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- Running shoes can be scrapped
- Chrysanthemum seeds can not be found in loot
- The pistol skill does not make clear that it also covers revolvers
- Vending machines are limited to a x8 claim modifier
- Removed stray vertex from shantywall collision
- Underground caves cause blocks above them to collapse
- Rain effects fixed on signs placed indoors
- IOException when deleting a saved game
- Cars misaligned on slopes
- Open locked doors need abiltiy to be closed by all
- Duplicate any item in zombie corpse
- Screen flickering during daytime lightning
- Vending machines covered in snow indoors
- Block placement too opaque
- Not ignited Dynamite does not blow up after nearby explosion
- Window03 getting occluded by water
- Glass windows in hospital outlining terrain behind them
- Distance between players is not updated when user is in Players tab
- Player can drop items into walls and be unable to retrieve them
- Now playing interactive sounds at the position of the target block
- Car windows not getting snow cover
- The player is able to pick up items not focused in POI
- Character has to be in water in order to drink from it
- Crouching affects open/close volume levels
- No “Collect item” prompt is displayed on dropped Stone Shovel
- Increasing server heap by shooting rockets at ground of lake
- Dupe items using full backpack and lootcontainer
- Player is able to upgrade and destroy blocks simultaneously
- Concrete mixers are 1 block high but require 2
- Excessive journal tip links removed from items, missing ones added
- Campfire Dupe from forum and youtube find
- Audio getting cut off before finished
- An MP5 would not normally use 10mm ammo
- Concrete Mix bucket model looks the same as Bucket of Water after dropping
- Consumable items can be substituted with another while being used
- Container Sorting – Not functional in Minibike Storage
- Container Sorting – Stacks of same blocks are not sorted together in Container or Backpack
- Client in a multiplayer game does not receive Harvesting Resources note after killing an animal
- Pistol cannot be picked up after being dropped
- Auger falling through world
- Iron Desk Stability is different than Wood Desk
- Scrap metal log spike yields wood upon destruction
- Dupe assembly items with sorting button
- Crafting queue does not advance after slot is cancelled
- Incorrect collision detection on Minibike
- Ammo amount indicator does not appear after respawning while wielding a weapon
- Death of the player’s character does not affect the number of spawned zombies during horde as intended
- Missing Accuracy and Range stats for certain ranged weapons
- Crosshair is visible for Rocket Launcher whilst aiming down sight
- Rocket Launcher unaffected by Range and Accuracy stats listed
- Placed decorative blocks may partially sink in the surface
- Spending Skill Points Journal Entry added only after completing Basic Survival Quest
- Zombiespawn is triggered in owned POI by players w/o bedroll in it
- Mouse sensitivity can no longer be set to 0
- The player may get stuck in the wall after dismounting minibike
- DOF for distant terrain
- More severe description of the thirst/hunger effect that actually does damage
- Chunks may not stream for certain players, also affecting mobs
- Terrain artifacts may appear after removing large portions of ground
- Zombie moan playing when they’re knocked out or dead
- Impact sounds not playing quieter when crouched
- Disappearing eyelashes while wearing particular headgear
- Jewelry disappearing when wearing a hat
- Missing drowning audio
- Animal Hide Leg Armor is not displayed on character model
- Terrain mismatch causes blocks not to render ( A15 & A16 )
- Explosion does not affect the roof correctly
- Using a bow results in multiple arrows being visible from another Player’s perspective
- Some errors and potential NREs in networking if disconnected during login phase
- Doors and undamaged windows do not keep the rain out
- Many objects not getting snow cover
- Grass tips missing snow
- Lightning & Thunder on Dedicated Servers
- Thunder synced between clients in MP games
- Player dropped Backpack cannot be looted in shallow water
- SetTraderArea can now also be used to remove a trader area protection
- DeathCam persists after getting kicked off MP games
- Water reflections flickering when camera near water surface
- Assigned the relevant crafting skills to weapon parts
- Wrong sound on one of the blood bag actions
- Terrain has missing textures and black areas
- Signs cannot be picked up once dropped
- Terrain clipping exploit
- Cement description is misleading
- Duping bug using facial piercings
- Bypassing loot timer by aborting loot progress
- treeDeadShrub has wrong hitbox
- You can place a bedroll in spaces too small to spawn a player
- Socket Road LSystems not properly returning to last save point
- Haybale is not repairable
- Gas can and fuel barrel are smeltable in forges
- Bow descriptions show compatible arrow types
- Bugs with trees and crops
- Animals won’t die from land mines while playing on dedi or as client on P2P
- Ramp / inside corner frames do not have backfaces
- Chemistry station not getting correct indoor/outdoor weather values
- Fridge audio playing after quitting game
- Snow on glass fix
- Sun/Moon pop in movement on clients of MP games
- Raw but fresh food has a lower chance for food poisoning than rotten/moldy food
- Flaming arrows are ineffective if the target is on fire already
- Items can be thrown through hatch’s collision box
- Metal railing downgrades to wood railing
- Shooting through lower part of the frame may cause projectile to go under the ground texture
- The player can loop use animation of specific consumables and delay correct use of them
