ITR 2.0 BETA 2 6544
!Warning! The beta update will wipe your previous BETA saves to solve lots of compatibility issues. To try out the beta go in game- manage- properties- betas and switch to "active-beta" branch.
Loot spawning revamped - the loot random seed is decided upon Tide and saved. So no point in save-load on crates to reroll the items. Crates, corpses and loot in the furniture change their locations around during the Tide. Loot placement inside crates and furniture is also improved, so no items protrude through or appear under the crate.
Global Map: Visited locations inside the Radius are now shown on the global map. If the mission points to an unknown location, it will point to the transition to that map. Global map is visible at the player base or as a separate button in the handheld map.
Tide now has a visual effect and is occurring every 50 hours.
New Entity: Rift - it often appears in buildings around the Radius respawning the monsters around it until destroyed. Destroying it grants a shard artifact that can be sold for good money.
New Missions: Once per Tide a special Rift is generated in the Radius with a special shard to deliver to the UNPSC
New Priority Missions: More atmospheric and seemingly connecting Explorer and Katya much more. (No voiceover currently)
New Secondary Missions: Photohunt - take pictures of multiple specified monster species. Monster Hunt - kill designated monsters.
Armored Enemies: Most monsters have an Armored variant. All projectiles have a chance to pierce the armor depending on their velocity and bullet construction. When armor is not pierced no damage is afflicted. Most calibers received an Armor Piercing ammo variant. Also armored foes can be shot in critical zones to ignore armor completely.
New Ammo Type : Surplus ammo, a cheaper but less performant ammo for some calibers to help with early game sniping.
All gear has been spread between 4 security levels now. It's still not how it's planned to be in the 2.0 release because the next locations are not yet ready.
Sleeping bag and slot for it in the players backpack were removed. At least two shelters are placed on each map to compensate.
Mag condition now adds to the weapon jam chance rather than reducing the mag capacity.
Multiple art placeholders replaced with proper art. Art wise we are currently focused on fleshing out the new maps to the level of current ones and then return to polishing those together.
As always, looking forward to your feedback and have fun trying it out!
