over 4 years ago - /u/ - Direct link
Note that this is not currently Stable.
Linear Color Space Lighting 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.

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.

Lights now use a priority system, so close lights are updated rapidly to reduce visible jumps in their intensity and range.

Interactive Loading Screen 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.

Improved Game-pad Support 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.

Critical and Survival System 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.
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.

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.
Some criticals are incremental. A sprained arm makes you vulnerable to getting a broken arm.
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.

New and reworked critical injuries include:

Abrasions – The most common injury that you get in fights. They cause no additional problems.
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.
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.
Deep Lacerations – Make you more vulnerable to receiving bleeding criticals. They are cured by a first aid kit or sewing kit.
Concussion – Taking more hits while being stunned can cause a concussion. It periodically causes a stun effect and is cured by painkillers.
Infections – Infection is not something that enemies cause directly. Any critical hit has a chance to cause an infection. An infection is completely harmless and will even heal on it’s own… 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.
Food and Water Bars
We’ve added food and water bars under the players belt inventory blue for water level and green for food level. You will see them go up and down based on your current hunger level.

HD Characters 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:

Zombie Arlene
Zombie Darlene
Zombie Marlene
Zombie Boe
Zombie Joe
Zombie Moe
Zombie Yo
Zombie Steve
Big Mama Zombie
Crawler Zombie
Trader Jen
Trader Joel
Player arms – male and female
Dynamic Music System
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.

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.

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.

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.

We are very excited to unveil this system and we hope you enjoy this new addition to the 7 Days soundscape.

Loot & Enemy Progression Balance 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.

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.

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.

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.

There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals.

Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.
Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.
Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.
Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle.
Trader quest rewards scale similar to this system. You won’t immediately get a shotgun for a day one quest.

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.

On Screen Sprite System 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.

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.

Some of the items that are using the new Nav Objects On-Screen Sprite System include:

Quest Rally Markers
Quest Fetch Objects
Dropped Player Backpacks
Player Bedrolls
Player owned vehicles
Traders
Thrown spears
Air Drops

Quest Improvements We have improved many of the quest types and even added new quests here are some of the improvements

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.
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.
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.

World and Location updates We added a ton of new Remnant locations to the Game so there are lots of smaller low enemy count locations to explore, loot and take over if your not ready for a Tiered challenge.

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:

New Desert business development
New Snow modern development
New Forest old housing development
New Desert modern housing development
New Desert old housing development
Desert City of Departure has been updated
Snowy city of Perishton has been updated
Wasteland City of Gravestowne has been updated
Some Trader locations in Navezgane have been moved to improve distances between traders
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!

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:

2 Grocery Stores
2 Gun Stores
2 Pharmacies
2 Hardware Stores
2 Clothing Stores
2 Electronics Stores
7 Ranger Stations
Carlot_01
New High School
sawmill_01
house_modern_12
house_modern_13
house_old_gambrel_04
12 Remnants
departure_city_blk_plaza
park_basketball
park_plaza_01
park_plaza_02
red_mesa
celltower_01

Changed
Light intensity correction to all POIs to work better with the new linear lighting
Wasteland biome now spawns smaller but improved deco remnants
Removed un-needed random gen POIS
Improved naming conventions of some biome spawned poi remnants and deco piles. all will have the term deco first in their file names now
Renamed bank to store_bank_01
Removed un-used old tree piles
Deprecated old cover pile pois that were not being used anymore
Moved special totoz east of football stadium
Moved pawnshop from departure to rural pine forest where old small bookstore was
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
Adjusted pine forest biome to take over a small amount of the winter biome in Navezgane
Moved gas station 6 to outskirts of Perishton to make room for new plaza across from courthouse
Fixed over-sized trees in Persihton and improved city block performance
Deprecated old burnt pine cluster POIS as the are not needed
Removed alleys from Gravestowne blk improved Gravestownes overall look
Optimized Diersville city blk a little
Size and position of remnant mill so it fits to the alley in Perishton
Replaced many duplicate survivor sites with POIS never in Navezgane
Trader Hugh and Trader Joel can now spawn in any biome in RWG
Single bed & mattresses POI replacement
Optimized store_autoparts_01 from 487K verts/513K tris to 317K verts 315K tris

Fixed
Cabinets in Fastfood_04 are not lootable
Cemetery 02 torches that were not on
Wrong bookcases in bank POI
Boat docks 02 collapses
Boats Docks 3 collapses
Si issue bar_stripclub_01
Fake cabinets in Berserker Bill’s
Loot cover in abandoned_house_05 has an SI issue
Trailer_01 prefab si issue when wrenching the car
Missing support pillar in gas station 05
Incorrectly rotated drinking fountain in factory 01
Survivor_site_05 has cobblestone clipping through tent
Garage roof at house_old_pyramid_01 has si issue when stepped on
Lights in front of the Bear Den are too bright
CeilingLight04 spotlight was sideways and adjusted defaults

