I think it would be sick if we could buy empty ammo boxes
would make organizing and cleaning up way easier.
would make organizing and cleaning up way easier.
Saw this empty spot, and knew the energy drink should have gone there. I think it would be a pretty neat thing to add to this spot since it's the only empty spot on the racks. It would probably work the same as it did in the first game.
WE'RE NEARLY THERE! SCAVENGER IN THE MOST PERFORMANCE FREINDLY AND OPTIMIZED WAY POSSIBLE!
(CHECK THE MOD PAGE FOR MORE INFO!)
I present to you fine people of the radius: FROM ASH: SCAVENGER UPDATE
You can now (ALMOST) Entirely rely on the world as your oyster!
Ash clumps have had an upgrade, you can tailor everything to your liking with 200+ potential spawns, You'll never NOT wanna grab these little alien nutsack loot boxes!
We got it all (Nearly):
-- [ SPAWN MECHANICS ]
Chance To Spawn -- Percentage chance an item spawns when an ash is grabbed (0.0 to 100.0).
Artifact Spawn_Delay -- Time in seconds after grabbing the ash before the item appears.
EnablePhysics -- TRUE = Item falls to the ground | FALSE = Item floats in place.
-- [ LOOT POOL TOGGLES ] (Set to true to include in the random spawn pool)
Spawn Artifacts -- Vanilla artifacts (Clocks, Cups, Brushes, etc.)
Spawn SmallAmmo -- Standard small ammo boxes
Spawn LargeAmmo -- Large ammo crates
Spawn Magazines -- Weapon magazines and clips
Spawn Misc -- Cigarette packs, Lighters, Spray paint, Oil Spraym Cleaning brushes, etc.
Spawn Food -- Canned food, crackers, pineapples, chocolate, etc.
Spawn Meds -- QuickHeal, SlowHeal, and FullHeal Injectors
Spawn Equipment -- Armor Plates, Holsters, Helmets, Detectors, Probes, Etc
From ASH, Comes a true Scavenger at heart!
(IF you enjoy my mods, Consider Endorsing, also consider checking out my YT channel, https://www.youtube.com/@UnsealedWings I do a lot more than you think!)
If you wanna support my work Consider leaving a tip?
Cashapp: $UnsealedWings
(Take the picture as an idea of what it could look like)
As standalone VR players, we face a significant hurdle compared to PCVR players: the inability to freely modify our game directories. Currently, we have to rely on waiting for official updates or depending on talented community members to build complex, third-party loaders. Even then, the process involves navigating intricate file managers like ZArchiver, which is far too complicated and frustrating for the average user.
Since Into the Radius 2 (ITR2) is actively in development, this is the perfect time to request a built-in mod folder and an in-game mod menu for the standalone port. We aren't asking for an entirely new, highly complex ecosystem built from scratch. A system similar to Bonelab would be perfect—a simple, integrated mod loader that instantly detects when a new mod is placed into a designated folder and organizes it cleanly within an in-game menu.
With this system, players would only need to drop the files into that specific folder using a basic file manager. It would make modding accessible, seamless, and enjoyable for the entire standalone community without the headache of workarounds.
(Thanks gemini for making a picture for me and improving the text)
I finished the levelled missions in ITR2 last summer / fall before the official release, and then lost my progress. How much content has been added in terms of gameplay? Not talking about features so much as missions, progressions, etc. I have a 9-month-old baby and my playing time is very limited, so it's only worth it to me if there's enough new content to really add to the experience
Hi! I've just accepted my first mission (after the being blown to bits one). Is there a shooting range or something? I can't seem to hit much.
Confusingly enough, in the tutorial/training, I would aim at a target and it would seem to me like I was dead on. I'd fire, and the target would stay upright. Then I'd fire again *without having moded my hands or gun any* and the target would drop. It was baffling.
I know nothing about real-world guns, and the only VR shooter I've played is ITR 1, where I got by, not horribly well, generally by being close to the enemy when I fired. I've also played games like Stalker 2, High on Life, and Atomic Heart modded for VR and I seem to do well enough with them, but I realize they're not the same thing as a native VR shooter.
I absolutely love the Co-op in the second game, and while its buggy and breaks often, the fact that i have a friend dampens the pants shitting fear that grips me at night alone in the zone
I was getting alota gruff about not being able to customize each individual setting in the base mod, Then i started digging and realized that only some of the changes DIDN'T EVEN WORK, So i redid the whole mod.
I present to you: Tide Escalation: Expansion Protocol
You can now do it all, in any way you please, Check it:
Full customization!
-- 0.05 = 5% increase per tide, 0.5 = 50% increase per tide, Etc.
-- all setting below increase per tide.
-- [ CORE STATS ]
HEALTH INCREASE -- Increases maximum health of enemies.
