Into The Radius 2.0 BETA 4
With 2.0 getting closer to full release, we present to you the next chapter in our journey - the 4th beta! It features 2 new maps, a reworked tutorial, a fully playable story (still missing voiceover here and there), new enemies, and lots of improvements in general. As usual we are looking forward to your feedback!
New
- New Location Kolhoz: big, open map of the same size as the Factory featuring a village, train depo and agricultural areas. With Sliders waiting for more seasoned explorers.
- New enemy entity: The Black BTR. If you think of yourself as the most dangerous thing in the Radius then think again. Its 14mm KPVT machine gun can shoot through lots of cover so be on the lookout when exploring or else...
- New Location: Castle. The end game level.
- Stove in the player's base. You can use it to relax watching the flames or burning the annoying tutorial notes. Warning: do not put ammo boxes or grenades in it.
- DLSS updated to 2.1. Less ghosting and additional sharpness slider.
- Lots of placeholder art replaced.
Gameplay changes
- Tide no longer resets your mission nor removes quest items from inventory. Players longer have to worry about getting out in time. Only exceptions are the special rift missions that are given once per Tide event.
- Secondary quests are more varied and no missions of the same type are issued right after completion. For example if you finished a photography mission, it wouldn't give you another one of that type for some time.
- All item positions are saved now, including those cups and books and exploding gas canisters. Players can tidy up the base or prepare some explosive traps!
- Locations are more interconnected. For example there are 3 exits from the 1st map taking you to the Swamps or to the Factory for a more open world feel.
- Monster spawns are more randomized now.
- 4x scopes are much brighter to ease sniping.
- Improved cleaning speed for guns and mags.
- Gas mask grants immunity to Gas anomaly, also visual effect has been fixed to be more “realistic”.
Controls and IK
- Attachments are now removed in Dressing Mode. Once entered you can attach and detach any number of them. Backpack is also available in Dressing Mode.
- Attachments are turned on/off by pressing the “Fire Mode Select” button with the non-dominant hand holding the weapon.This allows you to operate attachments on all weapons properly.
- Improved the hand IK to reduce jank or cases when hand obstructs aiming. We strongly believe it's better than it was, but is still not finished, with a complete solution arriving later.
- Improved item interaction physics to reduce cases when multiple items are stacked or being manipulated.
- Enabled leaning over most of the tables and table like furniture in game.
- Knife throwing pose has been changed to be similar to machete, throwing drastically improved.
Bug Fixes
Fixed weapons sometimes disappear when moving around and experiencing lag spikes.
Reduced lag spikes when moving around locations.
Fixed player being tilted after visiting the Factory.
Fixed multiple collision issues on locations.
Fixed location paper maps not corresponding to the real locations or player position.
Fixed armored enemies not registering hits in vulnerable locations with non AP ammo.
Fixed weapons like TT or GsH18 without safety requiring to press “Fire Mode ” Button to shoot anyway.
Fixed Vintorez bolt ejecting all ammo when racked back.
Lots of minor bugs fixed.