Environment Art The Art has grown much bigger and have made some major improvements including:

Snow Trees – Updated to resemble thick fir trees with 3D snow giving the trees more depth and volume.
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.
New skies – Updated sun and moon rendering, cloud blending and lighting, and horizon blending.
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.
Updated Textures – Most environment textures have been updated in addition to adjustments for linear color space and physically based rendering.
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!
Nearly 150 new commercial assets including:
Hardware store shelves
Grocery stores stocked with food, beverage items
Rotten produce bins
Trashed store shelves
Frozen food refrigerators
Beverage refrigerators
Pharmaceutical drug shelves
Clothing racks
Clothing shelves
Mannequins
Store display cases
Gun and ammo display cases
Gun racks
Shoe racks
Electronic store shelves
Book shelves
Shooting target
Square and round hay bales
Restroom signs

over 4 years ago - SylenThunder - Direct link
New Weapons & Items We added several new tools and weapons:

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!

Desert Vulture – This .44 magnum caliber pistol packs some serious stopping power and is governed by the gunslinger skill.
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.
Sniper Rifle – This 762 sniper rifle has a larger magazine, fire rate, better handling and superior damage to the hunting rifle and marksman rifles.
Impact Driver – This tech level 3 tool is the fastest way to harvest mechanical items. Strip down cars and mechanical items down in seconds!
Tech level 2

Ratchet – This new tech level 2 harvesting tool is faster than a wrench and degrades slower.
Tactical Assault Rifle – This new tier 2 assault rifle is a step above the 762 in range, accuracy and fire rate.
Tech level 1

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
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.
All existing tools and weapons have either been remade from scratch or had an art update to pbr textures for the new linear lighting.

New Candy 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:

Atom Junkie – Atom sized candy and atomic sized power! Increase explosive damage 50%.
Covert Cats – Be a cool cat and have it made in the shade with Covert Cats. Deal 50% more sneak damage.
Eye Candy – Find that sparkling treasure easier with a drop of Eye Kandy. Find much better loot.
Hackers – These tasty treats give you 20% more harvest when salvaging.
Health Bar – Increases your max health and adds 50% resistance to critical injuries, recover from critical wounds faster.
Jail Breakers – Be the daddy to that stubborn lock. 100% success chance to pick a lock.
Nerd Tats – Channel your inner nerd powers! Stun batons stun nearby enemies on charged hits.
Oh ♥♥♥♥♥ Drops – Be prepared for those Oh ♥♥♥♥♥ moments! Fall damage immunity.
Rock Busters – Jawbreakers got nuthin’ on us! Gain 20% more resources mining ores.
Skull Crushers – Rock hard candy that gives you a rock hard punch. Increases melee damage 50%.
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.

New Perk Books We’ve added three new book sets, Bar Brawler, Spear Hunter and Tech Junkie!

Bar Brawler

Basic moves – Adds 10% damage.
Drop a bomb – Sprinting power attacks can knock down your opponent.
Killer Instinct – Gain 5% damage with each kill up to 15%.
Finishing Moves -Do extra damage to knocked down opponents.
Adrenaline Healing – Recover extra health with each punch.
Rage mode – Attack and move faster after getting hit.
Boozed up – Drinking beer no longer blurs your vision and your buzz lasts twice as long.
The 7th Curse – The 7th unarmed strike in a short time deals 300% damage.
Spear Hunter

Damage – deal 10% more damage.
Maintenance – Spears degrade 20% slower.
Steel Spears – Craft steel spears.
Strong Arm – Spears travel faster and further.
Rapid Strike – Thrust spears 10% faster.
Punctured Lung – slows your target.
Deadly Combo – Hits scored in quick succession do 10% more damage up to 30%.
Kill Move – Power attacks to downed opponents do 50% more damage.
Tech Junkie

Robotic Damage – Robotics do 10% more damage.
Maintenance – Robotic weapons degrade 20% slower.
AP Ammo – Craft AP ammo for robotic weapons.
Robotic Turret Shells – Craft shotgun ammo for robotics.
Stun Repulsor – Craft this mod that sends enemies flying on charged hits.
Charged Strike – Increases chance to get an instant charged strike.
Hydraulics – Increase the fire rate of robotic weapons.
Bulk Crafting – Craft all robotic ammo in bulk.

Perk Balance 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.

