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A19e Changelog

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Jun 29th, 2020
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  1. Alpha 19 Official Release Notes
  2. Linear Color Space Lighting
  3. Alpha 19 has gotten a huge visual upgrade with the switch to Linear Color Space Lighting. We have finally achieved full PBR Physically Based Rendering and all of the art has been adjusted to look better and compatible with it. Normal maps look better, bright lights don’t wash out the scene and so much more. It’s hard to describe why it looks better you’ll have to play it to see for yourself.
  4.  
  5. The video option to adjust gamma has been changed to brightness, so it works with the new lighting. It also has a more balanced range of darker to lighter adjustment.
  6.  
  7. Lights now use a priority system, so close lights are updated rapidly to reduce visible jumps in their intensity and range.
  8.  
  9. Interactive Loading Screen
  10. We added a brand new interactive loading screen with over 20 tool-tips on how to play the game from basic to advanced. The user can cycle back and forth through them and learn how to play the game better while it’s loading. It also looks better with new HD screenshot backgrounds.
  11.  
  12. Improved Game-pad Support
  13. We have combed through all game-pad functions making sure everything is up to date and working and we also improved defaults like for driving. Additionally we added a new reverse directions for block rotation placement.
  14.  
  15. New Survival System & Critical Injuries
  16. We gutted the old ISS or interactive survival system that blackened and clamped your health and stamina bars from filling because it was confusing to players. We replaced it with an all new critical system.
  17. All critical injuries that blacken or clamp your max health or stamina will be caused by a new critical buff on the left of the screen. These new critical buffs are clickable, taking the player directly to the player status effect screen where you can read about the problem and its cure.
  18.  
  19. When you are at full health a zombie can never cause a critical on the first hit so we don’t want to hear about unfair crits! =) Once you take a few hits, or get reckless in close combat the chances increases. Being at low health also increases the chance of receiving a critical. Armor reduces this chance by a flat amount, creating a buffer that enemies must overcome before they can hit you with criticals.
  20. Some criticals are incremental. A sprained arm makes you vulnerable to getting a broken arm.
  21. Some injuries don’t take kindly to being ignored. Sprinting or jumping with a broken leg will not work in your favor. If an injury is affected by an action like that then the buff icon will blink briefly and you will know that something happened.
  22.  
  23. New and reworked critical injuries include:
  24.  
  25. Abrasions – The most common injury that you get in fights. They cause no additional problems.
  26. Sprained or Broken Arm – Lowers your swing speed and decreases your reload speed and weapon handling. The cure for a broken arm is a splint which lowers the time for healing. Power attacks or ranged attacks increase the time needed to heal it.
  27. Sprained or Broken Leg – Lowers your mobility and jump height. You can get a sprained or broken leg in a melee fight or when jumping from heights. The cure for a broken leg is a splint which lowers the time for healing. Jumping, falling or sprinting increase the time needed to heal it.
  28. Deep Lacerations – Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit.
  29. Concussion – Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers.
  30. Infections – Infection is not something that enemies cause directly. Any critical hit has a chance to cause an infection. An infection is completely harmless until it reaches 5%. At that point it starts getting worse and you need medication to cure it. While you have an infection any hit you take will make it worse.
  31. Food and Water Bars
  32. We’ve added food and water UI bars under the players belt inventory. The blue bar is for your water level and green for is for your food level. You will see them go up and down based on your current hunger and thirst levels.
  33.  
  34. HD Characters
  35. We have overhauled and re-imagined many of the characters in HD. They may look better but they have less draw calls and are slightly better in performance. New HD zombies include:
  36.  
  37. Zombie Arlene
  38. Zombie Darlene
  39. Zombie Marlene
  40. Zombie Boe
  41. Zombie Joe
  42. Zombie Moe
  43. Zombie Yo
  44. Zombie Steve
  45. Big Mama Zombie
  46. Crawler Zombie
  47. Trader Jen
  48. Trader Joel
  49. Player arms – male and female
  50. Dynamic Music System
  51. TFP have again teamed up with Native Darkness Productions to make the Alpha 19 Dynamic music system more robust while adding a ton of new content and features.
  52.  
  53. The propriety Dynamic Music System algorithm measures and uses many player-centric conditions such as player location, biome, time of day, inside or outside a location, nearby aggressive enemies, threat level and more to tailor a custom movie like musical experience for the player.
  54.  
  55. From this Dynamic Music System algorithm the system can play from the following musical groups: Home day music, home night music, exploration, suspense, combat and custom trader music for each trader.
  56.  
  57. Exploration, suspense and combat are procedurally generated providing a complete musical arrangement from a set of interchangeable loops. As of Alpha 19 there, are 31,558 unique combinations of music.
  58.  
  59. Music volume, daily allotted probability and On/Off toggles are available in the audio menu.
  60.  
  61. We are very excited to unveil this system and we hope you enjoy this new addition to the 7 Days soundscape.
  62.  
  63. Loot Progression/Balance
  64. Loot distribution has been smoothed out so that you do not find end game loot too soon and have no more upgrades to look forward to.
  65.  
  66. Loot has been balanced to provide a smooth progression from primitive, iron and steel items. This change provides a steady progression for the player and gives some incentive to craft, while slowing the economy a bit early game.
  67.  
  68. The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality.
  69.  
  70. There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals.
  71.  
  72. Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.
  73. Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.
  74. Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.
  75. Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle.
  76. Trader quest rewards scale similar to this system. You won’t immediately get a shotgun for a day one quest.
  77.  
  78. We will be continuing to to fine tune loot progression in patches. In the future we plan on unifying loot progression, quest loot reward progression and trader for sale item progression more unified.
  79.  
  80. Enemy Progression/Balance
  81. Enemy progression has been re-balanced. The chosen game difficulty no longer affects the game-stage value and player parties accumulate roughly 2/3 of the combined game-stage that they used to. This makes the enemy difficulty grow slower you won’t see high end enemies on the 2nd blood moon.
  82.  
  83. On Screen Sprite System
  84. We added a brand new Nav Objects On-Screen Sprite System to help players more easily locate important items in the world such as fetch quest containers, player backpacks, spears and more. We are using this system on many of the harder to find important items and events in the game.
  85.  
  86. The new Nav Objects On-Screen Sprite System, which govern the On Screen Icons, Compass Icons and Map Icons. These functions are easily configured in the XML and allow adding custom Nav Objects for Entities, Quest Objectives and Items for those who enjoy modding the game.
  87.  
  88. Some of the items that are using the new Nav Objects On-Screen Sprite System include:
  89.  
  90. Quest Rally Markers
  91. Quest Fetch Objects
  92. Dropped Player Backpacks
  93. Player Bedrolls
  94. Player owned vehicles
  95. Traders
  96. Thrown spears
  97. Air Drops
  98. Quest Improvements
  99. We have improved many of the quest types and even added new quests here are some of the improvements
  100.  