- For each out of sync in network writing of Chunk
- Old Sofas has incorrect icon and different name in creative menu
- No icon when you pick up seeds while harvesting trees
- Added send-backoff on errors for Steam networking
- Change Hazmat Shirt into a Hazmat Jacket to prevent clipping issues
- Wrong side textures on windowPlug blocks
- Assigned correct (new) cutout shapes to frame blocks
- Disappearing faces on wedge60 cutout
- Table doesn’t hide itself
- Some windows or wooden window frames have the wrong material type
- stairs_filled_quarter_vertical_uv collision and zombie pathing
- Timing on zombie hand attacks
- Chalkboard is spelled incorrectly
- Player unable to pass through wedge corner railings
- Terrain concrete is too white
- Road lineup issues in towns
- Prefab heights in towns
- Various other regeneration related issues
- Blend not working
- Highways not lining up in some cases
- Limited bumpiness and cliffs on upward and downward turns
- Collision on resource rock ID# 630
- Wood frames durability is unequal
- Unintentional air gap in flooded basement
- Highways no longer connecting to other highways
- Highways going to center of hub by default
- Water holes in RWG due to road ending
- Incorrect/missing fall events on some doors and log spikes
- (Most) Navezgane Bridges are having SI issues
- Sandbags are missing repair/harvest properties
- Secure Reinforced Door collapsing into iron debris
- Secure Reinforced Door and Metal Reinforced door do not turn into debris
- Reinforced Wood Metal Log Spike3 does not leave debris after collapsing
- Food Poisoning debuff is not refreshed when reapplied
- Using delete key in input fields on Linux causes malformed strings
- Cleaned up old corpses. We now have decoys
- Removed duplicate sight from shotgun mesh
- Wrong sound when using a blood bag
- Outdated hit point values on some blocks/materials
- Improve map colors
- Water bottle icon showing incorrectly in character tool belt after filling
- Fridges had doors on both sides
- Keep populating server list after sorting
- No floating “crafted” HUD icon with CustomIcon
- When leaving game with attachable wire in hand – on rejoin the wire runs to 0,0,0
- Farming feature suffers from a number of issues
- Player is able to place cooking tools when UI shows padlock
- Death animation disabled when alt tabbing during death
- Breaking down a car on the sloped road will create a hole in the world
- Some clothes and armors are lacking Waterproof statistic
- Skill requirements of perks do not display localised string
- Info window level starting at 0
- All explosive ammo and mines use the Science crafting skill
- Concrete and steel blocks have reversed explosion resistance
- Zombie gore causes a blockage on catwalk, prevents zombies from advancing
- Snowberry poisoning is causing wellness number to be too lengthy
- Skill menu search function does not cover localized strings
- Stack overflow exception when starting a new seed
- Hunting Rifle has small zoom available
- Bear had no collision or ragdoll
- 3rd person clipping into main player camera when opening camera control window
- Fix nightvision/miningLight double activate issue when holding a gun with no flashlight enabled
- The UI shows incorrect weapon damage
- Healing items can be used to identify decoy sleepers
- Snowberry poison / blood draw kit buff lasts through player death
- Audio – shotgun repeat rate fix
- AK47 firing sounds
- Many zombies material was set too dark
- Exception in ItemValue Constructor
- ArgumentOutOfRangeException on specific sign use
- Cancelling bow and compound bow shots is now smooth and animates back to the idle position naturally instead of a lag and instant pop
- Unisex Hair Raider rendering issues
- Dev-flagged pickup frames and other “game mode” items like secure storage chests
- Increased maxAlive scaling on gamestaged spawns. Both maxAlive and the max zombie / player menu setting act as max caps.
- Distant terrain with holes in Navezgane
- Raider hair overlay
- Removed deprecated properties from sounds.xml
- Zombie triggered car explosion doesn’t kill zombies
- MP5 front sight is below the crosshair mark
- Fix zombie run offset from dusk/dawn stinger
- Issue where client skills wouldn’t clear out when joining a server
- Fix glass icons transparency making them chopped up
- Cannot shoot through certain Iron Bar (1126) rotations with guns – RWG
- Session temp freezes when cancelling large recipe counts
- INF Hub Cell does not exist at grid position 0, 1 for client
- Incorrect values are shown in “Gun Smithing” skill
- Large Welcome Sign Prefab seems to defy physics
- Horde difficulty does not adjust correctly for a party with multiple players together
- When new players join a dedi (day 77 ) the gamestage recalculates, gives only 1 zed each
- Excessive harvest quantities
- Block placement rotating when pausing the game.
- Vehicle data saving on clients
- Localization not working when game is not installed in Steam client
- zombie transition from walk to idle and vise versa not smooth
- Add zombies killed by playerdeath back to the pool
- Marker not showing for clients when first placing minibike
- Unmanned minibike triggers tripwire
- Red paint showing on distant lod damaged cars
- Secret Stash does not require Barter skill
- Typo in cotton description, form should be from
- un-needed railings in oil refinery
- change color placement to red if the player blocks it
- Decoration Replacing Light Pole Base in Nav a tp -1660 61 772
- Fixed: Added burnt biome reference to the farming journal entry.
- Fixed: Workstation journal entries: added info on items having to be in your inventory
- Fixed: Audio clips not stopping upon leaving a game
- Fixed: Audioloop possible on auto fire tools/weapons – when emptying a clip with no ammo
- woodHalf has no vendor price set.