DAMAGE INCREASE -- Increases damage taken while inside the radius from all sources (This includes fall damage)
-- [ SENSES & AWARENESS ]
SIGHT DISTANCE INCREASE -- Increases how far enemies can see straight ahead.
SIGHT FOV INCREASE -- Widens enemy peripheral vision (field of view).
HEARING INCREASE -- Increases the range at which they hear footsteps and gunshots.
-- [ BEHAVIOR & SPAWNS ]
SPAWN CHANCE INCREASE -- Chance to spawn a duplicate clone of an enemy.
-- [ LIMITS & LOGGING ]
MAX TIDES -- The Tide count where difficulty stops increasing (Cap).
MAX EXTRA SPAWNS -- Hard limit on how many clones can spawn from a single enemy (0 disables clones).
ENABLE DEBUG LOGS -- Prints the exact AI values before and after modification.
You can pick and choose what goes up and by how much per tide, The AI is now at your disposal (Not entirely but pretty damn close)
(IF you enjoy my mods, Consider Endorsing, also consider checking out my YT channel, https://www.youtube.com/@UnsealedWings I do a lot more than you think!)
If you wanna support my work Consider leaving a tip?
Cashapp: $UnsealedWings
I better see videos of people getting railed by super late game AI with high teir gear after this or so help me GOD
whats the next step of itr2?
just curious since i realy wana know whats popping behind the scenes yo
I mean, after the last update for into the radius 2, what's next? ITR3? New project? I'm just very curious
Is there a list of potential stashed weapon spawns on ash soldiers in each map?
I've been doing an absurd amount of looting and I'm only at level 3 (no outskirts). So far I've found every gun in the game except the MP5, SR25, PSG1, SVD, G3, AS VAL, and Rem700.
I've found multiples of all the others (except for my beloved AKM that I've only found 1 of and it's on me killing everything, btw. Lol).
I even found 3 compact 1911s and an SVD hand guard (but no other parts for the other high end guns listed?).
Just curious if there's a list somewhere or if someone dug into the code.
I've found SR25s and SVDs in outskirts on other playthroughs for sure. Can't remember if I found an AS VAL, but I don't think so. The others are too new.
Grenades. We all have 'em, but are we using them correctly and in the correct situations? The purpose of this post is to share the insights I've gained while hoping to learn from other's experience. For brevity, we'll only be discussing hand grenades, not the VOG-25 grenades launched from the GP-34 Friendship Launcher.
General things/tips I've noticed:
- Different grenades have different weights. This effects how far you're able to throw them.
- Grenades are not super reliable. Sometimes they'll delete everything in the area, sometimes you can sodomize a mimic with one and it'll have no effect.
- Grenade effectiveness is tied to their weight and IRL purpose - heavier grenades will generally be more effective.
- Grenades are specialized tools in ITR2, not general use problem solvers. Due to their inconsistent damage, it's best to use them indoors while clearing buildings. You totally CAN use them in an open area; you'll just have better results when the enemy can't step a few meters away and render the thing completely ineffective.
- Underhand throws seem to work best for me. Overhand throws either don't go far or I hit my ceiling. Both are sub-optimal results when you're sharing a pocketful of hate.
- Unlike IRL, all grenades will make a loud "pop" sound once they're armed to let you know when the game of hot-potato starts.
- You can pull the pin using your off-hand and using trigger. In this state, you can hold the grenade as long as you want. If you throw it, the spoon will pop off, and the grenade will be armed.
- Once the pin is out, Mr. Grenade is no longer your friend and should be treated with the utmost care and respect.
- You can use the trigger on your grenade holding hand to manually release the spoon and fully arm the grenade to "cook" it. Holding on to the grenade after this is generally not recommended and will result in voided warranties and higher cleanup costs.
RGO
The RGO is the smallest and lightest of the bunch. You're able to get a fair distance with these when you throw and have the distinction of being the only impact grenade in the game. These wee balls 'o fun will arm about a second after you release the spoon, then explode about 3 seconds later if it doesn't hit a hard surface. Pro Tip: cooking these and forgetting that there is also a time fuse and not just an impact fuse will result in Significant Emotion Events.
Use: room clearing in enclosed spaces, alerting enemies to your presence, unclogging stubborn toilets.
M67
The M67 is the middleweight of the grenades. Average everything. Average throw range, explosion, etc. Since the mimics can't pick these up and throw them back, you don't really need to cook them. These don't have any extra fragmentation, so their damage radius is fairly predictable.
Use: All-around decent problem solver, resetting the Feng Shui of a room.
