Hey Survivalist,
We’ve just released Alpha 17 Experimental B221 and could really use your help finding the last remaining big issues. Opt in instructions can be found here:
Added
- More food and drink types to vending machines
- New tier 1 cabin_09 dungeon to the game and RGW
- New Cabin_08
- Mods to traders inventory and secret stash.
- Move speeds to AI debug info
- Zombie movement settings Nightmare speed
- Improved zombie run/walk settings (replaced ZombiesRun preference with ZombieMove, ZombieMoveNight, ZombieFeralMove, ZombieBMMove. Each can be Walk, Jog, Run or Sprint)
- Two new tier 1 cave POIs, and made cave_05 larger
- Updated server browser to support the new zombie move settings
- New tier 1 quest-able cabins 8, 9 and 10 to Navezgane and random gen
- Potential fix for some macOS users getting errors about too large socket buffers
- New medicine cabinets, sinks, medical piles and ammo piles
- Overhauled cabin 07 as a dungeon tier 1 to support fetch, clear, hidden cache
- Cabin_01 has been overhauled in to a small dungeon tier 1 that supports clear quests
- Docks 02 is now a new overhauled tier 2 questable dungeon
- Docks_03 overhaul
- Gas_station4 as a tier 1 questable POI
- Cabin_04 as tier 1 clear, fetch, hidden_cache
- New diner_03 to navezgane and replaced a couple dupe cabins with new ones
- New diner 03 tier 1 dungeon
- New cabin_11 tier 1 POI
Changed
- Update the ancient torch model
- Crafting steel bolts and arrows is not gated by a perk
- Overhauled diner 02 into a tier 1 dudgeon
- AI destroy area to check more often and last 2 seconds longer
- Iron and Steel fireaxes do bonus damage to wood
- Iron and Steel pickaxes do bonus damage to stone and iron
- Trader Update: Added mods, clothing, all new food and drug items, rebalanced most item prices, added more construction materials, improved Trader Joel graphics
- Now logging all chat on the server
- Removed AstarPath calling GC Collect, which causes lag spikes when new path grids made
- Pine forest sun is more vibrant
- Increased vehicle placement height, so easier on uneven ground
- Bicycles and wheels no longer need a workbench to craft
- Vultures will target a noisy player if none seen
- Dart traps moved to Engineering 2
- Increased next wandering horde delay range
- Increased wandering horde min pitstop distance and range
- Vulture targeting of the closest player to check if seen on each one and check light level, so stealth at night works
- Ranged weapons and zombie HP scaling rebalanced
- Decreased noise of jumping and step sounds
- Rescaled zombie tier hit points and gamestagebased spawn probabilities
- Reduced wandering horde counts
- Trader doesn’t have a really bright light on him now
- Removed duplicate dock 04 from smaller lake
- Merged the Slow Metabolism and Fully Hydrated perks
- Normalized zombie anim blends, so 1.35 move speed is a full run for all
- Increased normal zombie MoveSpeedAggro max and decreased spider to 1.35 max
- Intellect reduces crafting speed by up to 65%
- Perception increases accuracy with ranged weapons
- Decreased reflection quality settings of Low/Middle/High/Ultra and added Ultra to UI and added private Ultra
- Entity speed properties to MoveSpeed, MoveSpeedNight, MoveSpeedAggro, MoveSpeedPanic
- Feral MoveSpeedAggro minimum to 37% of max value in XML
- Removed AIDirector checking run for some distances and increased day distances
- Power attack damage higher than before but mostly perkbased
- Perks Deep Cuts, Stay Down, Heavy metal increase power attack damage on stunned/staggered enemies
- Stoneaxe, pickaxe, shovel, hoe are bladed weapons
- Removed Wrecking Crew perk
- Melee weapons rebalanced
- Guns and ammo prices
- Intellect 10 goggles maximum craft speed reduction is 95% instead of 100%.
- Increased AI obstacleCheckTickDelay to 4
- Increased chance for power attack grunt sounds because power attacks cost more stamina
- Reduced chance for grunts to play on all power attacks.
- Made tier 6 pois tier 5 adjusted the tiers on a few more pois that should have been 1 or 2s
- Reduced zombie kill XP
- Fetch compass icon changes to up at 3 meters now instead of 2 above.