  101. Quest Sprites – We have implemented the on screen sprite markers for rally markers, traders, fetch bags, dig quests and more making it much easier for players to go where they need to go and find what they need to find.
  102. Dig Quests – The dig quests have been improved displaying a projected image of a dotted circle onto the terrain showing the player where to dig. As the player digs out terrain blocks the projected circle shrinks letting the player know he is getting closer to the buried treasure.
  103. Opening Routes – We have added new trader to trader quests that guide the player to the next closest trader after completing 10 quests. This continues until the player has delivered a package to all 5 traders.
  104. World and Location updates
  105. We added a ton of new locations to the game including remnants. These give the player easier low enemy count locations to explore, loot and take over if your not ready for a Tiered challenge.
  106.  
  107. We have updated Navezgane significantly increasing the playable space into the radiated zone with new roads that lead to new developments adding many new POIS or locations that were never in Navezgane before or updating cities. Locations include:
  108.  
  109. New Desert business development
  110. New Snow modern development
  111. New Forest old housing development
  112. New Desert modern housing development
  113. New Desert old housing development
  114. Desert City of Departure has been updated
  115. Snowy city of Perishton has been updated
  116. Wasteland City of Gravestowne has been updated
  117. Some Trader locations in Navezgane have been moved to improve distances between traders
  118. We have improved Random Gen in A19 to use every POI possible in the game so players will see the breadth of content like never before along with a lot of tagging updates and improvements. In fact an A19 Random Worlds can have over 500 unique POIS!
  119.  
  120. We’ve re-imagined tons of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences and added many brand new locations to the game. In all over 40 new or updated locations and counting. Some of the new or re-imagined locations include:
  121.  
  122. 2 Grocery Stores
  123. 2 Gun Stores
  124. 2 Pharmacies
  125. 2 Hardware Stores
  126. 2 Clothing Stores
  127. 2 Electronics Stores
  128. 7 Ranger Stations
  129. Carlot_01
  130. New High School
  131. sawmill_01
  132. house_modern_12
  133. house_modern_13
  134. house_old_gambrel_04
  135. 12 Remnants
  136. departure_city_blk_plaza
  137. park_basketball
  138. park_plaza_01
  139. park_plaza_02
  140. red_mesa
  141. celltower_01
  142. Changed
  143.  
  144. Light intensity correction to all POIs to work better with the new linear lighting
  145. Wasteland biome now spawns smaller but improved deco remnants
  146. Removed un-needed random gen POIS
  147. Improved naming conventions of some biome spawned poi remnants and deco piles. all will have the term deco first in their file names now
  148. Renamed bank to store_bank_01
  149. Removed un-used old tree piles
  150. Deprecated old cover pile pois that were not being used anymore
  151. Moved special totoz east of football stadium
  152. Moved pawnshop from departure to rural pine forest where old small bookstore was
  153. Removed all non forest and burnt forest player spawn locations to work with the new trader to trader quest progression in Navezgane. Will be adding more back to get variety
  154. Adjusted pine forest biome to take over a small amount of the winter biome in Navezgane
  155. Moved gas station 6 to outskirts of Perishton to make room for new plaza across from courthouse
  156. Fixed over-sized trees in Persihton and improved city block performance
  157. Deprecated old burnt pine cluster POIS as the are not needed
  158. Removed alleys from Gravestowne blk improved Gravestownes overall look
  159. Optimized Diersville city blk a little
  160. Size and position of remnant mill so it fits to the alley in Perishton
  161. Replaced many duplicate survivor sites with POIS never in Navezgane
  162. Trader Hugh and Trader Joel can now spawn in any biome in RWG
  163. Single bed & mattresses POI replacement
  164. Optimized store_autoparts_01 from 487K verts/513K tris to 317K verts 315K tris
  165. Fixed
  166.  
  167. Cabinets in Fastfood_04 are not lootable
  168. Cemetery 02 torches that were not on
  169. Wrong bookcases in bank POI
  170. Boat docks 02 collapses
  171. Boats Docks 3 collapses
  172. Si issue bar_stripclub_01
  173. Fake cabinets in Berserker Bill’s
  174. Loot cover in abandoned_house_05 has an SI issue
  175. Trailer_01 prefab si issue when wrenching the car
  176. Missing support pillar in gas station 05
  177. Incorrectly rotated drinking fountain in factory 01
  178. Survivor_site_05 has cobblestone clipping through tent
  179. Garage roof at house_old_pyramid_01 has si issue when stepped on
  180. Lights in front of the Bear Den are too bright
  181. CeilingLight04 spotlight was sideways and adjusted defaults
  182. Environment Art
  183. The Art Team has grown much bigger and they have made some major improvements including:
  184.  
  185. Snow Trees – Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume.
  186. Burnt Trees – Thin version that has charred bark in addition to being more performant. A thicker crispy fried fir tree that adds more atmosphere and variety to the burnt forest.
  187. New skies – Updated sun and moon rendering, cloud blending and lighting, and horizon blending.
  188. New fog – Uses a new distance calculation, allows for very dense fog and sun punch through of heavy fog. Fog now switches to a murky version when under water.
  189. Updated Textures – Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering.
  190. Commercial Stores – All new commercial store POI props and loot containers! Quest through ransacked grocery stores shelves. Have your pick of rotten produce, peruse clothing stores with the latest fashions, and catch up on a best seller at the local book store. Shop till you drop for all of your post apocalyptic retail needs!
  191. Nearly 150 new commercial assets including:
  192. Hardware store shelves
  193. Grocery stores stocked with food, beverage items
  194. Rotten produce bins
  195. Trashed store shelves
  196. Frozen food refrigerators
  197. Beverage refrigerators
  198. Pharmaceutical drug shelves
  199. Clothing racks
  200. Clothing shelves
  201. Mannequins
  202. Store display cases
  203. Gun and ammo display cases
  204. Gun racks
  205. Shoe racks
  206. Electronic store shelves
  207. Book shelves
  208. Shooting target
  209. Square and round hay bales
  210. Restroom signs
  211. New Weapons & Items
  212. We added several new tools and weapons:
  213.  
  214. Tech level 3 – we’ve added a whole new line of weapons to give you the firepower you will need to face future special infected, bandits and more!
  215.  
  216. Desert Vulture – This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill.
  217. Automatic shotgun – This new tech level 3 firearm sports a large drum magazine and allows use of the trigger group automatic mod to unlock full automatic weapon fire mode makes it the most devastating short range shotgun in the game. If you like to see limbless zombies and superior crown control, this is the weapon for you.
  218. Sniper Rifle – This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles.
  219. Impact Driver – This tech level 3 tool is the fastest way to harvest mechanical items. Strip down cars and mechanical items down in seconds!
  220. Tech level 2
  221.  
  222. Ratchet – This new tech level 2 harvesting tool is faster than a wrench and degrades slower.
  223. Tactical Assault Rifle – This new tier 2 assault rifle is a step above the 762 in range, accuracy and fire rate.
  224. Tech level 1
  225.  