F1
Our girthiest grenade, the F1 is your answer to the question "how much violence can I hold at one time"? It has excellent explosive and fragmentation effects, meaning it will kill the heck out of anything in a decent radius. The downside is that our explorer does NOT lift and is unable to chuck these very far at all. If you want to make sure everything in a room is dead before you go in, throw one of these in the door/window and rapidly be somewhere else.
Use: Removing stubborn stains door-camping creepers, accidental self-deletion.
RGD-5
The RGD-5 is an In-Radius only grenade and can't be purchased. Think of it like a F1 with less fraggy bits. I don't have a lot of experience with these and welcome feedback.
Use: Forbidden Paperweight, conversation starter, games of hot potato.
I hope this was of use and would love to hear everyone's feedback!
Love the game and know big stuff is going to happen. but I haven't played the game for about 2 months should I play it again or wait?
I can't seem to find a real one online, where did the devs pull put this idea? (I want one)
Does anyone know how to access the Walkie-Talkies in Co-Op?
Not sure which one to use for the mods requirements:
Manual installation or everything installed via vortex? Also the ITR2-Lua Mod
Just testing with the Time Scale Mod but I dont get any positive results.
88 hours in, finally found a Compact 1911 at the back of a truck, within the train station in Romashka Cooperative. 😮💨
Now I shall stick it onto the weapon wall and proceed to keep using the Modified 1911 💀
Hell yeah the vibe of this was great and I am gonna replay the game like this and so should you
u/unsealedwings Also unfortunately the fog control mod doesn’t work in outskirts and I think I did something wrong here but there is like a half second freeze when I use the mag delay weapon attachment action also I think you should change the button to A as Y is already being used for focus mod
Alright so I finally got around to heading off to the ending earlier this evening and man I gotta put some words down here because the whole fucking vibe compared to ITR 1 is just.....off....
We will be breaking things down into categories, story, atmosphere, weapons, loot, home base, Lauri, UNPSC, and the enemies.
First off lets start with weapons.
The weapon choice is pretty decent, having been spoiled with chucksmods and frenzyc from ITR 1 it felt pretty lacking because even with the modularity system choices never felt impactful enough to warrant other setups despite just having A weapon. Sidearms having no modularity at all kills the vibe beceause one spritz of wd40 and a swipe of a brush and BAM 100% no probsies bruh, but your primary weapon needs several pieces to be cleaned. These pieces don't seem to individually wear down and break on their own either. This is a missed opportunity. Sidearm modularity should be added so we can have different barrels, triggers, and accessories can be added without just buying it and putting the accessory right on. At least the weapon mod terminal in ITR 1 was useful. It made no difference to have a short barrel versus a long one, even clearing rooms in Pachorsk was not an issue with a long barrel G3. Weapon mod choices needs drastically expanded upon with consequences for your choices. Short barrels should NOT be able to cross map snipe, no hate to Synth, but nobody should be sniping with a handgun, small calibers should drop off or disappear after a set distance.
Loot.
Tons of it, but half of it is pointless. Sure there is tons of stuff around you, but 90% of it is monetarily worthless. You only need to search for ash clusters, and old weapon parts, tbh didn't hardly find artifacts to turn in at all, shitloads of altered items, sure, but man having a bag full of fuses, books, and clocks is somehow better than just basic artifacts. If only there was more missions that required certain altered items versus go here and find this altered floating sopa bar....or the rubix cube.... I went the entire game across 100+ hours and never one found enough parts to put together any 1 single weapon. I'd find tons of parts for other random ones, and the ones I did find repeatedly so there is definitely a weighted feel the them. I hope this changes. They should have taken inspiration from S.T.A.L.K.E.R. mod from ITR 1 and put weapon parts on a free for all list, where ANY part for ANY weapon can spawn, not just weighted-priority on shitty ones to drop the most. Make it WORTH it go out after tide and specifically scour for parts.
Home base.
Honestly, I wish there were more armor stands and backpack mounts, or ones by the 4 workbenches. Being able to put weapon parts, brushes, oil, and such on the back wall of the benches was amazing, thank you. Having a place to put the paint pattern things would be nice. Like a nice rack just for them. The shower in ITR 1 was a cool touch, in ITR 2 it feels weird. It would be nice if there was a way to activate a chair or bench to sit down at, to simulate sitting down to eat beef chunks, or take apart your weapon or sit across from your coop friend and shoot the breeze. The music in the store is obnoxiously up beat. The whole vibe of the place is too sterile and surgical, really wish it would have been made more rustic? Darker tones, darker vibe, and more in tune with the vibe of the radius versus whatever the fuck the game has become now. Like ammo boxes are all magically a color now and look like some shit out of Marathon or Fortnite.
Atmosphere.
