Update 0.4.0.192

We’ve completely revamped control settings, including adding many new aiming settings for both mouse and keyboard as well as controllers. An option to further remove camera sway has been added, and in addition we’ve improved sound positioning so that you can pinpoint the direction of threats more accurately.

Managing gear has become less of a hassle, magazines no longer can drop on reload, visual recoil when using scopes has been adjusted, and improved item swapping when changing backpacks and safe containers at the Shelter.

In large monster concentrations, enemies now spawn less often and in waves, and there's a dedicated device for clearing them out.

This is all, as always, in addition to countless other fixes and improvements!

Raids and Contracts

  • Collaborative Objective contracts for killing the Distorted are now working correctly again.
  • A kill made with a supply drop called in by a signal grenade is now shown on the victim's dog tag.
  • Reduced the darkening effect on screen when outside the playable zone on the "Military Base: Unstable Zone" raid.
  • The monster artifact marker on the "Military Base: Unstable Zone" raid map now appears earlier than before.
  • After finishing an Isolated Raid, a squad no longer has to start the raid search twice.
  • Fixed issues where the environment could disappear near the extraction point on Dogorsk.
  • Fixed a rare bug in the "Unstable Zone" raid variant that caused the zone to shrink around a point other than the final extraction portal.
  • Small green fences on the "Ozernoe" and "Factory" maps are now destructible.
  • The portal anomalies on the Cargo Port map’s barges are now safer: fixed a bug where a player could get stuck in scenery or fall off the barge after teleporting.
  • The raid list in the Missions Terminal menu now has a filter by raid type (Open, Isolated, Hired Ops), with an option to hide unavailable raids.

Weapons and Modifications

  • Adjusted visual recoil when firing in aim-down-sights mode, as the sight no longer obstructs the field of view during automatic fire.
  • Open-bolt weapons now correctly no longer keep a round in the chamber.
  • Weapons using subsonic ammunition now have a hint about quiet shooting with a suppressor.
  • When reloading, a new magazine is now taken from the rig first and then from the backpack, and the removed magazine no longer sometimes drops to the ground. Pressing reload again no longer interrupts the reload.
  • Optics: the sizes of a number of scopes and red dot sights, including the STG77 A1's integrated scope, have been changed. Variable scope magnification no longer drops below the weapon's base magnification level.
  • Fixed a rare bug that caused a sniper scope lens to disappear.
  • Thermal scopes no longer can erroneously display a bright white screen when aiming for the first time.
  • Fixed bugs where several grips could display visually in the same place on the SCAR-H.
  • Added new aiming settings: "Constant ADS zoom" gives the same magnification at any field of view, and "Aiming speed independent of FOV" which also removes rotation acceleration when using a different field of view.
  • Fixed a sharp visual "jerk" that occurred when throwing a grenade.

Gameplay

  • Statues now drop remains.
  • The camera no longer clips through the weapon when aiming prone. To achieve this, the upward view angle while lying on your stomach is limited to 50 degrees; but when rolling onto your back it smoothly increases to 90 degrees, so targets above you remain reachable.
  • Extraction portal visual effects no longer erroneously disappear if a Ball Lightning explodes nearby.

Inventory and Items

  • When swapping a backpack or safe container at the Shelter, its contents are now transferred to the new container automatically, and anything that doesn't fit is moved to the stash.
  • Loadout templates no longer strip detachable modification slots from equipment: the scope, grip and magazine stay on the weapon, and NVGs stay on the helmet.
  • Large medkits with identical values stack correctly again, the medkit description now shows healing per unit of time, and refining a medkit with charges inside now gives the correct number of Credits.
  • Healing items now all belong to the correct loot type: the icon in the pickup hint has been fixed.
  • Fixed issues where a drone’s inventory is not shown correctly, and items prohibited from being placed in containers can no longer be placed into the drone.
  • Fixed a bug that caused the PNV-57E night vision device to display incorrectly (floating above the operative’s head) in the squad loadout window.
  • When reducing the number of fusion runs, surplus resources are unloaded from the Workshop’s interface back to the storage.
  • The "Rusty Lock" now counts as industrial scrap, and the "Pruning Shears" no longer do.

Enemies

  • Small enemy habitats have been reworked: monsters in them no longer respawn on their own. Instead, a rift has appeared next to each of them, through which monsters can be summoned for Active Matter.
  • Large monster lairs have been reworked: enemies now respawn less often and in waves. A new neutralization device has been added for clearing such concentrations. Set it up and defend it from attacks until it triggers. If the device is destroyed, the attacks will resume.
  • There are now noticeably fewer activator flower traps in Flowermen zones.
  • No more than three "guards" are now present at extraction points at the same time.
  • Flowermen animations have been refined: it's now easier to tell when enemies are turning in place. They also have a new dash that they use after freezing.
  • The Distorted that spawn next to a player no longer erroneously lose interest or lie back down to sleep right under the player's feet.
  • Fixed a bug that could cause a Devourer’s body to be transparent.
  • Improved navigation for Alpha Mimics located at the edges of the playable zone.

Controls and Settings

  • The controls menu has been restructured by input mode: devices are split into "Controller" and "Mouse" tabs. Section headers are styled the same as on the options page.
  • The keys for switching interface tabs and pages are now rebindable.
  • Actions have been simplified: quick heal now also puts out fire, and a single key toggles both the flashlight and laser. Reviving with the bound "use" key works again.
  • Fixed controller-related bugs: quick lean no longer enables aiming or throws a grenade, zeroing works while aiming, leaning and selecting lighting no longer trigger extra actions, and the bumper menu no longer closes on lean.
  • Holding a key assigned to the quick access bar no longer interferes with clicks in the radial menu or causes the weapon to fire.
  • Pressing the PrintScreen key now consistently captures an in-game screenshot.
  • Added cursor settings for controller input: speed and stickiness.
  • Added a setting to stop music when taking damage.
  • The top compass is now a separate setting: it can be enabled together with the ring on the watch.
  • The new "Reduce camera sway" setting makes changes in view direction smoother when turning.