  226. Robotic Sledge – This robotic weapon is a stationary turret with a large sledgehammer shaped pulverizing arm that punches enemies and can knock them down easier at higher quality levels. It is governed by robotics
  227. Blunderbuss – Not a new weapon, but with the loot re-balance this weapon might save your skin early game and is craft-able from basic components.
  228. All existing tools and weapons have either been remade from scratch or had an art update to pbr textures for the new linear lighting.
  229. New Candy
  230. We have added candy to the vending machines, they allow players to have a short term modification to game-play and provide a few calories:
  231.  
  232. Atom Junkie – Atom sized candy and atomic sized power! Increase explosive damage 50%.
  233. Covert Cats – Be a cool cat and have it made in the shade with Covert Cats. Deal 50% more sneak damage.
  234. Eye Candy – Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot.
  235. Hackers – These tasty treats give you 20% more harvest when salvaging.
  236. Health Bar – Increases your max health and adds 50% resistance to critical injuries, recover from critical wounds faster.
  237. Jail Breakers – Be the daddy to that stubborn lock. 100% success chance to pick a lock.
  238. Nerd Tats – Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits.
  239. Oh Shitz Drops – Be prepared for those Oh Shitz moments! Fall damage immunity.
  240. Rock Busters – Jawbreakers got nuthin’ on us! Gain 20% more resources mining ores.
  241. Skull Crushers – Rock hard candy that gives you a rock hard punch. Increases melee damage 50%.
  242. Sugar Butts – If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Get a 10% better deal buying and selling.
  243. New Perk Books
  244. We’ve added three new book sets, Bar Brawler, Spear Hunter and Tech Junkie!
  245.  
  246. Bar Brawler
  247.  
  248. Basic moves – Adds 10% damage.
  249. Drop a bomb – Sprinting power attacks can knock down your opponent.
  250. Killer Instinct – Gain 5% damage with each kill up to 15%.
  251. Finishing Moves -Do extra damage to knocked down opponents.
  252. Adrenaline Healing – Recover extra health with each punch.
  253. Rage mode – Attack and move faster after getting hit.
  254. Boozed up – Drinking beer no longer blurs your vision and your buzz lasts twice as long.
  255. The 7th Curse – The 7th unarmed strike in a short time deals 300% damage.
  256. Spear Hunter
  257.  
  258. Damage – deal 10% more damage.
  259. Maintenance – Spears degrade 20% slower.
  260. Steel Spears – Craft steel spears.
  261. Strong Arm – Spears travel faster and further.
  262. Rapid Strike – Thrust spears 10% faster.
  263. Punctured Lung – slows your target.
  264. Deadly Combo – Hits scored in quick succession do 10% more damage up to 30%.
  265. Kill Move – Power attacks to downed opponents do 50% more damage.
  266. Tech Junkie
  267.  
  268. Robotic Damage – Robotics do 10% more damage.
  269. Maintenance – Robotic weapons degrade 20% slower.
  270. AP Ammo – Craft AP ammo for robotic weapons.
  271. Robotic Turret Shells – Craft shotgun ammo for robotics.
  272. Stun Repulsor – Craft this mod that sends enemies flying on charged hits.
  273. Charged Strike – Increases chance to get an instant charged strike.
  274. Hydraulics – Increase the fire rate of robotic weapons.
  275. Bulk Crafting – Craft all robotic ammo in bulk.
  276. Perk Balance
  277. We have restructured existing perks and removed others so auxiliary perks don’t always have 5 ranks, as well as reduced some attribute requirements for auxiliary perks. This was changed to give less desirable perks more bang for the buck.
  278.  
  279. Perception Perks
  280.  
  281. Lockpicking, The Infiltrator, Animal Tracker now only have 3 ranks.
  282. The Penetrator has 4 ranks instead of 5.
  283. The treasure hunting ability of lucky looter that reduced dig radius has now been removed from Lucky looter and is its own 3 rank perk that reduces the new treasure hunting radius ring.
  284. Strength Perks
  285.  
  286. Sexual Tyrannosaurus has 4 ranks instead of 5.
  287. Heavy armor was moved from Fortitude to Strength and now only has 4 ranks.
  288. Fortitude Perks
  289.  
  290. Well Insulated, Living off the Land, and Rule #1 Cardio now only have 3 ranks.
  291. Healing factor is nerfed but still quite powerful, and now heals the new critical injuries faster with each rank.
  292. Agility Perks
  293.  
  294. Run and Gun, Flurry of Blows now only have 3 ranks.
  295. Light Armor and Parkour now only have 4 ranks.
  296. Intellect Perks
  297.  
  298. The Daring Adventurer, Charismatic nature and Physician now have 4 ranks. Yeah Science is removed and its perks are merged with various other perks.
  299. AI Improvements
  300. Enemy Break-through System
  301.  
  302. We have added a new Enemy Break-through System that gives enemies random animation probabilities when enter the scene after breaking through a door, 2-meter opening or monster closet. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:
  303. Ragdoll Entrance – The enemy will ragdoll through the opening and then get up
  304. Stubble Entrance – The enemy will stubble through the opening before pursuing the player
  305. Lunge/Boost Entrance – The enemy will lunge and boost through the opening towards the player
  306. Enemy Falldown System
  307.  
  308. We have added a new Enemy Falldown System that gives enemies random animation probabilities when enter the scene when falling from heights of 2 or more meters. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include:
  309. Falldown Ragdoll Entrance – The enemy will ragdoll after landing and then get up
  310. Stubble Entrance – The enemy will stubble after landing before pursuing the player
  311. Lunge/Boost Entrance – The enemy will lunge and boost after landing towards the player
  312. Enemy Pain Stun Lock
  313.  
  314. AI Pain resistance has been improved. It still builds up over time, but has been adjusted to be harder to stun lock enemies. We fixed pain reactions not always triggering. Pain now uses a new hit blending system, so different strengths and durations of pain are shown and can happen while AI is attacking.
  315. Head Tracking
  316.  
  317. We have added head tracking to zombies, NPCs and animals. They will now turn their heads to look at their target.
  318. Enemy and Animal Swimming
  319.  
  320. Zombies and animals are able to swim in water and at a faster speed than they moved before, so be careful in the water. Zombies and the bear now have swim animations. AI pathing still generally follows the bottom of a body of water, but when they near their destination, they can swim upwards.
  321. Added
  322.  