Man you had it in spades this time around. Amazing job. Peninsula sort of sucks lets be honest here, just a tiny shit map that should have only been in like, the training stuff with the real first zone being somewhere large like Forest. Forest though, man, the vibes are real. It feels good, it looks pretty decent, and it plays well. But there are two notable winners here. Pachorsk outskirts and the final zone, whatever you want to call it, the center maybe? Pachorsk Outskirts is AMAZING. With Sky Diddy III roaming around ruining your day/night at random, the ability to have long range engagements, and at night it plain ass being pitch black with what sounds like predator clicks? Perfect. And the block houses give a tiny urban warfare feel that desperately needs expanded upon. We seriously need a few more maps with some extreme urban warfare options, I'd even say use some generative stuff to make a radius warehouse that any random red portal door has a chance to send you that excludes you from tide, you fight through what feels like endless urban indoor combat with opportunities for specialized this place only loot if you reach the end, be it highly unique and specialized weapons and parts, or armor accessories. If you die inside, it sends you back out the original red door portal as though nothing happened but you lose whatever loot you got inside (so ironman deathless runs aren't ruined by this). The ending area with the gold orb from the 1990s movie Sphere.....come on....The visual and sound design here are gold tier literally. I was so amazed by the look ,the feel, the sound that I stood around nearly in awe at what I was experiencing.
Lauri.
Do we really need this guy? Some random ass ghost dude who claims to be our old friend and really wants us to get to the center so "we" can escape but then wants me to go alone and or gets survivors guilt if I send him off to real life? This guy either needs seriously fleshed out with missions of his own, with actual consequences, or get rid of him entirely.
Enemies.
Cool setup, police mimics with the worlds most accurate PM Makarov. Shotgun mimics. Storm troopers with SMG's. You got AKM mimics, you got dudes wearing serious fucking walking tank like armor that still die in 4 headshots, you got sniper mimics who aren't that dangerous anymore, and then the spec ops ones at the end with NVG's on that don't even NVG you in the dark. Their weapons though will burn you in an instant. RIP deathless run to that guy in the outskirts behind the wall by the flower area. TBH I'd glad we don't have that stupid armor shit from ITR 1. The fragments are insanely annoying, some die instantly, others seem to soak up rounds like an APC. I wish all the ash statues we find and break spawned fragments at times. Like a good 25% chance to accidentally summon a fragment to your location because you bumped an ash statue, including the in game paper talking about a mimic explorer one that has a super chance to pop out of a explorer ash statue when taking the weapon off them.
UNPSC.
Man talk about a drag. A real stick in the mud. Katja is back and she is an intern now. Great. The whole video call thing and whatever you want to call our story aside, she seems so fucking naive to the implications of the experiments. And speaking of experiments, why are WE the experiment for the zone, but we work FOR the UNPSC? Shouldn't we be UNPSC agents and make the choice in game to do things for both entities with consequences for both? It really felt the entire time like the UNPSC was just a side addon at this rate. All they cared about was shitty little trinkets, and collecting samples/placing tripids/throwing sensors. I hope this changes in the future.
Alright....Story.
The story......Talk about blueballs of blue balleage. It started off so good, sequel to ITR 1, the lone explorer, now we got a weird ghost buddie, and a side chick at UNPSC who is Katja's new vessel after we freed her from the original radius. The weird ass ultra sterile vibes of the UNPSC area kills it for me. It feels too colorful, too bright, and too......new. Vanno felt better in the aspect of we threw together stuff that didn't disappear with the tide, and home base now feels like a fucking pre lobby to a battle royale game right? Combine that with a story that starts to fall apart in forest and further inside outskirts and we got a recipe for some fresh wtf-ium. I don't want a ghost buddy. I never asked for a ghost guide dude. I don't need to dap up some rando just to walk through the fog. I shouldn't need to stranger things in between to get between zones, those inbetween areas should be the DEFACTO way to travel between major zones, with the inbetween stuff being generatively built every tide so that they change CONSTANTLY giving hard the radius always changes vibe. Lighting some fucking lamps that serve no purpose after we leave the area is such a joykill. The ending being a super generic save them, save yourself, give power to the evil entity that portrays itself as good, and the secret 4th option, all are so shallow it really kills it. No consequences. No major differences. Choosing Lauri should remove him entirely when you return. He escaped. Choosing the UNPSC should give you the damn seclevel 7 and do something with the door. Choosing yourself should do something else. The endings should have been videos or still shots, not statues and some walking.
I know it's only 1.0 and things are subject to change, but man. The order of magnitude of this level of disappointment is immeasurable. When they added the voiced UNPSC person, Lauri, and changed the vibes to bright colors and other stuff, it sorta lost the ambiance of the first game and it became a game that was inspired by ITR 1 rather than a sequel.
Here's hoping they add more maps. Here's hoping they add in tons more weapons. Here is hoping they make the walkie talkies our way of talking to the UNPSC, not a giant 55" tv.