Okay…
The battery and inverter system is working great. I have to limit myself a bit in some things, but overall the situation has improved a lot.
That said - the war is not going anywhere. russia keeps shelling the country, and there will be no peace this year. Development will continue alongside all of this, just like before.
Earlier I was mostly working on lighter tasks - now I’ve moved on to more complex systems. I don’t have many meaningful screenshots to show yet, though I made a few minor things that aren’t very important visually.
1. Armor System Rebalanced
Armor has been rebalanced . Enemy damage was adjusted accordingly.
Previously, armor reduced damage through flat division, which created a hard threshold where damage could drop to zero.
Now armor works with percentage-based damage blocking, removing that broken threshold and making combat much more consistent and balanced.
2. Dodge System Update
The dodge calculation remains similar, but now:
The higher the enemy’s damage, the bigger the dodge penalty
Dodge value can exceed 100–150
However, the maximum actual dodge chance is capped at 95%
At higher infection levels, enemies will naturally apply heavier dodge penalties based on their damage.
3. Weight, Fatigue & Penalty System
Now:
Weight no longer directly slows Judy down immediately.
You only start feeling weight penalties once stamina begins to drain
You can move freely at full speed until fatigue builds up
Stamina regeneration increases fatigue
Fatigue amplifies weight penalties
Overweight slowly accumulates fatigue instead of instantly slowing you down
If you manage weight properly, even while overloaded you won’t instantly move like a snail - only when Judi becomes exhausted.
Taking damage reduces maximum health through fatigue
Stress can reduce maximum stress capacity
Fatigue and stress penalties lower your effective max stats
This makes consumables much more important for removing fatigue and restoring penalties.
Each material now has individual weight
Armor weights were also adjusted
Armor upgrades now slightly reduce their weight, and the skill that previously reduced upgrade weight penalties now increases weight reduction from upgrades - meaning upgraded armor becomes lighter.
4. Quick-Use Consumable Menu
The belt consumable system was redesigned into a context menu:
Select items directly
Scroll with mouse wheel
Now shown as part of the UI instead of highlighting belt items (which was hard to see before)
5. Grenades & Consumables
Grenades were updated and expanded:
Incendiary grenade - deals damage over time in burning area
Fragmentation grenade - explodes and releases shrapnel at medium range
Explosive grenade - small radius but very high damage
Heartbreaker - a portable mini rocket focused on single-target destruction
All are available through the grenade context menu.
Consumables were expanded:
5 painkillers (different strengths)
5 inhalers (different strengths)
5 antidepressants (different strengths)
Drop rates were increased since consumables now directly affect fatigue and penalties.
6. Loot System Improvements
More loot overall
Higher chance for unique loot
Small loot containers now spawn in locations with their own loot pools
New setting added:
Loot Highlighting - highlights only loot items (nothing else) with several options to make them easier to spot.
Also added:
Micronormal Skin Rendering for Judi. These are real high-detail micronormals (not simple repeated textures).
They greatly improve realism but are heavy on VRAM and performance, so they can be toggled on/off in settings.
Clape and her questline (already in progress)
NPC systems in parallel
When is the next update?
Well… I don’t have an exact date right now, but it shouldn’t take too long.
What will be in the next update?
Everything mentioned in this post, plus:
Several quests with Clape
A quest with Sophia
Possibly a story quest with Vincent
Also:
Updated NPCs with a basic H-system (this will be expanded in future updates)
Refactoring of some systems and a small part of UI redesign
1 new enemy type
Expansion of several locations
and bugfixes
I’m sure I forgot to mention something - but nothing critical.