- Allow shift clicking fuel in workstation.
- Model error on harvestable potato plant.
- Duke token amount is not updating correctly.
- Wrong fall event on some doors and hatches.
- Broken wooden bow gets stuck in zoom position.
- Hitting any trader with a torch and setting them on fire awards player kills.
- First Person Muzzle Flashes are out too far from the barrel at different FOV’s
- Workstations output goes to first free slot – ignoring existing stacks.
- Zombie corpses are not being cleaned up in unloaded chunks.
- Player Editor has invalid character selections available.
- It seems like it rains way too much in game.A rainy time slot is selected by the server each day now. It can only rain during these selected hours IF it is cloudy and a rainy weather dice is rolled. This possible rainy time can range from 8-12 hours per day and it can never rain outside those hours except on 7th days.
- Duplicate items inside dead zombie
- Client now creates a lobby when joining a dedicated server, thus allowing people outside the local LAN to connect to dedicated servers without port forwarding
- Player can get stuck behind barb wire at trader Jimmy’s
- Misleading error message when not knowing a recipe.
- Error when using giveself with non-existing item name
- Console not behaving properly when an executed command throws an error
- Pressing Tab during Building Environment skips to the game while it is not yet ready
- Water tower 3 floats in RG
- RWG Terrain Density Mismatch Issue
- Added vault hatch icons and fixed broken XML name on wood hatch icons.
- Missing BlockLoot file for Workbench getting outdoor weather on it.
- Long pulled canyon in RWG
- Zombie remains blocks not getting snow cover or weather effects.
- Panting SFX continues to play even if stamina is replenished
- Wolf can’t attack crouched player, if wolf is slightly elevated
- Sleepers spawn inside blocks that the player had placed
- Make “gamestage” command available for steam version
- Burnt block will suck player up into it.
- Stoves appearing purple in dark areas
- Missing player audio for sick & food poisoning
- Decoy cops instantly start their explode countdown on spawn
- Electrical Equipment placed inside or in cave can collect rain and or snow
- Night vision goggles will show rain inside buildings sometimes
- Friendly animals were spawning in the enemy animals group in the plains.
- Missing fur on bear and improper wake up animation
- Windshields are not getting covered with snow correctly
- Zombie and normal bear do not use attack animation
- Some objects have a purple hue in dark places
- Hospital fountains
- Arrow slits can allow players to see through walls
- Grass sliding across the terrain
- Quality , The Survivor, The Camel, Quicker Crafting, The Fixer may not always have fired correctly.
- Wrong upgrade target on corrugatedMetalCNRRound.
- Switched XP values on snow zombies.
- Mismatching bright lines on textures in dark areas
- Left 2 engine slots of generator inaccessible using controller
- Wood half block ID 830 won’t upgrade
- Too high harvest amounts from grass.
- Missing loot list entry on zombie strippers.
- Claim stones are repaired with steel.
- Players can be set on fire underwater.
- Adjusted price of iron darts to match the new recipe.
- Forge: adding/moving fuel causing duping and disappearing of Items
- Woodburning workstation lighting issues in B129
- Workstations use info spamming state of messages as host
- Stamina use on tools does not scale correctly with harvest amounts.
- Journal tip for first aid, and/or first aid items should be clarified
- Buying levels of secret stash perk doesn’t change item tier
Game settings, command line, command console- Allow overriding the Steam language with the “-language=” command line argument
- Launcher switch for exclusive fullscreen mode on Windows (“-window-mode exclusive”)
- Allow EAC to be put in debug mode on servers with “-debugeac” flag
- Console command “visitmap” to generate chunks and minimap contents
- Console command “givequest” prints list of available quests if none given, also preventing an NRE when given an invalid quest name
- Print IP of client to log on connect
- ini support – location is in the same folder as Saves for your saved games. It will be auto-generated and filled once you exit the game, if it doesn’t exist. When hitting apply in the graphics options it should not overwrite your ini settings unless you specifically set those settings, or change Graphics Quality, in the graphics options menu. The default graphics options have been adjusted for better general performance.
Modding- “EnemySpawnMode” serverconfig setting is now true/false
- “EnemySenseMemory” serverconfig setting has been removed
- Added “BloodMoonEnemyCount” setting (Adjust this to get more enemies per player on blood-moons if your game stage is high enough. Game-stages are still determined by your party)
- Added “BedrollDeadZoneSize” setting (This is a 3 dimensional unit in meters from bedrolls that blocks zombie spawning. Including zombies spawned from biomes, screamer hordes, blood moon hordes and even sleeper volumes that are within this distance.)
- Allow overriding serverconfig settings via command line (“-settingname=value”)
- Added “HideCommandExecutionLog” to disable printing of command execution to the server log
- Limit of per player uncovered map area configurable with preference “MaxUncoveredMapChunksPerPlayer”, client side defaults to 4 times the area of before A16 (128 km² instead of 32 km²)
- Support reserved slots (“ServerReservedSlots” and “ServerReservedSlotsPermission” settings) as well as admins joining the server even if already full (“ServerAdminSlots” and “ServerAdminSlotsPermission” settings)
Known IssuesOfficial Alpha 16.1 Release Notes
Changes
- Changed: All storage crate signs look more worn out and match
- Added some debug log for the stuck on creating player issue
Fixes- NRE picking up unconnected switches.