Controller: Aiming

  • The aiming stick is now processed differently: diagonals are no longer slower than the axes, and the axis snap sector matches the slider. Added new settings: vertical sensitivity, response curve (standard, linear, dynamic), outer threshold, axial dead zone, and turn acceleration at the stick's edge with a ramp-up time.
  • Added a separate aiming sensitivity setting for controller, independent of the mouse, and a sensitivity setting by scope magnification range: up to 2x, 2x–3x, 3.5x–6x, 7x and above. The same per-magnification setting is also available for mouse and keyboard.
  • Added a new "Gradual ADS Sensitivity" setting. With it, stick sensitivity when aiming changes gradually rather than abruptly.
  • The "Aim acceleration" setting has been given a new, correct name: "Aim smoothing".
  • A separate preset for Sony controllers has been added on PC. The settings preset is selected manually; button prompts adapt to the connected controller when Steam Input is disabled.
  • A live stick test showing drift has been added to the dead zones section.
  • Added a vibration strength slider (0–100%), a setting for vibration when firing, and light vibration on reload and bolt clicks.
  • Vibration has been added to the Linux client.
  • Controller is now the default input method on Windows handheld PCs, not just on Steam Deck.

DualSense and DualShock 4 on PC

  • Sony controllers are now read directly: the gyroscope, vibration, light bar, touchpad and adaptive triggers are available. The right trigger conveys the weapon's state: a jammed weapon locks the trigger, a loaded one increases trigger resistance depending on the weapon class, and during automatic fire the trigger pulses in time with the shots. Holding your breath is felt as vibration in the left trigger.
  • A controller switched off over Bluetooth no longer stays in the list of connected devices; when connected via cable and Bluetooth at the same time, the cable connection is used. An XBOX controller connected at the same time as a DualSense no longer disconnects.
  • If the controller is intercepted by Steam Input, a hint is shown in the controls settings.
  • Added gyro aiming with additional settings.

Aim Assist

  • Aim assist now also works when hip firing, but in a weakened form: only aim turn slowdown applies, and within a smaller radius than when aiming. Snapping, tracking and motion compensation are still enabled only when aiming.
  • At close range with an enemy, aim turn slowdown and aim snapping to the enemy now activate within a smaller radius, and the slowdown disappears when the target abruptly moves sideways.
  • Snapping when aiming now lands exactly on the target at any frame rate.
  • Target tracking has been reworked: it now applies while the player is moving the stick and turning the view, not only the weapon. Added a tracking strength slider; pull values have been raised.

Interface

  • The Action Menu has been visually reworked: added status display (on/off) and weapon fire mode display. Laser sights and flashlights on weapons can now be toggled directly through this menu, without opening the lighting radial menu.
  • The squad panel now shows incoming invites (with hourglass icons) and lets you withdraw them. It's now visible when cross-play with all platforms is enabled in the squad and which member enabled it.
  • The map and player list screen in Hired Ops no longer goes beyond the edges of the screen or overlaps other elements at a 90–95% safe area on console.
  • Fixed loadout cost in Hired Ops and added display of the current cost of the selected kit.
  • In the Body Sleeve menu, hovering over a secondary Chronogene no longer adds its bonuses to the one being replaced, and changed values are now highlighted.
  • The compass at the top of the screen is now higher contrast so it's easier to see against the sky.
  • Resetting the control settings now visually updates the sliders on screen.
  • Hives now have their own icon in the raid results log instead of a skull.
  • The arrow buttons in the shop bundle offers no longer enlarge on hover on console.
  • Restored the ability to switch modification pages in the weapon card when using a controller.

Graphics and Performance

  • Active Matter orbs: fixed distortion at the sides of the screen, the distortion color, and the overlap of other distortion effects behind them.
  • Screen-space reflections: smooth convex surfaces no longer reflect themselves, mirror surfaces no longer smear thin geometry, and grass in puddles no longer has a bright rim.
  • Reduced interface stuttering when opening the Missions Terminal menu, crafting and fusion windows, the Investigations menu, when refreshing the raid list, and in the Shelter.
  • Optimized vegetation rendering in areas where Flowermen gather.
  • Fixed a bug that caused artifacts on trees when using Vulkan.
  • On PCs with Intel Raptor Lake processors and NVIDIA graphics cards, the game now launches on DirectX 12 by default.

Sound

  • Fixed a bug where, when using voice chat near other players, the server could mistakenly mute everyone speaking.
  • Improved spatial sound positioning: the source can be located more precisely by direction and by height. Improved the settings for sounds behind walls.
  • Updated the sounds of taking melee hits and the firing sounds of the M4 and M4A1.
  • The suppressed PM-63 and PP-91 Kedr are now classified as subsonic weapons in terms of audibility range: their shots are heard from a shorter distance than supersonic ones.
  • In active headphones mode, your own weapon's shots are now slightly louder, while Alpha Mimic footsteps and the swimming and movement in water of other players and monsters are quieter.
  • Alpha Mimic footsteps are now more clearly distinguishable by distance and are not muffled in combat, so a Mimic no longer sneaks up from behind silently. The Alpha Mimic's attack is now more audible.
  • Teleportation (using portals) and mine sounds are now less harsh, and the volume of the ringing in your ears when stunned has been reduced.
  • The dialogue volume setting now adjusts only Miss Second's lines and doesn't affect the player's quick voice messages.