  323. AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
  324. AI partial path picking may choose lower paths if lower AI intelligence and less dumb AI will pick higher paths over time
  325. Bear pain resistance, moved pain to an anim layer, so can still move and doubled health
  326. Pain resistance on all animals and anim layer on boar, deer, mountain lion and wolf
  327. Zombie Hit layer
  328. Create Bear Swimming animations
  329. Swim state to deer and wolf
  330. Trader head tracking
  331. Zombie random move speeds based on difficulty
  332. Blood moon spawner will instead spawn a radiated vulture 50% of time if target is in a vehicle
  333. Blood moon zombies will 50/50 teleport closer or die if target player is far away
  334. Blood moon zombies have an increased loot drop rate after every x have spawned
  335. Blood moon vultures always see and chase at any distance
  336. Blood moon vultures chase vehicles at 250% speed
  337. Vultures can now attack blocks when chasing their prey
  338. Sleeper pose material and low res texture
  339. Zombie rage chance scales based on hit damage
  340. Zombie rage duration does not count down while stunned
  341. Ai rage console command
  342. Crawler’s climb will exit anim early at destination, moves same as anim motion, disables tilt to ground and reduced snap speed
  343. Zombie normal/fat attacks are faster right handed and slower with left
  344. Zombie hits are triggered by anim Hit events
  345. Zombie random attack anim blending and additional anims
  346. Zombie mirrored wall attack anims
  347. Fat zombie attack anims
  348.  
  349. Changed
  350.  
  351. AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
  352. Reduced AI rage chance base damage to 40
  353. Zombies have more pain resistance and will attack even if playing pain animations more frequently
  354. Lowered non bashing pain threshold to 6 damage
  355. Removed bashing attacks randomly not causing pain
  356. Reduced blood moon zombie corpse despawn time to ⅓
  357. Increased radiated vulture damage to 150% entities and 400% blocks
  358. Improved vulture attack reposition duration
  359. Increased vulture attack anim speed
  360. Greatly reduced zombie alert times when hurt or after chasing a seen target
  361. Increased health of dire wolf and mountain lion dramatically, zombie dogs and wolves marginally
  362. Increased boss Grace’s health
  363. Aggressive animals in the forests only spawn at night
  364. Direwolf now shares assets with regular wolf and uses new scale code instead of a scaled prefab
  365. Removed all old direwolf assets
  366. Removed start of crawler climb up anim
  367. Fixed
  368.  
  369. Zombie attacks are triggered too early by charging towards and then back peddling quickly
  370. Hostile animals attack while electrocuted
  371. Spider zombies can still jump while being shocked (and mountain lions)
  372. Zombie crawler shock effect displays as if walking
  373. Rabbits are digging when idle
  374. Wrong name for IsAnimalEntity property making AnimalCount stat always zero
  375. GetMoveToLocation raycast not using origin and giving wrong height
  376. PhysicsSetMaxHeight was adjusting the first animal large collider
  377. Animal larger colliders would shift to wrong offset depending on facing direction
  378. AI rage chance above the base damage
  379. AI digging when blocked and above but only a short horizontal distance
  380. AI sliding down steep slopes that player can use
  381. Movement slowing when attacked was not removed with pain resistance
  382. Jumping after a fall due to blocked time accumulating during fall
  383. Vultures could wander instead of attacking
  384. Vulture attack origin too high, gliding while attacking and excessive repositioning if blocked
  385. Animal attack anims skipped when rapid attacks
  386. Wandering horde zombies seen sliding and not walking on dedi and P2P
  387. Zombie controller decreasing AttackAnimation, UseAnimation and SpecialAttack2 playing times when base already does
  388.  
  389. Random Gen Improvements
  390. Random world generation has undergone a few changes to help improve generation.
  391.  
  392. Biome generation – We have made biomes random in placement and size to allow for less predictable layouts.
  393. Trader World Placement – Trader world placement was separated from regular wilderness POI placement so it could be made more predictable.
  394. Player Spawns – Initial player spawns were changed to make starting out easier for new players.
  395. POI Distribution – We have improved Random Gen in to use every POI possible in the game so players will see the breadth of content like never before. Random Worlds can now have over 500 unique POIs that can spawn!
  396. Pregen Maps – We re-created 3 brand new alpha 19 pregenerated maps to play
  397. Animation Improvements
  398. Added rigs and content created for support on new weapons and tools including: Impact Driver, Auto Shotgun, Desert Eagle, Sharpshooter Rifle, Double Barrel Shotgun (reworked model), Junk Drone, Junk Sledge, and Ratchet.
  399. Added fall/land animations to support new fall-down system. Also added additional stumble animations when breaking through obstacles.
  400. Added zombie swim animations to support new swimming system for zombies.
  401. Updated 3rd person locomotion lower body update and upper-body update that supports up/down aiming and firing for new and existing melee weapons.
  402. Updated various zombie characters and player arms with new models.
  403. Dynamic Resolution
  404. A dynamic resolution system has been added that allows the game to draw 3d graphics at a lower resolution than the main game window is running at. This can increase FPS while allowing the UI to run at full resolution.
  405.  
  406. Dynamic resolution is disabled by default. It can be enabled in the Display tab of Video Options. There are three settings:
  407.  
  408. Dynamic Resolution Mode
  409. Off – Disables
  410. Auto – Enables it and will change resolution based on your FPS. This uses some video memory.
  411. Scale – Enables it at a fixed resolution. Useful if you are trying to hit a specific FPS value like 60 and prefer a constant resolution. This uses less video memory than Auto.
  412. Dynamic Resolution Min FPS – When Mode is Auto and running below this FPS value it will decrease the 3d resolution.
  413. Dynamic Resolution Scale – The percentage to scale down 3d rendering when mode is Scale.
  414. Lowering your screen resolution will only increase FPS if your video card (GPU) is the bottleneck. If your CPU is the bottleneck, a lower resolution will not increase FPS.
  415.  
  416. Vehicles
  417. We have done a number of improvements to vehicles listed below.
  418.  
  419. Added
  420.  
  421. Vehicle collisions with entities uses their mass ratio and hit angle for damage, velocity reduction and ragdoll threshold/chance
  422. Vehicle collisions with entities during blood moon slows vehicle and is harder to ragdoll
  423. Vehicle damage by entities during blood moon slows and pushes vehicle
  424. Vehicle cosmetic slot that accepts dye (this is not functional and will be used for some type of modding in the future)
  425. Players exiting vehicles retain most velocity
  426. Vehicles keep full velocity when driver exits and no wheel on ground
  427. Vehicle driving increases food consumption
  428. Changed
  429.  
  430. Increased vehicle damage from entity collisions
  431. Removed vehicle parent_part from xml
  432. Entities killed by vehicle hits would have little ragdoll force or play an anim and improved ragdoll hit force
  433. Vehicles that are supposed to be up on blocks are in them
  434. Vehicle damage amount to entities did not use actual relative motion
  435. Vehicle ragdoll force on entities was inverted
  436. Removing vehicle mods did not update item
  437. Vehicle physics not transferred when client or server took control
  438. Vehicle engine would not stop if broken
  439. Controls break when hitting esc at the same time you enter a vehicle
  440.  
  441. Server administration and multiplayer
  442. config changes, console commands, etc
  443.  
