game and more will be added later. Many achievements do have multiple levels of accomplishment, and the main rewards are a huge amount of experience and cosmetics to show off. A few of them provide key items like glow key cards. Some of these are still in progress due to content not yet being added.

Weekly Challenges

Weekly Challenges are once-a-week objectives you can accomplish, 6 of them are generated each week and are randomized. Weekly tasks are a non-forced way to direct players to compete on the same things and to increase player interactions. Tasks are shown on Discord notifications and in the weekly challenges tab, where you can also check your progress on each task.

Completing a weekly task provides the player 20% of the experience needed to advance in level, so it will scale on higher levels too. Completing tasks also provides points that players can see globally on the score screen. The top five scores of each week will have some nice rewards. In the future, there will be a shop to spend these accumulated weekly points:

Leaderboard

The leaderboard will show the total global score accumulation on selected topics.

For example, Metro Highscore selection shows who have managed to reach the highest difficulty in Metro dungeon:

Say Hello to our testers!

Claiming Rewards

The challenges screen has a reward-claiming section added. Once you have been rewarded from town control, achievements, or weekly tasks, your rewards do appear on the list. Rewards can only be collected while being in a safe location such as bases, while on World Map, or in safe towns.

Discord Related Features:

Game Events such as weekly challenges, town control, and town raids are notified in the discord events channel.

 

Also, in-game there is a setting that affects if your character level and location, if it is safe, is visible on your discord profile:

If the option is not selected, then on the discord profile it shows: [Player Level] Player Name.

PVP Locations will not display on discord no matter the setting.

This can be useful when you want to group up with other players or meet for a trade.

Shaders Reworked, Animation Tweaking and Textures Improved

Your feedback has been heard, and the character visuals have been improved to match the original style. Previously, some models looked a bit off and were too smooth. 3D rendering was optimized, and models do not cause performance drop on load, the 3d models also now have a different shader that blends them more with the original art style. Better to show you than explain how it looks, so here is a video to show the human, ghoul and mutant moving animations wearing different armors. Death Animations are also being implemented, getting more and more gruesome as we progress.

Improvement work never ends, but that’s the advantage of having our own assets that grant us unlimited potential.

https://www.youtube.com/watch?v=pVJ05q5ZPmQ

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