Operatives,
Today, we are deploying a substantial update that includes two highly requested features. This patch introduces the ability to save anytime within the infected zone, alongside the addition of Nests, a new and deadly biomechanical threat. Below, we will detail both features and the improvements included in this major update.
---
1. Save Anytime Feature
One of the most requested features from our operatives has been the ability to save the game at any point in the infected zone. As of this patch, this functionality has been implemented.
- Players can now save their progress anytime and anywhere in the infected zone directly through the in-game menu, much like other open-world survival titles.
- Beds still retain their unique function. While you can save at any location, saving at beds grants the additional option to sleep and fast forward time, providing a strategic advantage for managing day and night cycles.
This update gives you greater flexibility in navigating the harsh, unpredictable environment, ensuring you can prepare for every threat, every encounter, and every surprise the island throws at you.
---
2. Introducing Nests: The Virus' Offspring
A new, chilling addition to the infected zone is the appearance of Nests—biomass structures that are not just alive but evolving. These Nests have a singular purpose: to clone living things, primarily humans, in a grotesque mimicry of life.
Once the Nest senses your presence, it begins a rapid cloning process. Within less than a minute, it can produce a human clone to send against you, tirelessly replicating itself in an attempt to overwhelm you.
Origins of the Nests:
The origin of these Nests remains largely unknown, though they appear to be a spontaneous offspring of Virus V. The Virus seems to have developed a capacity not just for infection but for generating living imitations, possibly driven by an evolutionary impulse to survive and spread. Some scientists theorize that the Virus is attempting to comprehend and replicate humanity, using these Nests to create primitive lifeforms that mimic human characteristics.
The creatures produced by the Nests, called Cloned Walkers, are slow and possess only the most basic motor functions. The cloning process appears to provide them with rudimentary neurological impulses—enough to make them move, attack, and seek out living beings, but without any real intelligence or strategy. They are empty shells driven by primal instincts, making them dangerous in numbers, though individually they lack the speed and aggression of earlier-stage infected.
---
Radical Gameplay Change with Nests and Walkers:
Nests introduce a new dynamic in certain areas of the game. While the Cloned Walkers may not be a major threat on their own, their numbers and persistence can quickly overwhelm if you let your guard down. This adds a constant tension to the gameplay—there’s no time for distractions when near a Nest.
In contrast, while roaming the open fields, you’ll still encounter faster, more aggressive enemies like Hunters. These early-stage infected were once real human beings, now brain-damaged and intoxicated by Virus V. While they’ve lost all sanity and are driven by an insatiable need for blood, they still retain some rudimentary intelligence from their former human selves. This makes them far more unpredictable and dangerous compared to the Cloned Walkers. The Hunters are fast, strategic, and remain a constant threat.
---
Tactical Advice:
- Nests are extremely resilient to conventional weaponry. Bullets and blades will only slow them down, not stop them.
- However, they have a glaring weakness: fire. A well-placed Molotov or two will burn through the biomass, destroying the Nest before it can produce more clones. Be sure to keep incendiary weapons at the ready when exploring infected zones.
---
AI Audio and Spatialization Improvements
In this update, we've completely refactored the AI audio and spatialization systems. Enemies now react more accurately to the environment, allowing you to better assess their proximity and movements through improved audio cues. This overhaul adds a deeper layer of immersion, giving you clearer audio feedback in tense combat and stealth situations.
---
FULL Changelog - Patch 0.9.1.77
- New Features & Additions:[olist]
- Added Nest Spawn Effect.
- Added new Cloned Walker skins.
- Introduced Fuel Can with updated material and description.
- Added save anywhere button to the in-game menu.
- Added new enemy groups and explosives.
- Introduced new AI Spawners.
- Implemented Mutant Nest saving system.
- Added Molotov crafting resources and adjusted craft time (reduced to 5 seconds).
- New Nests placed in various areas, including Manor house and nearby barn , Villa Laboratory, and Stables.
- Added infected food and explosives around key areas.
- Added nighttime enemies to roam during the day.
- Adjusted spawn points for better enemy placement and removed overlapping spawns.
- Added more rock resources from spawners, updated ammunition count in supply crates.
- Updated tutorial shelter. [/olist]
- Major System Overhauls: [olist]
- Audio Refactor: Total refactor of audio systems in BP Master, including spatial audio, melee sounds, and overall sound improvements.
- Nests and Mutants: Major updates to Mutant Nests, including animations, sounds, and balancing. Nests now spawn enemies as they sense player presence.
- Weapon Mechanics: Tweaked dismemberment mechanics and impact distance for melee weapons.
- AI Perception Improvements: Adjusted AI perception for stealth; crouched players are now detected at half the normal distance.
- naked spawner and mutant nest mechanics.
- Removed Old Spawner Plugin, now using a custom spawner system for resources with significant fps improvement.
- Refactor of naked spawner in caves to improve functionality.
- Adjusted Mutant Nests, removed grids, and balanced resource availability. [/olist]
- Bug Fixes: [olist]
- Fixed issue with small backpack where the last inventory slot was not being filled.
- Resolved save menu blocking issue.
- Fixed disappearing bodies bug and footstep audio bug.
- Fixed particle explosion issues, including redirector particle fix.
- Fixed multiple collision errors in Zona 1, Villa, Farm, and Bulldozer.
- Resolved issue where the bulldozer and substation gate were not saved properly.
- Fixed issue with destroyed house objects not saving (#6974).
- Fixed issue where key items couldn’t be dropped or consumed after use.
- Resolved issue with inventory stacking on equipping throwable and consumable items.
- Fixed issue where the Molotov and other items were not being consumed after use.
- Corrected the main menu image size and aspect ratio. [/olist]
- Visual & UI Updates: [olist]
- Updated particle effects for explosions.
- Updated Clone Walker textures and emissive materials.
- Improved landscape collision and object positioning in multiple areas.
- Enhanced foliage placement and material updates.
- Adjusted food infection radius for more dynamic gameplay.
- Updated rock hit effects and sound.
- Enhanced main menu visuals, fixing image size and aspect ratio.
- Fixed and updated explosive meshes for better realism and interaction.
- Fixed various landscape errors in Zona 01. [/olist]
- Gameplay Tweaks: [olist]
- Hunters: Improvements to Hunter distance attenuation and Cloth Hunter fixes.
- Mutants: Additional work on Mutant Nest behaviors and spawn balancing.
- Adjusted ammunition spawn rates and increased quantity in crates.
- Stealth System (Phase 1): Improved crouching detection mechanics for AI.
- Increased explosive item availability and balance adjustments.
- HLOD updates for Villa Laboratory and surrounding areas. [/olist] These updates bring significant improvements and refinements across multiple systems in Vorax, further enhancing gameplay, stability, and immersion. We continue to focus on improving the game's balance and performance as we move forward. Thank you for your continued support!
---
This patch marks a major step forward in shaping the "Vorax" experience, adding both requested features and new challenges that push survival to new extremes. We are dedicated to continually improving the game, and your feedback has been, and will continue to be, instrumental in this process.
We encourage all operatives to update and engage with these new features, and as always, we value your feedback as we work toward refining the game further.
Mission Control out.
The Vorax Development Team