Hello Survivors!
Today, we are excited to announce the official launch of A21.1 Stable. During our extensive testing period, we have not identified any reasons that would require anyone to restart their savegame. In order for the newly added POIs to appear, new worlds will need to be created. Kindly refer to the detailed list of bug fixes, changes, and improvements provided below.
The Fun Pimps wish everyone an enjoyable experience with A21.1!
A21.1 b16 Changelog
Added
Tier 5 hotel_ostrich
Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc
Moderator OzHawkeye to credits
Nest Audio open/close/destroy
Ability to change prices for twitch actions through Twitch Info Screen.
Ability to reset prices for all twitch actions through Twitch Options Screen.
Loot entries have tags and if set then will ignore if looter has no matching tags
ApproachDistraction AITasks added to cop, demo, and mutated zombies
Opening loot container adds masterChef2 loot tag if player has Master Chef level 2+
Loot container console command to log the results of opening a container
Large_park_02
Extend ClientInfo logging
Prefab ins file read error log
Trader placement protected area of 3 on each side
Attack action skips firing onSelfAttackedOther or adding buffs when damage was ignored
GameEvent Requirements for Biome, POI and Progression.
FailQuest Action for GameEvents.
OnQuest Requirement for GameEvents.
BuffInjuryBleedingCooldown that adds BuffResistance after bleeding buffs to help reduce consecutive bleeds
Shape blocks support attribute hide_helper_in_creative
Exploding vehicles spawn a loot bag of contents
Dew collector audio.
F8 heat info shows active count and up to 10 events in current area
Changed
Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors
Extended the cooldown times for all supply crates.
Extended the cooldown times for all vision effects.
Adjusted colliders on various bed prefabs
Adjusted colliders on chairCampingPrefab
Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture
Added DuplicateRepeatDistance property to majority of all wilderness POIs to prevent duplicates from spawning too close to each other (2k buffer).
Takeall no longer has metal junk sounds and 3 more variants added.
Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab
Adjusted point costs for twitch actions to be multiples of 25.
Updated several loot lists to prevent 100% Q6 T1 tools in containers after loot stage 55 as it was only intended to be a boost for Working Stiffs crates
Sleeper volume improvements in prison_02.
Increased bias on downtown remnant POIs to ensure better performance, especially when there are multiple cities with downtown districts on a RWG generated map.
House_modern_29 Changes made based on feedback.
Wilderness_filler_14 changes made based on feedback.
Reduced gas production to 2 gas per shale and sped up crafting time
Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons
Swapped two wanderingHordeStageGS groups that were outoforder
House_modern_29 Changes made based on feedback
Updated Master Chef progression to use new hard coded masterChef2 tag instead of LootProb
Updated dumpster loot to work with new hard coded masterChef2 tag
Removed unneeded tags from items.xml used in old progression setup
Remove event spawned zombies when Homerun Derby ends.
No longer require overlay if not using Twitch Actions.
Show the current crafting level when showing the unlock level required in the crafting info.
Updated progression for Effective Range and Max Durability stats for tools and weapons
Updated Melee Damage on Steel Club that got missed on the first progression pass
Bows now show Effective Range
Removed hideui tag from roadside_truckstop_01 to allow the localization name to show on the location HUD
Dew Collectors now harvest for components instead of itself with a 50/50 roll for the filter. They still have the land claim block radial menu option to pick up.
Trader area calculations are done dynamically
Increased trader protected area by 1 on each side
Updated valid trees with path solid property
Stopped camera shake running at zero strength when no damage
Updated stats on all armor for linear progression
Adjusted vehicle revert collision motion
Broken vehicles take 10% collision damage
Reduced the amount of explosives in Twitch crates by half
Removed explosives from mystery supplies channel point redeem.
Updated colliders on control panel block set to allow projectiles to pass around them easier
Updated the collider for officeChair to allow projectiles to pass under them easier
Updated the collider for hospitalBedPrefab to allow projectiles to pass under/over them easier
Updated the collider for palletsWoodStackPrefab to allow projectiles to pass around them easier
Updated the colliders for drink vending machines to prevent floating items placed on top
Updated collider for industrial_fence_bottom_02
Updated localization for Salvage Operations to say you can gain UP TO the percentage of each perk level. This is due to how harvest events need to be tagged and the amounts of resources that are randomized for general harvest.
