Unturned

Unturned

Arid
 This topic has been pinned, so it's probably important
Renaxon  [developer] Mar 3, 2023 @ 9:56am
Version 2.0 Patch Notes
Patch Notes:
- 2 New locations: Sa'id Palace and Point Lima,
- Reworked Overpass Location,
- Changed how nightvision is obtained on the map,
- Rebalanced weapons and armors,

Detailed Notes:
- Added several new items,
- Added Stacks of Manuals and Secured Folders,
- Added Reinforced versions of Window Bars and One-Way Glass,
- Added Framed Sentry Turret (craftable from Sentry, allows it to be flipped upside down and mounted on roof, sorta),
- Added context menus to many items, they are accessible by right clicking the items, control+click crafts entire possible amount. Most noteworthy items that use those systems are stackables, medicals and herbs (please let me know if there's any bugged recipes or you think something could be added!),
- Changed stats of several medical items, medical items now also display their stats in the description,
- Armored Doors now have better destruction effects and drop Metal Bars upon destruction,
- Added ability to purchase and sell weapon magazines, the ability to sell magazines is locked behind Arsenal II and they need to be full in order to be sold, the ability to purchase magazines is locked behind Arsenal IV and you need to have corresponding gun in your inventory (not equipped on any slot), you cannot purchase extended magazines or special variants like tracer or frag,
- Reworked most of the plants, how they are obtained and their harvests,
- Added a lot of greenery to certain areas of the map,
- Improved various models (most notably many guns and magazines),
- Increased the amount of grass areas,
- Added the ability to scrap items that required a knife with any knife (on the downside the recipes are hidden if you don't have any sort of knife),
- Removed knife requirement from recipes that reasonably wouldn't require it,
- Increased respawn time of trees heavily,
- Rebalanced raiding a bit, maybe,
- Changed RPG ballistics (removed the rocket-like boosting since it made its usage extremely awkward, hopefully its not too op, it's expensive to use after all),
- Removed 'Safety' firemode from weapons (I believe the ability to switch firemodes swiftly is better than roleplay ability, sorry),
- Improved Maplestrike Sights and allowed it to mount different sights,
- Cleaned up animations of placables,
- Reduced vehicle unlock time in the safezone to 10 minutes (from default 1 hour), to prevent problems with blocking vehicle shop,
- Made certain high-value items not scrappable (such as GPU, Duck etc.),
- Changed behavior of glass objects and made glass shards be purely decorational (let me know if there's any odd looking ones cause I changed models and removed collision),
- Removed safezone music, radios are in turn bit more common,
- Redone towers at Fort Knell,
- Fixed guns and melee not damaging objects (one of the game updates changed how blade IDs work and I didn't realise it had effect on this, you should be able to shoot glass now, whoops...),
- Removed Clip prefabs from everything that used them,
- Renamed masterbundle tag to arid from prosur (outdated codename),
- Fixed Weapon Mod and Armor Upgrade Kits having no animations,
- Buffed Smoke Grenades and improved their behavior,
- Renamed magazines to be shorter and more consistent,
- Improved preview when placing storage items (crates, safes),
- Tweaked tracers and their duration (sniper tracers last slightly longer),
- Sledgehammer and Battleaxe now break bones on hit,
- Removed ability to fish for goodies (sorry to anyone who liked to fish but there was people botting it lol),
- Removed couple items (Empty Jar, Weapons Manual, Jug, Paintbrush, Scrubbing Brush and various unused items),
- Removed the effect of Olympic on throwables available on the map,
- Zombies will now try avoiding traps,
- Fixed RPG Scope aiming on Ultra quality and added range markings to it,
- Tweaked various vendors and barters,
- Updated unity version of the project,
- Added 'sky' build limit, it's a bit janky and uneven in a lot of places but I feel it's much better than nothing,
- Improved colliders of several objects,
- Various buildables and placables drop resources on their destruction, this means that if you manage to 'destroy' placed resources in the base that you are raiding, they will just drop to the ground in their item form and you will be able to retrieve them,
- Introduced drops on destruction of most (if not all) buildables, what this means is that all the things that can be placed such as structure pieces or other placable items will drop items upon being destroyed (for example when raiding). Most of the structures drop roughly the half of their original cost upon being destroyed, certain barricades drop only the most vital items used to craft them, while others drop random components. The idea behind this addition is to make raiding slightly more exciting when dealing with base pieces that are not lockers, it also allows for retrieval of any items that are placed but get caught in any explosions (such as stacks of items), allowing them to be picked up. Another major dynamic change that this introduced with this is that you can now retrieve Secure Box that did not originally belong to you, if you manage to successfully destroy it, it will drop on the ground and you will be able to place it yourself (fairly experimental change, if it's somehow abusable I might revert it).