- DayNightLength of default=60 making server go to modded
- Vulture ignores Day 1 protection
- Water under navezgane mine
Known IssuesOfficial Alpha 16.2 Release Notes
Added
- RWG prefab size check optimizations
- RWG changes for hash getting from toString to toCultureInvariantString
- RWG hub cell pregen blocks spawning the player and chunks until finished
- RWG hub cell download blocks spawning the player and chunks until finished
- Recipes for oil and paper
- One level deep backup system for player data files
- Added more stealth/debug introspection under F3 menu.
Changed- it is not possible to pick up blocks in other player’s land claim area any more
- Molotovs do less damage to players
- Increased the drop chance of quests and treasure maps
- Increased damage on auto turrets
- Increased low end damage of the iron fireaxe
- Lower resource cost for basic wood building blocks
- Animals do not drop gore blocks
- Increased shotgun damage, mostly on lower quality guns
Fixed- Animal gore blocks are not being cleaned up on servers
- When you focus on the centre of a wood frame and try to place another, you loose the frame
- water under navezgane mine
- Offline players will have a bedroll icon if someone picks up their bed
- Molotovs hit client players when walking/running backward
- Electrical traps can be found in the traps crafting tab
- Wrong open sound on eviscerated remains
- Traders do not carry compound bows and parts
- Wrong upgrade sounds on blocks upgrading to poured concrete
- Dysentery description does not mention that it is lethal
- Crafting/repair costs of sod and other dirt types are inconsistent
- Crafting skills increase the repair amount by up to 20% instead of only 2% (on repair kits)
- Blooddrawkit dupes if suicided by overuse in backpack.
- Player ID text is blurry.
- Waypoint search limited to active page.
- Allow scrolling through waypoint pages.
- Recipes aren’t updating “live”, ie missing last item and then gaining it.
- Disappearing POI’s
- 32 bit client crashes on RWG creation
- Ram usage may be too high (, Alloc)
- Zombies bounce off trader’s outer walls or are being teleported upon approaching them
- Game Unsticks player to the surface when underground
- Minibike location icon will not show if missing the padlock
- Insta health on medkit not applied when healing others
- Not all drinks extinguish all kinds of fire buffs
- Direwolf can still clip into player
- Weathersurvival off does not deactivate on leaving a game
- Players are unable to pick up small stones, plays land claim sound
- Feral Radiated Spider has wrong limb damage and animation rules
- Block ID 613 will suck player up into it
- Fixed not being able to bind mouse scroll wheel
- blade traps not doing damage properly when placed on a wall
- You can not shoot through security gates
- Vultures fall through the world when killed high in the sky
Known IssuesOfficial Alpha 16.3 Release Notes
Changed
- Terrain generation rules to not generate so many jagged peaks in rwgmixer.xml
- Socket generation rules in rwgmixer.xml
- Challenge quests yield more skill points
- Tuned in weapon bob when running and walking for new smooth bob code
Fixed- The issue where chunks would no longer load due to faulty triggers , which causes players to be stuck on building environment (NRE spam on server) is fixed, but requires a new map, as it does nto work retroactively.
- The issue where minibikes and the power.dat would not save properly is fixed.
- A reason where the game freezes while “Creating player” is fixed.
- The issue where minibikes and the power.dat would not save properly is fixed.
- A reason where the game freezes while “Creating player” is fixed.
- Businessman Zombie when killed can have his head dislocated when falls backwards into a corner or against a wall
- Vultures and Chickens artifact when rag doll rolling down a slope
- Pushing back LOD2 swap distance on vault doors. (Raner)
- Dedicated servers not added to history when connecting by IP/port
- Localization now showing english values instead of localization keys if localization is not set for a key in the user language
- Gore blocks have a chance of knocking you out of loot containers
- Zombie state is not being saved properly for clients
- Insta health on medkit not applied when healing others
- Supply crates have a chance of dropping through terrain.
- Concrete drys too indifferent
- Forge craft halting when output is full is broken.
- Players can kill chunk generation Griefing
- Shotgun turret goes out of sync
- Zombies rotate on ground again
- Lowered radius of dart trap firing sounds.
- Vultures can fly under water
- Sleeper zombies have a chance to rotate when they wake up
- Bears and wolves walk on water
- RWG highway connection issues
- Roads generating as Clay, Dirt, Gravel and Sand
- Deep roadside hole in RWG
- Odd hole in the road
- Weird spikes in the road
- Both turrets are missing firing sound
- Check rebuilding road cave
- Being stuck in 1*1 holes and then be catapulted
- Zombies sometimes clip into the ground and blocks when they jump
- Vultures and Chickens artifact when rag doll rolling down a slope
- Player is invisible to others on death
- Being disconnected while tabbed out of game causes menu unresponsiveness
- Typo in rwgmixer prevents spawning of utility_celltower_02
- Corrected up/downgrade issues with windows
- “Start a Base” quest asks for too much wood
- Some item types purchasable from traders cannot be sold back
- Stag run/walk state in water is not viewed the same between client and hostP2P
- Wolves dont properly attack zombies or stags
- Game sometimes stopping to save power / vehicle data
- Typo in rwgmixer prevents spawning of water_tower_02
- Painting ramps with 1×2 textures like redwood makes it invisible
- Wood debris (32) bad normal map metadata
- Gamestage calculates offline days as survived days
- Snowpack causing ceiling shadow on underground terrain blocks
- When on a slope both bears have difficulty in attacking the player
- Beverages do not restore stamina properly
- Zombies not using ladders properly and float/walk away from the ladder
- Planted crops/trees stop growing when chunk has been reloaded
- ERROR: VM.mesh[0].Vertices.Count (65248) has too many vertices
- When going underwater the Cannot Breathe Tooltip shows up
- Feral and Radiated feral version of zombies don’t count towards quest progression.