Updated food bundles with a couple of mineral waters
Updated the description for food bundles
Updated all forge recipes with is_trackable="false" parameter
Updated collision property settings on rampFrame shapes to allow projectiles to pass through them
Removed the chance to receive buffInjuryBleedingTwo inside buffAbrasionCatch
Reduced the chances of random rolls hitting other crits inside buffOnAnyCrit
Moved corpse removal passive effect to buffStatusCheck02 to prevent item stats from being inflated when near a corpse
Removed corpse removal passive effect from all items and added tag "corpseRemoval" instead
Updated bulletproofShapes with hide_helper_in_creative attribute to hide bulletproofShapes:VariantHelper as it is blank and not needed
Set LODCullScale for the duct block set to cull at approximately the same distance
Reworked critical buff pop out icon colors for consistency. White = Treated, Orange = Untreated, and Red = Severe
Set LODCullScale for several corner pipes to cull at approximately the same distance
Restored the ability to sell pumpkins, yucca, and hops
Adjusted loot lists for T2 Buried Supplies
Updated dysentery localization for water/food cap being removed over time
Updated zombieBusinessManRadiated xp to be in line with other radiated zombies
Minor adjustments to sleepers/triggers in weigh_station_01.
Updates to prison_02 based on player feedback.
Updates to police_station_03 based on player feedback.
Removed unused sound noise range, playerOnly, hordemeter and hordeMeterPlayerOnly parsing and storing
Removed misc xml noise parsing
Removed unneeded entity TintMaterial code and xml (caused excess material creation)
Removed unneeded entity ReplaceMaterialx code and xml (caused excess material creation)
AI player inventory tracking only stores specific items so less data handling
Removed sound noise range
Zombies, Zombie Animals, Traders, and Junk Drones now have BuffResistance to buffRadiationPool
Improved AI activity (heat) tracking to use a realtime duration, merge events and remove empty areas
Block activity to 12 min duration and sound to 4
Updated DestroyFX settings for dew collectors
Removed already disabled jiggle script from neck of Demolisher to prevent the head collider from being disabled at a distance
Increased the amount of cloth needed for various recipes
Adjusted the weights on various items that scrap to cloth to adjust for the increased crafting costs
Updated loot lists for generic vehicle loot to not have T2 or T3 weapons\tools
Generic vehicle loot now has a low chance for vehicle skill magazines with another low chance for others
GroupCarWeaponsTools now has a chance for meleeToolSalvageT1Wrench
AmmoGasCan moved from groupRareAutomotive to groupAutomotive
Increased the economic value for ammoGasCan
All Traders now have ammoGasCan for sell
Updated the loc for timed charges to insure players know what they are effective against
Fixed
If a player is moved away from a loot container they are in, it breaks that player's ability to open loot containers
Repulsor Mod effect applies to teammates, ignoring no friendlyfire setting.
AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP
Stuns do not reset the stun counter when stacked.
Can't place a bedroll to the right of a bedroll you just put down while facing North.
Planted seeds can be lost when picked up too quickly.
Zombie attack can break after receiving fall damage (Hit tag)
Entity vertical movement could cause incorrect results for finding entities in chunks
House_modern_27 fixed mispainted texture.
Warehouse_06 fixed mispainted texture.
Apartments_02 fixed mispainted texture.
Floating terrain deco issue in countrytown_business_03.
Localization : Japanese water journal tip still mentions empty jars.
BlockSpawn check for missing trader would not happen all the time.
Missing textures in fire_station_04
AI pathing issues with cube_corner_beveled not having the path solid property
Radio_station_01 fixed floating calendar.
Nursing_home_01 fixed sleeper spawning on sight issue
House_modern_27 fixed mispainted textures.
House_modern_24 misplaced block
A few missing textures in prison_02.
House_old_modular_03 stuck dog.
Lot_industrial_15 stray block on top of worktruck.
#mindwipe does not work correctly on servers.
House_modern_29 fixed mispainted textures.
Fixed Localization : Spanish translation for reqAgilityLevel06
NRE with hazard damage controller when the collider is null.
Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders
Missing texture in house_burnt_03.
Key rack connected door was not locked in trailer_01.
Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors
Typo with woodenGarageDoor5x3_PoweredOak key in localization
In a player vending machine clicking remove all while clicking w to remove item can cause rolling XUi Error and AOOR Exceptions.