Fixed
- Recipe unlock issues with gunPumpShotgun, thrownAmmoPipeBomb, thrownDynamite, tnt, rScrapIronPlateMine, ceilingLight01_player, toolForgeCrucible, resourceArrowHeadSteelAP, resourceForgedSteel
- Particle effects of destroyed terrain blocks were always black
- Parent spam on survivor camps
- Client not showing if you tried to connect to a server with an invalid password
- EAC keeps connecting and disconnecting
- Creating a Blank game then hitting continue brings unused game settings
- EAC keeps connecting and disconnecting
- Blood draw kit does not take away any health
- AI could be distracted when it had a target
- Burnt zombie sound persists when in Pause
- Collision on jail bars
- Placed TNT is not explody enough
- Armor perks can easily make you invulnerable
- Rabbit very difficult to butcher from middle of its body (chicken too, made HasRagdoll false and set CC layer to cLayerLargeEntityBlocker on death when no ragdoll)
- Zombies are no longer attacking doors or monster closets
- Repair speed of stone axe, hammer, wrench and nail gun and syncronized animations with delay
- FastTags GetTagNames not returning correct extended names
- DrugRecog and drugFortBites have wrong craft tool assigned
- The POI burning barrels have no collider to them
- Perk Stay Down level 1 and 2 are not working
- Active challenge prevents trader quests.
- All mining ores have unique textures again
- Light fixtures showing up dark.
- Pathing issue with 1/2 blocks (added AI obstacle sidestepping)
- AI CheckEntityBlocked not using origin and changed to SphereCast with longer range
- Host can have still standing chopped down (POI?) trees remaining in their game
- Power attacks with iron fire axe play grunt sounds
- Land claims compass icons were showing for other people.
- Nail gun nails don’t do damage and/or have collision (reworked launched obj handling, fixed offset from gun)
- Nail projectiles not being deleted on collision
- Infection adds a severe cap on stamina
- Steel fire axe didn’t play grunt sounds on power attack.
- perkHeavyMetal applies the correct effect
- Torches are not at the 3D location where they were placed
- Courier satchels appear for clients instead of normal containers
Important for dedicated servers:
<property name=”ZombiesRun” value=”0″ /> <!– OLD! 0 = default day/night walk/run, 1 = never run, 2 = always run; this setting ONLY affects regular zombies, some zombies like ferals always run –>
<property name=”ZombieMove” value=”0″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>
<property name=”ZombieMoveNight” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>
<property name=”ZombieFeralMove” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>
<property name=”ZombieBMMove” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>
Known issues:
- Some scenarios where trees remain in the world, repro cases are welcome
- Auger and chainsaw soundloop in MP games reloading and switching slots fixes this temporarily
- Trader Jen has a deep voice
- Players visually disappear for another when looking up
- No lights on vehicles
- Turrets target zombies through walls
- Guns with a magazine size of 1 still autoreload
- Some mods are in a testing phase only and do not work yet
- Stealth has some issues that may not get fixed until the next patch
- Server connection issues
- Floating POIs
- Repair material not refunded when repair was cancelled
- In some scenarios double swing may still occur
- Ammo count of nailgun goes broke, when equipped with full auto receiver
- Trader Rekt is nicer than usual
- Some achievements can not be obtained at the moment
- Charismatic Nature is not working right now
- Scrapping items in crafting queue while relogging may go lost
- Relogging when crafting usable items are in the crafting queue may have negative sideeffects
- Debugshot/dbs closes instantly on Linux and Mac
- Nightvision does not properly work
- Crafting speed bonus does not properly apply to workstations
- Clipping into blocks to see through terrain
- Vultures play their fly animation when dead for clients
- Vehicle key mapping does not save
- Shotgun driver loses sound on 4×4 after a while
- Self medicated can be purchased but should not
- Server browser does not display the proper values for zombie movement speed
- Workstation tools do not refresh the recipe list when the tools are installed
- Can use torch and flaming arrows as light underwater
- Hand held weapons and items show light on them while inside sealed rooms or underground at night
- Clothing items should be removed and swapped out manually or risk deleting them