- UFPS Stutter issues
- Sleeper spawn issue where killing the last surviving sleeper would trigger a new set of sleepers to spawn
- All solid Wedge Inclines placed together front to back renders back side invisible
Known Issues- On-screen keyboard is only available if you start the game from Steam’s Big Picture Mode
- Smell is not working with the new stealth we will revisit it in a17
- GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
- Farming of crops other than yucca and hops affects performance
- Precipitation and cold temp going through windows, glass blocks, doors, and hatchesExcessive use of trigger plates may cause servers to lag during hordes.
- Gore block dupe
- Turrets echo sounds for clients
Request to community:Changed
Fixed
Known Issues
Alpha 17 Official Release Notes (B240)
Art, Lighting, PBR Rendering and Texture Streaming
First off, we’ve updated Unity Engine versions to take advantage of physically based rendering features, as well as greatly improved scene lighting. We have also integrated Unity’s new Texture Streaming which lowers texture ram and provides support for crisp HD textures. This streaming allows us to add nearly unlimited art content in future updates.
Party System
Join up with friends to form a Party which allows you to play together much easier. Do this by simply inviting a player to your Party from the players menu tab. The system offers these benefits:
Quest System
We’ve added a brand-new quest system. The player receives quests by simply talking to a Trader and looking at his offered jobs and accepting a quest. The player can progress through the ranks of 6 quest difficulty tiers receiving better reward choices for each quest and for graduating each Tier. With it comes a new quest reward system that gives the player XP, money and a growing choice of multiple rewards that can be modified by perking up into the new Daring Adventurer Perk. The system supports many new and old quest types including:
Navezgane Improvements[/b]
The Navezgane world grew from 16 square kilometers to 36 square kilometers in size making it over double the size. With that the terrain and the height have been given a full overhaul. The height is much more extreme and natural looking. You will not recognize the world.
Locations
We’ve re-imagined dozens of original A16 locations with a complete art and gameplay overhaul converting them to beautiful and quest-able dungeon experiences. We have also created many brand-new locations. These locations are all setup to support a variety of quests of 6 Tier difficulties. All locations are working in Navezgane and Random Gen worlds. Over 150 new locations and counting. Some of these include:
Vehicles
We’ve completely rewritten and overhauled the vehicle system with from the ground up making many new additions, improvements and changes include:
AI and Pathing
We’ve completely overhauled the enemy AI and pathing, writing an entirely new A-Star pathing system that rocks. Enemies can do many things in this system including:
Zombie Speed Options
We’ve changed the way zombie run speed options are handled decoupling them into 4 new settings of Zombie Day Speed, Zombie Night Speed, Zombie Feral Speed and Zombie Bloodmoon Speed. Each can be set to these 5 speeds; Walk, Jog, Run, Sprint or Nightmare.
Animals
We’ve added a couple new animal models including:
Modded Item System
We’ve added a new mod system that allows users to install mods into weapons, firearms, clothing, armor and vehicles. Basically, anything with a quality can be modded. We removed the old tedious weapon part system to make room for this. There are already over sixty mods to augment your items of quality. Here are a few item mod examples:
New Items / Recipes
Physical Attribute Skill System and Progression
We gutted and rebuilt the skills system from the ground up to be more of a true skill tree.
This re-configuration of the skills system centers around five main physical attributes of the player: Perception (PER), Strength (STR), Fortitude (FRT), Agility (AGI) and Intellect (INT),. Each of these attributes are tied to the player’s physical body, and can be affected by equipment, injuries, and illnesses, creating boons and banes to the player’s skills and abilities. Under this system, all skills and perks are governed by one of the five attributes, grouping the skills and perks into general areas of play, and allowing for players to more easily create “class” archetypes by focusing on one or more attributes.
The new system has endless possibilities. For example the player might get a concussion which lowers his intellect attribute which has the side affect of not being bale to craft certain items until the concussion heals.
Perks grant you specific abilities and higher perk levels require certain attribute levels. Attributes have 10 levels and most perks have 5 levels. The governing attributes and child perks are as follows:
Integrated Survival System ISS
We’ve thrown out the old wellness system and added the new Integrated Survival System. The core concept behind the ISS is the introduction of “hard damage” to the player’s Max Health and Max Stamina caps. This “hard damage” represents the cumulative wear and tear to the player’s physical condition through repeated injury or exertion, and is represented by reducing/capping the maximum portion of the health and stamina bar that is recoverable through normal means. Mechanically, the system requires the introduction of two new player stats: “Max Health” and “Max Stamina”. Here’s the breakdown:
Buff Notification and new Buff System
Properly notifying the player of active status changes and their effects is a current problem with our system. The popout notifications are uniform, regardless of severity, and thus don’t draw enough attention to effects that are critical to the player. We aim to correct this with a new notification system design.Under this new system, each status effect is assigned a severity: Standard (White), Elevated (Amber), and Severe (Red). The notifications for each status effect are color coded accordingly and have additional behaviors based on the severity.
