
Active Matter has significantly redesigned the inventory system to make it more flexible and easier to understand. Bags no longer have their own grid, but increase the total volume of items carried and provide additional slots for certain categories of items.
Uninstallation also works differently. Their specialization is now determined by bonuses to specific types of loot capacity: medical is better for first aid kits, magazines are better for ammo. Various artillery shells also received bonuses, but had their base carrying capacity reduced by 100 units, while some sets received an increase of 25 or 50 units.
Quick slots have also changed: now they are tied to an item in the main inventory and automatically switch to the next instance after use. If the supply is exhausted, the slot will be temporarily deactivated. When an unload is removed, the game does not block action due to lack of space – excess items are sent to the temporary inventory or dropped to the ground, while the system attempts to save the largest item. Item descriptions now also show the changed volume, taking into account equipment bonuses.
Among other changes, replicators and reprocessing modules have been merged into the Workshop tab, and collimators have lost their aim speed penalty. At the same time, they increase the accuracy of optical sights and increase the cost of all non-thermal magnified sights.
Other publications on this topic
Active Matter has received several updates that expand the capabilities of raiding and device management. The developers also added a new boulder room, pedestal furniture, and redesigned the workings of several important mechanisms.
September 3, 15:10
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Active Matter has released a minor update 0.4.0.44, in which the developers focus on transport delivery, interface and fixing technical issues. At the same time, the team made some changes to the raid and progression systems.
August 31, 17:15
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Active Matter got one of the biggest updates in recent memory. The developers added new city areas, weapons, and vehicles, redesigned inventories, drugs, and item creation, and also seriously changed monster behavior. At the same time, the main issue here isn’t the number of new products, but how they change the way raids are played.
August 31, 14:15
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