Full notes
Full The Path Into The Abyss update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Maps
- Performance
- Store
The Path Into The Abyss changes
This new update introduces a couple of new features and gives a preview of what’s planned for upcoming updates.
Sleep System This simple system allows you to skip periods of time when moving during the night isn’t convenient — or vice versa. It also partially restores Health and PSY (if Psyche is too low, it won’t recover; this will be expanded in the future), at the cost of some hunger and thirst upon waking up. Sleeping is only possible in beds located at "Save Points" and in tents set up in safe areas.
Stealth Kill Using any knife (Tramontana, Paratrooper, Facón, or Combat Knife), you can eliminate enemies silently from behind. It is performed using the secondary attack while standing close to the enemy.
New Flashlight Variant There is now a second flashlight option you can switch to. The standard one provides a wide, general-purpose beam. The new "SPOT" flashlight features a more focused beam, offering better long-distance visibility at the cost of reduced peripheral vision.
Below are some general improvements that continue to enhance overall gameplay and experience:
AI combat improvements: adjustments to enemy advance tactics. Enemies now push more conservatively, prioritizing cover more effectively. Flanking behavior has been refined when searching for the player outside their field of view, focusing more on covering angles and attacking from the sides.
Added an option to adjust FOV (Field of View).
Option to hide faction markers on the map.
Consumable animations can now be canceled (the item is lost, and only the effect accumulated up to the moment of cancellation is applied).
Further optimization of certain game elements, shaders, and textures. The game may experience some stutters on first launch, as new shaders will need to compile.
Improvements to overall code stability and world systems.
And here’s an updated Roadmap of what’s coming next:
More faction outfits
More AI behaviors (expanded relationships, combat states, etc.)
AI updates: NPCs pursuing their own quests and missions
Improved dialogue system
Better UI
Binoculars!
Improved melee combat
More consumables
More weapons
Fernetov (Molotov)
More side quests
Improvements, and expansion of the current Demo territory
And much more to come!
Early Access (and then… much more)
See you in the Abyss.
Source
Changelog.gg summarizes and formats this update. How we read updates.