  444. Added support for whitelisting and admin permission levels via Steam Groups. For instructions check the serveradmin.xml and the console commands “admin” and “whitelist”
  445. Added optional “display names” to admin / ban / whitelist commands to make it easier to remember who the entries in the XML belong to
  446. Added command “camera” to allow locking the camera in place or saving/loading exact camera positions, e.g. for screenshots
  447. Added the ability to search for commands with “help * <searchstring>”
  448. Added the command “getlogpath” to easily find location of the current log file
  449. Available buff names are now listed when using the “buff”/”debuff” commands without arguments
  450. Fixed the “buff” console command recognising all valid buffs
  451. Changed the “debugshot” command to also save the list of currently bought perks as CSV next to the screenshot
  452. Changed the “chunkreset” command to work when run by clients too
  453. Changed the “chunkreset” command to take block coordinates instead of chunk coordinates
  454. Fixed games hosted as “Friends only” could be joined by random people through the Steam profile page if you had not set your profile to private
  455. Changed the “Terminal Window” window name to include the server name and port
  456. Fixed the game logging errors when the executable was called with non-GamePref command line arguments
  457. Client side cached map view no longer persist between different servers with the same world a player connects to
  458. Added a note about port ranges for servers to show up on the LAN tab of the server browser to the serverconfig.xml template
  459. In-Game Commands
  460. Networkclient and networkserver console commands each with latencysim and packetlosssim commands to enable latency and packet loss simulation
  461. Screenshots are saved as tga when pressing left shift + F9
  462. Gfx graph #, cvar, pe and stat console commands
  463. Gfx graph fps and gfx graph dr console commands (type gfx for help, example “gfx graph fps 200”)
  464. Chunkreset console command f parameter
  465. Teleport to POI window, triggered by console command “tppoi”
  466. Modding Support
  467. (In game) Localization from mods now pushes to clients
  468. Added: Support loading prefabs from mods
  469. Added: EntityClasses can be hidden from spawn menu with the property “HideInSpawnMenu”
  470. Added: Target health bar visibility can be configured from XML
  471. Added: Support XUi binding of CVars with specified formatting
  472. Added: XML driven on-screen icon system
  473. Added: Worldglobal config file
  474. Changed: World file processing is no longer based on file timestamps but rather actual content changes
  475. Fixed: XPath insertAfter patches inserted elements in reverse order
  476. Fixed: Multidim blocks were only interactible on one end
  477. Level Editor Improvements
  478. Added: editor only command “sleeperreset” to reset sleeper volumes for quicker testing without reloading level
  479. Added: Disable biome spawns in playtest mode
  480. Added: Screamers will not spawn in playtest mode
  481. Changed: Light editor max range to 40 and step to .5
  482. Changed: Light editor to remove tile data when saving with defaults
  483. Changed: Increased light editor min/max spot angle
  484. Changed: Updated default spectrums for POI editor
  485. Changed: integrate standard localization handling for Light Editor properties
  486. Fixed: Light editor Esc key cancelled, but left the visible changes
  487. Fixed: Light editor changed tile entity color when only save should
  488. Fixed: Light editor not removing all changes on cancel
  489. Fixed: Reduced fog in POI editor
  490. Fixed: Can not create a world using World Editor and receives an NRE
  491. Fixed: DirectoryNotFoundException from Prefab Editor from non-existing maps
  492. UI Improvements
  493. Map popup for creating waypoints can now be dismissed by clicking on the map
  494. Added UI scaling option
  495. Added a refresh button to the server browser
  496. Added support to paste “IP:port” combinations into the IP field in direct connect window and automatically extract the port to the port field
  497. Added a warning on the New Game window when the selected world was created with a different major version of the game, mostly as the world’s prefab list could contain outdated entries
  498. Fixed: Scoreboard admin star can no longer get covered by player names
  499. Fixed: The last letter of some tooltips was below the tip box
  500. Fixed: Hovering over a blank slot in a container showed item tooltips from items in another container
  501. Fixed: Hovertext on lootable/harvestable items was displaying two messages
  502. Fixed: XUi tool tip backgrounds ghost on main game screen
  503. Fixed: Fog of war covered parts of the map were actually transparent
  504. Fixed: Quite a bunch of missing localizations
  505. Audio Improvements
  506. All new weapons have supported audio
  507. Lockpick sounds
  508. New Trader Jen VO
  509. Other Visual Improvements
  510. Cloud moon glow and darkening at lower heights
  511. Atmosphere ground plane below horizon
  512. Sky color alpha scales outside ambient sky color
  513. Clouds are darker at lower heights at night
  514. Specific moon phases every 7 days
  515. Separate moon size, color and phase when blood moon
  516. Background cloud layer
  517. Moon phase and color effect moon glow
  518. Sun punch through of fog
  519. Color spectrums blend between colors
  520. Worldglobal ambient night values
  521. Interior ambient light scaling
  522. Antialiasing Low, High and Ultra options
  523. Sun shafts on moon
  524. Underwater fog
  525. Analytics and Telemetry
  526. We have partnered with Super Nimbus and GameSparks to capture game analytics from Alpha 19 to Gold. We plan on capturing many things to help balance the game and improve the overall experience only generic game-play data all of which is already been covered in our EULA. For Alpha 19 we are capturing the most important data for balance and progression.
  527.  
  528. Some things we are capturing include:
  529.  
  530. Game simulation settings
  531. How XP is earned
  532. How players die
  533. How players kill enemies
  534. The speed of player leveling
  535. Loot Progression at key points
  536. We are not capturing and storing any personnel information from users such as
  537.  
  538. IP addresses
  539. Names
  540. Steam usernames
  541. Device Names
  542. Anything that can be used to identify any particular user
  543. Alpha 19 b1-b154
  544. Added
  545. Buffs’ icons caused by an outside source, not by an item action triggered by the player, will blink for the first 3 seconds
  546. Intersection block shapes
  547. Added a Critical Hits journal entry
  548. Block shapes that play nice with the new counter mounted sink mesh
  549. Entity physics rigidbody uses the actual mass
  550. Block model entity enables LOD fading
  551. Trader to Trader quests at each quest tier.
  552. Expand the LootQuantity passive to affect whole containers
  553. Super corn can be used to craft glue
  554. Current POI to player section of debug panel
  555. Biome node system
  556. Trader Hugh now specializes in firearms, gun parts, and ammo
  557. Trader Rekt specializes in food and seeds
  558. OptionsGfxResetRevision to allow resetting on startup
  559. Hotzone settings for Nav Object Compass settings
  560. Dimming of sun and moon light from high fog and moon phase
  561. Worldglobal xml fogPower
  562. Journal entry for stealth
  563. New polished hardwood floors
  564. EntityProjectile to allow syncing of spears between server and client as well as allow saving and loading of spears in chunks
  565. Journal entry for the Activity Map
  566. Anim controller SetFloat change threshold and idle time change threshold, but removed for zombies
  567. Stone axe hit organic sounds
  568. Custom toolbox and toolchest sounds
  569. Allow hay bales to scrap to plant fibers
  570. SetTransformActive updates reflection probe
  571. Changed
  572. Rough adjustment for loot drops. QL6 primitive items drop at GS 30. T1 start dropping at GS 12, T2 at GS 60, T3 at GS 105. You will always start seeing low qualities of a “new” tier first.
