Update log
Full Will To Live Online update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Store
- Balance
- Gameplay
- Events
Good day, fighters!
We have released version 0.6.18, which includes various improvements and refinements aimed at enhancing the game’s visuals, improving gameplay, and increasing the usability of certain in-game items.
Changelog
Added the ability to quickly switch between grenade types.
Previously, using different types of grenades (fragmentation, healing, EMP, defensive) required opening the inventory, which took precious time in critical combat situations.
Now, by holding down the quick grenade throw key, you can switch between all available grenade types. This allows you to quickly select the one you need and use it without opening the inventory, improving convenience and the player’s reaction speed in combat.
A similar feature has also been implemented for quick equipment placement. This function is especially useful for Engineers, but it can also be used to place any objects. For example, campfires, which are available to all classes.
Note: to use this function, you need to assign a key in the game settings (“Quick Equipment Placement”);
An alternative fire mode (right mouse button) has been added for the i-HR healing device. The device can now fire a “shot” of healing NDP energy. The amount of healing depends on the Engineer’s active skills, the level of the “Medicine” stat, as well as skill progression in the “Equipment” branch.
Also for the i-HR, a quick “shot” option has been added to heal an ally. To use this function, you need to assign a key in the control settings (“Quick Equipment Use”).
The NPC caravan in the “Swamps” location has been reworked and is now available as an event called “Suspicious People.” Leshy’s quest of the same name can now be completed by successfully finishing this event, and players will no longer need to search for and wait for these NPCs for hours, since the event occurs fairly often.
The loot table for these NPCs and their balance have not changed. The drops still include the components needed for crafting. At the same time, the event itself additionally rewards players with experience, which will be a nice bonus while completing the quest and will also diversify the ways to earn experience in the “Swamps” location.
Using an RPG has an “explosive” effect not only in the game, but also within the community itself. Despite the clan-technology requirements, the high cost, and the increased risk of losing rockets when your character dies, players consider these measures insufficient to limit how frequently RPGs are used.
In response, the following changes have been made: in the “Testing Grounds” and “Foothills” locations, RPG ammunition has been removed from sale by the traders located near the guides. This will make it harder to buy rockets directly during outpost battles.
At the same time, these traders now sell MON-50 mines. Given that the maximum number of mines that can be placed at the same time is already limited, this change will not have a critical impact on gameplay;
Improvements to the new lockpicking mechanic and Engineer skills.
The Engineer class skill “Lockpicker,” which allows you to preserve lockpicks, worked correctly with the new lockpicking mechanic as well. However, visually it looked as if the lockpick was breaking, which caused confusion: the skill was active, but the animation made it seem like the lockpick had broken. This led to some uncertainty among players, especially if they weren’t tracking how many lockpicks they had.
We have refined this. Now, when the skill triggers, it is clearly shown that the lockpick has been preserved and lockpicking can continue;
The Symbiont event in the
Source