Fixed Localization : Mistake in Japanese translation for trapsT1
Motel_01 sleeper spawn in view of player
Survivor_site_11 sleeper spawn in view of player
House_old_ranch_06 in need of a quick exit
House_old_mansard_03 stability issue.
Twitch Prime Subs were not registering their events correctly.
Always do authorization cleanup on main thread
House_old_ranch_07 fixed mispainted texture.
House_old_ranch_06 fixed mispainted texture.
Large_park_01 fixed mispositioned block.
Fixed Localization : Japanese translation for armorT1 is wrong.
Fixed Gas Can crafting needs localization description updating from "Crafting in lots of 5" to "2" to reflect updates
Steam game servers list reports incorrect port to connect to game
Robo sledging a player on a vehicle is problematic
Vehicles could take increased collision damage from blocks due to player block damage setting
Player third person pose (ragdoll/vehicle) would stay in last positions when switching to first person leading to inconsistent hits and possibly ugly anim blends
Sleeper volumes trying to spawn an entity that just died
Vehicles being excessively damaged from separate collision events
Particles did not try to play on a dedi so the player noise creation was skipped
Starve command not starving player
GameEvent Requirement for CVar was not working correctly.
Interrupted RWG generation on dedicated servers causes exception when starting the server again with the same settings
Createwebuser command throws exception when used on the Terminal Window
EntityGroups XML parser skipping last line of a group if not terminated with a newline
XML CSV operation now ignoring leading/trailing whitespace when checking for existing values (can be disabled per patch by setting keep_whitespace="true")
Pipe bombs and dynamite can no longer be lit underwater, and are extinguished when entering water. Also adjusted the dynamite and pipe bomb prefabs to correctly show or hide the fuse sparks when they are thrown.
Fixed NRE that can occur when reentering a game not using persistent profiles while your character was last holding a thrown explosive item.
Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation.
Armor recipe unlock option level display is missing.
Third person light on the claw hammer with burning shaft mod being much brighter than the light when the mod is applied to other tools
Consistent behaviour across all explosives when underwater cannot be armed but can be thrown. Held armed items that should be extinguished when entering will (grenades, timed charges will not). Also fixed tag on molotov c*cktails preventing them from exploding when hit with an explosion like other thrown explosives.
Ranch_01 not using the correct driveway part.
Bookcase in loot room of house_old_victorian_12 was upside down
Newly acquired Stun Batons don't charge on power attacks.
Tech Junkie Volume 6 currently has no effect.
Toolbelt slot memory after death.
Tier0 weapons/tools can be sold in rented vending machines, but have no price anywhere else.
Modded items are not included in the total quantity pop up.
Items craftable in the forge can be tracked, but only show the name of the item, nothing else.
Bacon and Eggs recipe was not properly being reduced with Master Chef Level 3
"Persistent Profiles" setting when creating new game does not initialize to its default settings
None of the shape variant helpers can be found in recipes by their localized names
World Editor Create World size arrows and back button stop responding when size is scrolled down to the custom input value
Nursing_home_01 removed extra microwave.
Downtown_building_04 removed misplaced block.
Fixed rounds per minute firing rate for the doubled barrelled shotgun and implemented new "RapidTrigger" property for ItemActionRanged that allows separate trigger pulls to fire the weapon faster than the roundsperminute rate.
SI issue in house_old_pyramid_01.
Zombies accidentally damaging dogs, zbears and vultures and vice versa
Drone icon sometimes disappear from compass and map
Electrocutioner perk doesn't fully work on Dedi.
AI activity did not restart when going back in time
Twitch Cooldown is disabled when shared quest is removed while on an active quest.
Restarting game with EAC enabled results in an EAC launcher error
Server can no longer be started with an invalid port
Multiple trigger/switch bugs, pushing to allow additional tests
NRE: Exiting game before camera stops shaking.
Downtown_building_02 updates made based on feedback.
Downtown_strip_12 small update to path to show the path clearer.
House_modern_26 replaced regular window by bulletproof windows.
House_modern_27 fixed a couple minor details.
House_modern_27 small update to make the path clearer.
House_modern_28 minor updates.
Lot_industrial_03 small block update in side wall
House_modern_24 changes in path to make it more clear in backyard.
House_modern_12 Added quick exit.
Gas_station_12 small block update.
Remnant_downtown_filler_06 minor block update
Wrong tag used to scale the steel when crafting higher quality levels of junk turrets
Junk drone path smoothing, better door and teleport decision reaction
Warehouse_06 small block update.