  573. Auger no longer has a low priority to be for sale at traders
  574. Cooking pot land mines cannot be picked up
  575. Added dysentery chance when eating rotting flesh and raw meat
  576. Radiator only drop radiators when harvested with a wrench
  577. Reduced snow storm particle saturation and opacity
  578. Hop seeds are now found in loot
  579. Food poisoning is removed, but some foods can now cause dysentery. Cooked foods now buff your max stamina varying degrees based on the tier of the food, up to 40 max stamina
  580. Acid barrels now have a chance to drop acid when harvested with the wasteland treasures perk
  581. Game credits are updated with new folks from the team added
  582. Splints can not be used (wasted) when you don’t have a broken arm/leg. Plain bandages can not be used without bleeding. Sewing kits not without bleeding/laceration
  583. Improved Light Manager light registration
  584. PerkHealingFactor heals less regular health but heals critical hits up to 2x as fast
  585. Put skinny eaves on Canyon Mine building
  586. Replaced old flaming barrel effect
  587. Replaced old charged baton effect
  588. Updated bullet\metal impact effect
  589. Adjusted some blood particles that were too bright
  590. Replaced old first person pipe bomb fuse effect
  591. Optimized Chunk OnDisplay
  592. Improved lights console command
  593. Improved dynamic light fading
  594. Light view distance to larger of MaxDistance or 150% of range
  595. Merged the rod&spring and auto trigger group mods
  596. Removed old unused biomes: city wasteland, wasteland hub and city
  597. Instead of starting the game with “over eaten” food/drink stats, stamina regen costs less food/water up to level 5
  598. Gunpowder crafts much faster
  599. Improved RandomPositionGenerator funcs to allow points in water if not found on land or are swimming
  600. Healing factor now heals critical wounds 20% faster with each rank
  601. Scaled existing weapon recipes to accommodate three tiers
  602. Changed navezgane prefabs.xml and rwgmixer.xml to new names
  603. Improved how in water, swimming and water level is updated
  604. Improved water movement slowing and added slower turning
  605. Burnt forest friendly animals are now identical to the pine forest
  606. Burnt forest no longer spawns vultures and the burnt forest difficulty is on par with the pine forest
  607. Removed unused biome entries for legacy cities
  608. Scaled chicken bigger so it’s easier to target and find
  609. Optimized some chunk code
  610. Improved pickup collider for dropped torches
  611. Updated snow tree sizes and replaced second stage growth stage with prefab variant
  612. Upgraded old plaid and leather couch models
  613. Updated snow trees
  614. Reduced sun saturation and intensity in snow biome spectrum
  615. Buried treasure loot guarantees dukes and ammo
  616. Armor items have less base durability. Armor perks increase durability more
  617. 30% of the armor value of a piece of armor is generated by the quality level
  618. Food/Water consumption converted to ISS v2.0. Both food and water stats increase up to 200 along with HP and stamina. There is no overeating/drinking but the first 20 points you eat above the cap will tick down more slowly
  619. Backpacks have a chance to disappear (improved logging to show id, player id, removal reason and entity unload)
  620. Books, schematics, and recipes show in Mods tab at trader
  621. Added commercial sink proxies and fixed sleeper fall setups
  622. Improved map rendering
  623. Ammo piles, food piles and workstations to LOD fade
  624. Dart trap placement orientation hard to see in dim light
  625. Audio Sources for body impacts to a much smaller radius
  626. Body impacts audio source to custom rolloff
  627. Roll times and play probability are calculated from daily allotted
  628. Snowstorm to GameParticleLit shader and increased particle transparency
  629. PerkHeavyArmor moved to the strength attribute
  630. Quest is now tracked before showing the toolbelt message about new quest
  631. Smokestorm particle to GameParticleLit shader and improved color, emission, velocity
  632. Updated Fir Large and Fir Medium with modern frond techniques
  633. Lights are fully disabled when turned off
  634. Updated flashlightDecor, lanternDecor and porchLight01 lights
  635. Lens flares use less light intensity, dim with ranges less than 4 and disable at distance
  636. Adjusted streetLamp_Classic defaults
  637. Did a rough pass on Fall Behavior variables
  638. Baseball bat is the T2 club, the steel club is T3
  639. Increased BulbFlare size
  640. Street_light01 to shadow casting point light and dimmed
  641. LanternDecor to cast shadows
  642. Improved GameObjectPool
  643. Linear Color Space tree balance
  644. Melee weapon 3rd person upperbody locomotion sets integrated
  645. Linear Color Space balance
  646. Turret camera view to normal color with a little static
  647. Renamed water jars for consistency
  648. Magnum ammo is cheaper and has increased stack size
  649. .44 Magnum invoked the Rule of Cool and has increased range, damage and rate of fire
  650. Graphic quality preset FOV values
  651. Optimized BlockValue
  652. Spears are armor piercing
  653. Spears benefit from perkPenetrator
  654. Increased sneak attack damage on blades and bows, lowered on sledgehammers
  655. Video gamma option is now brightness
  656. Improved default concrete material
  657. Night clouds and fog now have a subtle blue tint
  658. Moon to phong shading plus ambient lighting and supports all phases and new fog
  659. Updated blood moon spectrum to correct fog density and color modifications
  660. Shifted blood moon sprite color to fix the pink hue
  661. Sun horizon light spreading and tinting
  662. The table saw can not be crafted and is no longer needed to craft any recipes
  663. Wood shape blocks like poles or stairs that were in odd places on the crafting menu are now found in the wood frame variant block
  664. Biome affects player threat level
  665. Modified spectrums to support new horizon fog gradient
  666. Magnum model updated, points to new prefab, weapon anims, 1st person anims
  667. Reduced player spawn in effect duration
  668. Reduced global sky ambient saturation
  669. Spawning screen effect starts brighter
  670. Linear color space texture updates
  671. Updated Pine, Snow, Desert, Burnt Forest, and Wasteland Spectrums
  672. Improved cloud rendering
  673. Linear color space texture updates
  674. Material optimization and cleanup
  675. Linear color space Post Processing updates
  676. Cloud shader settings and source art
  677. Height fog shader settings
  678. World global ambient settings
  679. Pine Forest spectrum updates
  680. Reduced star frequency
  681. Latest interior ambient balance
  682. Adjusted Water Distant Surface shader to look like the near shader
  683. Removed SSR due to visual artifacts
  684. Ambient levels
  685. Updated fog spectrums
  686. Default sun saturation
  687. Updated world global XML values
  688. Adjusted default interior light prefab values for linear color space
  689. Linear color space texture balance
  690. Chandelier prefab alignment to ceiling center for 2.5cm pillar compatibility
  691. Yongha’s New Hunting Knife model integrated
  692. Reduced ground ambient
  693. Linear color space spectrum balance
  694. Split destroyed concrete shape into N,S,E,W segments for painting
  695. New Stone Axe model integrated
  696. Temp removal of fog to prepare for ‘s new exponential fog
  697. Improved Reflection Manager fix for when probes refuse to render
  698. First pass sun intensity adjustments and weather fog reduction prep for new fog
  699. Updated post processing to v2
  700. Lowered amounts of prepared food and drink at traders
  701. Enabled linear color space
  702. Disabled post processing options until we can get this swapped out with 2.0
  703. Entity damage buffs store the damage remainder and use next tick
  704. Optimized 15 avatar controller parameter names to use hashes
  705. Optimized World GetEntity to do one dictionary lookup
  706. TerrDesertGround has more hit points and clay harvest
  707. Rotations are now working on doors
  708. Consistent LOD distance on all player lights
  709. Updating house_modern_06, small fix to sleepers in the master bathroom closet
  710. PerkMasterChef, moved ingredient bonus to T4
  711. Balancing and clarification on fore grip and bipod mods
  712. Removed animator from steel sledgehammer and created new box collider
  713. Chemistry station no longer uses wood or burning barrels in the recipe. Instead, they use forged iron, more short pipes, and 5 acid
  714. Steel axe plays heavy woosh sounds
  715. Moved chili dogs, beer and Yucca Smoothies to rank 3 of Master Chef
  716. Removed tree seeds from seed loot and traders
  717. Salvage Operations now affects ratchets and impact drivers as well as wrenches
  718. Improved entity speed replication difference check
  719. Ranged weapon AutoReload property to effect one shot weapon reload
  720. Blunderbuss to not auto reload
  721. Set hunting rifle and crossbows to not auto reload
  722. Explosion resist is another random armor stat
  723. No side effects on steroids/recog
  724. Clothing and armor pocket mods are named differently
  725. Increased base water drain. (was less than food)
  726. Fixed inconsistent rotation on metal railing
  727. Updating streetLight01 mesh and textures
  728. Changed army truck to mesh collider
  729. Burning shaft mod adjustments, can only installed in weapons and tools with a long shaft or blade
  730. Animal remains collider size increased
  731. Working Stiffs crates drop a minimum of 1 tool
  732. Removed harvest and craftable clutter from working stiff loot crates
  733. Removed paper, polymer and junk from construction supply crates, buffed quantities of glue, duct tape and scrap iron
  734. Updated beverage list in the game to include more drinks. Removed empty jars from beverage loot list
  735. Chunkreset x1 z1 x2 z2 to not require last two parameters and check for huge area
  736. Default daily allotted for dynamic music system
  737. Removed item Sound_harvesting prop
  738. Lab equipment piles drop gunpowder, not nitrate/coal
  739. Bullet casings in “junk” loot drop as brass
  740. Increased ammo count in loot groups, ammo piles and hero chests drop an additional, guaranteed “ammo” group
  741. Cheap wooden chests or desk safes have less storage capacity, large storage boxes are tougher, gun safes have the same capacity as large boxes
  742. Cube storages boxes show up in the “building” crafting tab with the other relevant crafted storage containers
  743. Replaced particles on third person “on fire” effect
  744. Coal burns longer than wood
  745. Added testosterone extract to cigar recipe
  746. Price of paper is consistent with other ammo supply costs
  747. Reduced chance for drink in refridgerators and increased chance for food. Increased quantity of eggs that spawn in fridges