The entire legacy buff system has been rewritten for maximum flexibility and transparency between other systems. System designers can add buffs to anything in the game whether hidden or not allowing a multitude of buffs and debuffs. Some new or changed Buffs include:
Backpack Space and Encumbrance System
We’ve increased the backpack space from 32 slots in previous builds to a generous 45 slots in alpha 16. Although we’ve given the player more back space we have added a new encumbrance system and here is how it works:
Reworked Weather Survival
We have simplified and reworked weather survival system and here are a few key points:
New Loot Containers
We’ve done a lot of work to improve, balance and make a more guided loot experience. Here are a few of the notable changes:
Random Gen
Random gen has gotten some love and been sped up with these new features:
- Common file formatting with Navezgane which allows distant trees, pre-generated height for much better performance.
- New improved Random Gen Previewer located in the main menu/editing tools/random gen previewer.
- The previewer now has a legend key and the user can set the size of the generated map.
- New maps can be generated from new game, dedi server and from the previewer.
- Entire map is generated using tiles(sockets) which allows for future features to be added.
- Generated maps are now able to be continued even if there are patches to random gen.
- Terrain generator now has the ability to read in heightmap images for generation. This will be improved in a18.
Note: Generating 16k maps is currently disabled until we have time to speed it up.Biomes have undergone some changes, too including:
Item Compare System
We added a new system that allows the player to compare items of quality of the same type in loot containers, inventory or worn to be compared. Here is how it works:
UI Changes and Improvements
We’ve done a ton of work to the main menu with many improvements including:
These in-game UI changes have also been done:
New Creative Block Shapes
Land Claim Improvements
New Stealth System
We’ve torn up our old stealth system and created Stealth 2.0. The new system is more player data focused and has less data to manage. Much like horde heat maps players have their own heat signature value that goes up and down over time represented in a new UI stat at the bottom left, colored yellow with an eyeball icon. This stealth UI stat bar is only shown when the player crouches. The fullness of the bar represents how un-stealthy the player currently is accumulating the player’s noise, lighting, movement and posture into one stat. The fuller the yellow bar the more un-stealthy the player is being.
Things that affect a players heat signature +/-
New Weapons and Weapon Improvements
World Precision System
Foliage Improvements
Animation Improvements
Kickstarter Vain Survivalist Fulfilled
A big thanks to the vain survivalist below who now have the portraits in the game
Servers administration (serverconfig.xml etc)
Changes to serverconfig.xml:
Console commands
Modding support
Log:
Mod DLLs:
Generic improvements:
XML features:
Level/POI Editor
We’ve have improved our internal level editor tool and are shipping in with this build. Users can access it in from the main menu/editor tools/level editor. With it you can do many things including:
Prefabs:
Other:
Other
Known Issues
A17.1 b9
Added
- Entityclasses AIPathCostScale (min/max) and set a variety of values for different AI entities
- Sleeper 20% bonus to AIPathCostScale
- Vehicle manager saves when vehicles are added or removed
- Added Cigars to trader wares
- Added old cash to laundry and nightstands
- AI will do destroy area 60% on a fall after unreachable side path
- Traders now sell glue
- When the PLY option is checked in the F3 debug screen, the cvar window with a new search box will be displayed on your right hand side. Ideal for searching xp related cvars.
Changed- Optimized catwalk rail metal corner, catwalk rail single, catwalk wedge rail, chair, coffee table
- Separated pathing distance cost from break/jump cost and added per path scaling to allow path variations
- Increased trader rewards
- AI JumpMaxDistance to a random range, set zombie ranges and made heavier zombies jump shorter
- Updated several buff descriptions and journal entries to reflect changes
- Added a beaker to medical quest loot
- Return of the ghosted block preview from A16
- Added acid to lab equipment loot
- Water and food to show the value of current water and food plus the consumed water and food amounts to be applied
- Adjusted max water amounts in progression to reflect the food amounts
- Updated chrysanthemum seed icon.
- Show the water/food as actual value instead of percent.
- Increased dog and wolf health
- Death penalty cannot stack on repeated deaths
- Increased block upgrade speed of nail gun and claw hammer
- A wood pole can be crafted without the table saw
- Updated vehicleWheels icon.
- Increased amount of old cash found in containers and zombie loot.
- ModMeleeStructuralBrace can be installed on bows and has fewer stacking issues
- Increased size of snake colliders
- Increased harvesting / upgrade XP
- Increased AI range to attempt a gap jump
- General Strength Perks have their own category.
- Perks concerning harvesting, looting or carrying things require lower attribute scores to unlock
- Increased the amount of food you can overeat to 50.
- Increased stack count of buff magazines
- Increased stack number of cash
- Allowed 45° rotations on wood/iron bars
- Added support for lumberjacks. Wood now sells for a reasonable amount at traders
- Player sellback rate improved so selling items to traders is more profitable
- Increased drop % of armor mods in loot
- Vehicles can be assembled from parts without a perk
- Glue requires only 1 bone now instead of 2.