There can be some potential issues and improvements that can still be made to this system (there was a lot of files to change here so errors could happen),

- Salvaging any placed buildables now grants the item, even if the health of the buildable was below 100%, this change makes it so if any of your precious loot gets damaged somehow you do not need to blowtorch it back to full health in order to be able to salvage it. This change comes with a drawback of being able to 'repair' placables by salvaging them and placing them again but I think it's a worthy trade-off for the quality of life.

- Introduced level batching, from my limited testing it has very noticably increased fps, hopefully it's noticable on other systems aswell! If some materials are rendered weirdly or became solid while they used to be transparent it's probably because of this, let me know if there's any such occurences.

- Redone Overpass location,
- Added 2 new locations, Point Lima and Sa'id Palace, the palace replaces village that used to be located at the south of the map and is hopefully a much more interesting location. Big thanks to clue for great level design and map editing.
- Various changes and additions to NPCs, their quests and shops,
- Replaced generator sounds with a new, distinct sound,
- Changed names of various items (generally simplified),
- Various improvements to vehicles (camera distance, sinking points, and hitbox changes)

Weapon Balancing:
There's a lot to cover here, some of the weapons got their damage adjusted, majority of the weapons got their recoil reduced substantially but a sharp damage dropoff was introduced for all weapons except sniper rifles and semi-automatic long range weapons. Here's how the damage drop-off looks like:

Damage: 100%-60%
Pistols/SMGs: 30m-150m
Assault Rifles: 100-300m
High-Tier ARs/Subsonic Weapons: 120-400m

What this means that weapons inflict 60% of their original damage past the max ranges described above. Some weapons borrow damage falloff from other classes (Long DF-357 for example uses AR damage falloff while Tikhiy uses pistol one).

The idea behind the changes was to improve the usability of automatic weapons in close-medium ranges where they should excel while providing clear use case for semi-automatic/bolt-action weapons.

Additionally varied ADS speed is introduced to weapons that require it, you will find that heavy sniper rifles aim slower, higher tier weapons have faster aim speeds and pistols also aim faster.

With lowered recoil I decided to also buff protection to counteract it slightly. All shirts and pants saw increase of protection from 5% to 10% , vests also saw certain changes in their speed penalties and armor values, mostly positive, be sure to check their stats again!

Weapon balance is tricky and hard to execute, I would appreciate all feedback on the current balance once you get to play around a bit!

There's some things that are not covered here because I forgot to note :(.

Let me know if there's any issues.
Last edited by Renaxon; Mar 3, 2023 @ 3:26pm
< >
Showing 1-15 of 36 comments
sad Mar 3, 2023 @ 9:57am 
first
Euphrates Mar 3, 2023 @ 9:58am 
yay
Bob The Builder Mar 3, 2023 @ 9:59am 
Originally posted by Sm1leeY:
first
he do be watchin
Kamill Mar 3, 2023 @ 9:59am 
ok
Bezly Mar 3, 2023 @ 10:00am 
Originally posted by Sm1leeY:
first
bambik do farmienia
really not muselk Mar 3, 2023 @ 10:00am 
GIVE ME THE T64 AND M72LAW ID NOW
:steammocking::steammocking::steammocking:
sedan hussein Mar 3, 2023 @ 10:08am 
smiley pedał
issa snek Mar 3, 2023 @ 10:13am 
Smileey is polish, therefore he has no rights to speak and also he is quite braindead.
danaby2  [developer] Mar 3, 2023 @ 10:15am 
ok
Gleepen 9 Mar 3, 2023 @ 10:18am 
No new fish very disappointed :(
0L3G Mar 3, 2023 @ 10:23am 
so cozy, grateful place for masturbation
Whupps Mar 3, 2023 @ 10:23am 
Originally posted by Owaz':
so cozy, grateful place for masturbation
Bro :csgoskull:
slime Mar 3, 2023 @ 10:24am 
Will removing empty jars remove jarred tomatoes? They were my favorite food source
zeb Mar 3, 2023 @ 10:28am 
i don't think he knows
Robolope2 Mar 3, 2023 @ 10:39am 
I will remember this treacherous fishing nerf :(
< >
Showing 1-15 of 36 comments
Per page: 1530 50