  748. Unlocked End reward chests in T1 and T2 POIs
  749. Gamestage diminishing returns to a scale and set to .5 and difficulty bonus to a single number and set to 1.2
  750. Lucky Looter adjusted to be in line with the loot quality distribution
  751. Blunderbuss ammo only requires 2 gunpowder instead of 3
  752. Adjusted steel hatch colliders to improve ladder climbing.
  753. Reduced AI 1m jump distance
  754. Zombies have a faster/shorter jump land anim
  755. Decreased chance to find workstation schematics in destroyed workstations
  756. Reduced Blur shader samples by half
  757. Gas_station5 linear lighting and new art pass.
  758. Replaced flame effect on burning arrow & bolt
  759. Improved first person hands lighting when using burning arrows & bolts
  760. Reduced amount of painkillers in loot
  761. Quests per tier changed from 5 to 10.
  762. Removed unneeded small signs, street lights and trees from rwg poi list
  763. Linear color space balance on ammo display cases and gun racks
  764. Changed primative colliders to mesh collider on all cars
  765. Tier 1 quests no longer offer Armor, Weapons or tools as a reward
  766. Party size from 6 to 8.
  767. Store_clothing_02 new clothing wall racks.
  768. Utility_celltower_01 remade
  769. Replaced tree helper with dead tree & smoothed navazgane terrain
  770. Sounds.xml better tactical AR fire sound playback with auto trigger mod
  771. Utility_celltower_01 navazgane terrain painting
  772. Updated flame effect on first person and wall candles.
  773. Updating old barrel fire particle effect.
  774. Campfire and forge tools have a small icon to show that they belong to a workstation
  775. Ammo drops are less abundant in the early game, blunderbuss ammo and iron arrows can be more common
  776. Unify use of coordinates ingame
  777. Placed red mesa and hospital in PREGEN01
  778. Fixed
  779. Backfacing issue on road signs
  780. DrugVitaminsDesc needs to be updated to reflect fatigue cure
  781. Replanted missing ground under Rekt’s stairs
  782. Added support to the waterwork’s fence, car removal no longer makes it collapse
  783. Wood Black Overwritten with Wood Painted 3
  784. OnSelfDestroyedBlock && onSelfDamagedBlock were not yet functional with block tags
  785. Add storage pocket mod and cargo storage pocket mod to inventory crafting clothing tab
  786. Treasure quests no longer spawn underwater
  787. ToolsB linear color space balance
  788. Animals are not always removed after harvest
  789. White lines on edges of UI graphics.
  790. Collider hinders player movement saw horse block shape
  791. Impact particles have material color overwritten when spawned
  792. Handheld torch no longer burns underwater
  793. Unable to harvest animals and collide with zombie corpses
  794. Chemstation emission light blinks in and out while moving around it
  795. AudioManager Play using wrong origin pos for SignalAI
  796. Trader Bob profile pic missing from UI Atlas.
  797. Handheld junk turret does not get the rate of fire increase from the perk
  798. Some objects have extremely small render distance
  799. Cars pop up when you harvest them
  800. God mode speed hotkeys not working for x and z movement
  801. If you catch a vulture on fire, the fire stays in one place while it flies around.
  802. Fixed don’t allow attacking while falling or while playing a forced root motion anim(landing behaviors)
  803. Particle scale on flaming zombies.
  804. ERR RemoveChunkTransforms !zone
  805. Stained glass albedo and transparency
  806. Incorrect shadow caster scale for Fir Medium
  807. Emissive light handling of block lights
  808. LightLOD overwriting original shadow strength
  809. Electrocuted zombies still attack while being electrocuted
  810. Fire anim is not seen when setting zombies on fire
  811. Destroyed blocks during join game process cause NRE on connecting client.
  812. Slow lens flare fade
  813. Street_light01 collider blocking flare
  814. List of glass blocks that are black
  815. Two paint textures are incorrect
  816. Solid plane showing in candle prefab.
  817. Upgraded wood planks seem to be too shiny
  818. Glass Pane is way too reflective including the frame
  819. Grass and trees not spawning on many sloped areas ()
  820. Players could still be immune from a previous death at next blood moon
  821. Trees have some color issues since linear lighting update
  822. Trees change colours when falling.
  823. Removed 2 incorrectly placed blocks
  824. Global UVs, face hiding\collision on destroyed concrete set.
  825. Edge alignment on destroyed concrete set.
  826. Using turret inventory changed player camera when in 3rd person view
  827. Player model jumps forward of the player camera when accessing an auto turret inventory
  828. Shocked buff not following ragdolled bones
  829. You can have a splinted and sprained leg at the same time
  830. Collider tags using the same name for upper and lower arms
  831. Treasure quests now use Nav Objects.
  832. On perks like perkGunslinger you do not gain hit counters or benefits for hitting dead enemies
  833. Removed artifacts from plaster material
  834. The Iron Gut perk increases buff duration by 100%, not 50%, and the description on food/water is too vague.
  835. Sun shafts turning off early on sun
  836. Updated JoelRagdoll prefab with the new Joel2 model
  837. Fixing shadow casting error.
  838. Moon sprite distance so same as sky for correct perspective/horizon clipping
  839. Chandelier needs a bulb material
  840. Moon has wrong orientation