- Reduced price of glue it was more expensive than duct tape
- Terrain in prefabs is now integrated into the height map and saved into a temporary file dtm_processed.raw on server side
- Optimized the way imposter prefab are calculated (less network traffic)
Fixed- Stat Current life does not reset upon death.
- Craft timers not being loaded from saved data correctly
- AI climb flag not set when temp move
- LCB icon is still shown when LCB has been destroyed by another player.
- Bedroll compass/map icon was still showing when destroyed by another player when out of chunk.
- Crafting timer doesn’t advance properly when the chunk is unloaded
- Fuel burn timer showing huge negative value in MP
- Silencer does not actually silence all weapons
- Tuned water message closer to actual in game effect
- Increased quality of items for quest rewards
- Vehicle out of world check using different positions for chunk and terrain tests, so vehicles could get killed and removed Kill
- Zombies prefer to not path glass blocks
- Player backpack can be pushed under the world
- Dupe anything in a container.
- If a server is restarted shortly after placing a vehicle, the vehicle will disappear
- Fixed mismatched reinforced padding icon.
- Any block that can be picked up, can be picked up in a lcb protected area.
- Relogging on activate marker.
- Quests sometimes require moving to corner/center of POI to show Rally Marker.
- Wellness achievement updated to use fortitude
- Relogging on fresh quest will break trigger area.
- Tier5 does not give you a complete quest after requirements are met.
- When blocks are placed where sleepers would spawn, they can turn yellow
- Replaced cntmrandomloothelper in house_old_mansard with random store crate
- Allow harvested decor plants to be scrapped
- Weapon bags do not fall when POI’s fall
- Clothing change can cause major lag spike/fps drop
- Updated mining journal entry
- Tree duping issue when hit by vehicles in LCB
- Holding F is not mentioned on relevant item descriptions
- Open\Close toggle issues with some hatches.
- Strong zombies dropped less cash than weak zombies
- Item is lost if left on the mouse when closing a container.
- Toolbelt items being stuck after use.
- Bleeding buff carries over to respawn
- Sidewalk terrain will not allow placing blocks on it
- Self medicated perk magazine is still in game
- Command smoothworldall only working for 4k maps
- Corrected more burn times
- XBOX controller has not designated button/switch for making air vehicle point down (added controller action 2 to hop)
- Fixed distant water not being flat as a client
- Wrong stats displayed on some armor mods
- Grandpa’s Awesome Sauce is too awesome
- Water is not wet enough. Swimming / rain will now cool you down.
- GunToolNailgun can use trigger group mods
- ModArmorWaterPurifier collides with modArmorHelmetLight
- Terrain decoration like trees and resource rocks would sometimes not be placed
Known IssuesOfficial Alpha 17.2(b27) Release Notes
Blood Moon Frequency
- This option allows the player to set a minimum amount of days for when the blood moon hordes appear. In the menu the player can disable them, have them daily, every 3 days, default weekly, once every two weeks and once every 30 days.
Blood Moon Range- Here the player can change how many days can the actual blood moon day randomly deviate from the frequency setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency
Landclaimcount- We added a property to the serverconfig.xml that allows server owners to change the maximum amount landclaims per player.
XP Multiplier- Players can increase or decrease the overall experience gained. To suit the XP speed for the length of game they desire.
Adjustable Block Damages- Players: Players can decrease or increase their damage dealt to blocks
- AI: The damage dealt to blocks by normal AI
- Blood Moon AI: The damage dealt to blocks exclusively by AI during blood moon horde time
For serverowners:Added: serverconfig property “UserDataFolder” to specify where all generated data on the server is stored, including generated RWG worlds
Added: new properties “XPMultiplier”, “BlockDamagePlayer”, “BlockDamageAI”, “BlockDamageAIBM”
Removed: old properties “BlockDurabilityModifier”, “ZombiesRun”
Changed: TerminalWindowEnabled default is set to true
Please be sure you are using these properties in your serverconfig.xml:
Added
- Option to disable texture streaming
- Sleeper check if chunk ready for spawning
- Launcher cleanup function for generated RWG worlds
- Hits between animals of the same exact class are ignored
- Log message for how much XP you got from different sources during your last level
- AI FindDestroyPos far to close mode and randomized starting edge check
- AI Destroy Area can randomly trigger when close but has a long path (higher % with lower intelligence)
- AI Destroy Area will try far mode if normal unreachable
- AI Destroy Area states, so seek time and attack time are separate
- Landclaims now have a radial menu access to either show bounds to help building or remove them, if you dont want to destroy them by hand
- Logging when player makes levels
- Clamping to huge xp gains and changed giveselfxp to allow huge numbers
- A “Blood Moon Warning” option.
Changed- Decreased sleeper despawn delay to 45 and added passive despawn delay of 10 seconds
- Meat stew only uses 5 meat. Added animal fat to Recipe. Now it gives 50 max stamina and 25 health
- Steak and potato meal now only use 5 meat but require 2 mushrooms. Now it gives 50 max stamina and 25 health
- Increased chance for rare medicine at traders
- Bartering now changes final price instead of reducing/increasing markup.