  841. Scale up basketball hoop
  842. Set roughness, metalness, and ambient occlusion textures to sRGB off for Autodesk Interactive assets
  843. Missing faces on some placements of destroyed concrete.
  844. Rockets using car explosion particle effect
  845. PerkFromTheShadows updated, stealth rules explanation improved on perkHiddenStrike. May end up doing a Journal entry on it but it’s a lot more consistent now so may be overkill.
  846. Barbed Wire block has buff issues, too large area affected
  847. Damage based camera shakes now working again
  848. Moon light intensity staying decreased from lightning
  849. Removed large scratch texture artifact
  850. Multiple Black glass materials caused by incorrect texture settings
  851. Being able to look under a water plane when above
  852. Wall light prefab set to wrong mode
  853. Green ambient values
  854. Broken leg buff resets on relog.
  855. Listed water cost on drugs fortbites and recog is incorrect
  856. Black industrial glass
  857. Clients on mp games cannot turn weather survival off
  858. God mode enabled message shows on joining game when god mode is not enabled
  859. Kicked while in camera screen spams errors and warnings in console
  860. Reduced grass saturation
  861. Dark cotton and Chrysanthemum materials in shadow
  862. Create window store set that has unbroken full panes of glass
  863. Foliage brightness fix for linear color space
  864. Tree branch brightness fix for linear color space
  865. Fixed tree trunks using incorrect internal speed tree shader to use speed tree standard shader for linear
  866. Spear stuck in ground disappears when player dies or relogs
  867. Stone arrows showing as generic bag
  868. SMG turret clips into block above it.
  869. Bike digging/destroying terrain on horizontal path and loses hp (new wheel colliders)
  870. When in god mode and continuing game you are still in god mode
  871. Rotations on some car components.
  872. Distant gun sounds not working
  873. Replaced old supply crate landing effect with new one.
  874. Electric fence wire causing PhysX errors in console
  875. Several more weapons had no sound if modified to auto fire
  876. Missing explosion on cars.
  877. Offset car explosions.
  878. Wood particles getting stuck on surfaces.
  879. Changed Item Compare to use Base Values.
  880. Show colored values for modded values in ItemInfo when not comparing.
  881. Ranged damage not updated in modify window when mod is installed.
  882. Fixed incorrect sound effect and visual in acid impact effect.
  883. Fire particles appearing in acid puke particle.
  884. Forge tool slots arranged in a logical order
  885. Fixing broken import scale on farm_plot fbx
  886. Trees grow on dedicated servers while the server is empty
  887. Illumination issue with iron and steel spears.
  888. Another Junk Turret/Mod dupe
  889. Motor tools too prevalent in their quest loot group because there is no padding
  890. M60 now has a custom collider box
  891. Wooden Bow does not require string tension
  892. Burning shaft mod isn’t toggling emissive on materials of their weapons
  893. Microsplat bleed issue on garage_5 in the wasteland
  894. Player getting stuck digging
  895. Zfighting on broken tile custom shape
  896. Player fall impact triggering on speeds of 0
  897. Steel harvest exploits on safes
  898. Changing spectate mode did not send the change to other players
  899. Artifact in charred meat icon
  900. Breaching slugs destroy blocks just as fast as doors
  901. Allow POIs from towngroup to spawn in wilderness, if they have that tag
  902. Increase transparency of turret and motion sensor vision cones.
  903. Better Barter works on player vending machines.
  904. Spear vanishes on dismemberment
  905. Skill screen and quest screen now both are fully localized
  906. Stun Baton charge lost on missed attack
  907. Players can use flashlights to attack again
  908. Redo dead grass texture (hay bale)
  909. Brick_destroyed03 custom shape doesn’t show bottom face
  910. Filled back faces on animal remains
  911. Skill point cost tooltip does not always use localisation keys.
  912. Corpses starting with damage by attacks that do multiple hits
  913. Buried supplies quest do not fail if another player destroys the chest.
  914. Traders can be affected by knockdowns
  915. Fixed items sticking through the other side of some shelves
  916. Corner_round_plate shape makes adjacent wall faces disappear.
  917. Steel exploit with broken vending machine
  918. Wrench doesn’t have any glancing blows on power attack
  919. Linear color space balance on remaining ore models and terrain textures
  920. Iron and Coal boulders and terrain textures updated for linear color space
  921. Fixed mismatched knobs on versions of white house door
  922. Reinforced wood is not as shiny anymore
  923. Mac with AMD GPU has a chaotic screen blur effect
  924. Reflections on Mac cause wild issues
  925. Loot room sleepers don’t wake up until volume is triggered
  926. Zombies left standing after death for clients
  927. Open/close radial option texts for doors are now properly worded
  928. Some window header backgrounds not respecting background opacity
  929. Drawbridges are no longer suffering excessive amounts of explosion damage
  930. TAC Rifle can no longer shoot before it is onscreen
  931. p2p host – party sprites turn red when player leaves.
  932. p2p client – party color persists after leaving party.
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