- Gravel trails in the desert are more visible
- Vehicles no longer collide with small rocks. Updated small rock texture.
- Upgraded rock texture resolution to 512.
- Added acid to traders
- Increased the duke value of raw meat
- Nerfed barter perk sell rates to half of what they were.
- Cut sell rate from .2 to .15 value
- Reduced amounts of food for sale at traders
- Increased width of newContinueGame window, panels and gameoption control
- Dropped usage of settings ini file, everything is controlled by Unity’s preferences system again
- Increased chance to play power attack grunt sounds
- Increased radius of dog and wolf controllers
- Increased probability of bones on gore blocks and body bags
- Gore blocks and body bags can drop nitrate
- Increased probability of coal on burnt blocks
- Reduced repair cost of claim blocks
- Slightly reduced the depth of the topsoil to make finding ore easier
- Optimized counter sink, cupboard corner, deco pole round, tile broken, metal rail.
- Reduced “static” memory usage for map data, reduces amount of RAM required, more pronounced on bigger maps
- Vending machines no longer have prepared food or raw ingredients, only canned food and drink
- Increased quality tier of items found in loot
- Renamed Bone Shiv to Bone Knife
Fixed- Buried supplies show as empty when they’re not should make same as satchels.
- Placed landclaims are printed in the console for everyone to see.
- Sleeper volume final room bungalow_06 (Eric)
- ERR Unknown particle effect: impact_bullet_on_resourceWood when shooting air supply crate
- Snowberry extract uses it’s instead of its in description
- DismemberChance can not stack correctly between buffs, items, and perks
- Lowered stamina cost for jumping is not mentioned in parkour description
- Spawn probability of radiated zombies is not scaling
- Sleeper despawn range to a tighter range
- When in the prefab/world editor, then starting a game the party carries over
- Dismemberment NRE spam
- Scrapping paintbrush exploit to dupe paint.
- Clients do not see the vulture death animation (dedicated)
- Buff kills dont share XP.
- NRE while holding “R” and fast mouse wheel scrolling to another slot with item in it.
- NRE when trying to remap with the number “9” key
- Players torch ignores game settings.
- Exploiting gun/auto turret and nailgun for free unlimited nails.
- Nail gun nails dupe
- Clear sleeper quests can’t be completed
- Scrapping dupe exploit
- Lower loot abundance may not be working
- EntityAlive MinEventContext Tags not being updated
- Duping thousands of gas cans (disabled equip when in a vehicle)
- Invisible zombies for P2P and dedi clients
- Animals are not displaying attack animation for clients
- Issue with having 2 finding white river supplies quests.
- Dupe exploit using task manager to close client when on a dedi.
- Consumeable dupe via mouse and inventory use.
- Vending machines dont add time to rented days.
- VM dupe using partial stacks.
- Clients cannot hear the running blade trap sound loop
- When placed singly pallets placed on other will fly off, when base is removed
- Chicken was using legacy shader ( Chicken texture is incorrect
- Bicycle doesn’t fall over for clients, only the wheels do
- Vehicles placed on a client face north and then rotate to placed rotation
- Auto turret damages are not matching the damage of their ammo
- Bicycle dismounting causes player movement to lock and lose toolbelt items
- Small rocks, corn and dead corn were not using local uvs
- Players always score sneak damage in pvp when crouched
- Goth clothes are not in loot lists
- Dupe items with destroying a container and using “E” key at same time its destroyed.
- Score achievements replaced by gamestage based achievements
- Fire axes did not play power attack grunt sounds
- Dogs and vultures are not attacking properly
- ModArmorMuffledConnectors should be a stealth class mod
- Achievement Playing Doctor was not working
- PerkHealingFactor is incompatible with some other forms of healing
- Despite being turned off blade traps can still be herd spinning (faintly)
- Wrong (repair) upgrade path and burn value on wood spikes
- Wedge60 tip corner top was hiding adjacent faces when it shouldn’t
- Descriptions for modArmorMuffledConnectorsSchematic and modArmorAdvancedMuffledConnectorsSchematic are switched
- Ping doesn’t show correctly on the server browser
- Wrong loot group assignment for vehicle parts in zombie loot drops
- Exiting game after placing campfire cancels trader quest.
- Vultures fly backwards (made SetState clear reverse if left on and force some upward motion in StartAttackReposition)
- Dart traps require forged iron to build but forged steel to repair
- Buildings and signs etc are popping in a short distance from the player
- Glass placement preview is impossible to see on most none squared shapes
- Clients can see entities when walls don’t render anymore
- P2P connection issues, Skipping LiteNetLib connection attempt, no IP given
- Landclaim “Show bounds”, also shows for inactive lcb’s
- No Kill / Kill Allies only lead to some buff/features not working.
- Worlds without any water source in XML fail to load
- Quest rewards dont reflect changes to XP multiplier.
- Puny GOD mode does not make you invulnerable
- Error when changing female character’s hair
- Airdrop in prefab editor
- Chat font size to what it was before
- Zeds get confused when spawned on top of shelves
- Server browser errors after a dedi having issues
- Hitting ESC during RWG previewer generation will cause NRE
- Clear part for sleeper quests now also works on/for old savegames
Known IssuesAdded
Changed
Fixed
Known Issues