Perception Perks

Lockpicking, The Infiltrator, Animal Tracker now only have 3 ranks.
The Penetrator has 4 ranks instead of 5.
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.
Strength Perks

Sexual Tyrannosaurus has 4 ranks instead of 5.
Heavy armor was moved from Fortitude to Strength and now only has 4 ranks.
Fortitude Perks

Well Insulated, Living off the Land, and Rule #1 Cardio now only have 3 ranks.
Healing factor is nerfed but still quite powerful, and now heals the new critical injuries faster with each rank.
Agility Perks

Run and Gun, Flurry of Blows now only have 3 ranks.
Light Armor and Parkour now only have 4 ranks.
Intellect Perks

The Daring Adventurer, Charismatic nature and Physician now have 4 ranks. Yeah Science is removed and its perks are merged with various other perks.

AI Improvements Enemy Break-through System

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:
Ragdoll Entrance – The enemy will ragdoll through the opening and then get up
Stubble Entrance – The enemy will stubble through the opening before pursuing the player
Lunge/Boost Entrance – The enemy will lunge and boost through the opening towards the player
Enemy Falldown System

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:
Falldown Ragdoll Entrance – The enemy will ragdoll after landing and then get up
Stubble Entrance – The enemy will stubble after landing before pursuing the player
Lunge/Boost Entrance – The enemy will lunge and boost after landing towards the player
Enemy Pain Stun Lock

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.
Head Tracking

We have added head tracking to zombies, NPCs and animals. They will now turn their heads to look at their target.
Enemy and Animal Swimming

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.
over 4 years ago - SylenThunder - Direct link
Added

AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
AI partial path picking may choose lower paths if lower AI intelligence and less dumb AI will pick higher paths over time
Bear pain resistance, moved pain to an anim layer, so can still move and doubled health
Pain resistance on all animals and anim layer on boar, deer, mountain lion and wolf
Zombie Hit layer
Create Bear Swimming animations
Swim state to deer and wolf
Trader head tracking
Zombie random move speeds based on difficulty
Blood moon spawner will instead spawn a radiated vulture 50% of time if target is in a vehicle
Blood moon zombies will 50/50 teleport closer or die if target player is far away
Blood moon zombies have an increased loot drop rate after every x have spawned
Blood moon vultures always see and chase at any distance
Blood moon vultures chase vehicles at 250% speed
Vultures can now attack blocks when chasing their prey
Sleeper pose material and low res texture
Zombie rage chance scales based on hit damage
Zombie rage duration does not count down while stunned
Ai rage console command
Crawler’s climb will exit anim early at destination, moves same as anim motion, disables tilt to ground and reduced snap speed
Zombie normal/fat attacks are faster right handed and slower with left
Zombie hits are triggered by anim Hit events
Zombie random attack anim blending and additional anims
Zombie mirrored wall attack anims
Fat zombie attack anims

Changed

AI that fall when target above or unreachable side will also increase nearby zombie’s destroy area chance
Reduced AI rage chance base damage to 40
Zombies have more pain resistance and will attack even if playing pain animations more frequently
Lowered non bashing pain threshold to 6 damage
Removed bashing attacks randomly not causing pain
Reduced blood moon zombie corpse despawn time to ⅓
Increased radiated vulture damage to 150% entities and 400% blocks
Improved vulture attack reposition duration
Increased vulture attack anim speed
Greatly reduced zombie alert times when hurt or after chasing a seen target
Increased health of dire wolf and mountain lion dramatically, zombie dogs and wolves marginally
Increased boss Grace’s health
Aggressive animals in the forests only spawn at night
Direwolf now shares assets with regular wolf and uses new scale code instead of a scaled prefab
Removed all old direwolf assets
Removed start of crawler climb up anim
Fixed

Zombie attacks are triggered too early by charging towards and then back peddling quickly
Hostile animals attack while electrocuted
Spider zombies can still jump while being shocked (and mountain lions)
Zombie crawler shock effect displays as if walking
Rabbits are digging when idle
Wrong name for IsAnimalEntity property making AnimalCount stat always zero
GetMoveToLocation raycast not using origin and giving wrong height
PhysicsSetMaxHeight was adjusting the first animal large collider
Animal larger colliders would shift to wrong offset depending on facing direction
AI rage chance above the base damage
AI digging when blocked and above but only a short horizontal distance
AI sliding down steep slopes that player can use
Movement slowing when attacked was not removed with pain resistance
Jumping after a fall due to blocked time accumulating during fall
Vultures could wander instead of attacking
Vulture attack origin too high, gliding while attacking and excessive repositioning if blocked
Animal attack anims skipped when rapid attacks
Wandering horde zombies seen sliding and not walking on dedi and P2P
Zombie controller decreasing AttackAnimation, UseAnimation and SpecialAttack2 playing times when base already does
over 4 years ago - SylenThunder - Direct link
Random Gen Improvements Random world generation has undergone a few changes to help improve generation.

Biome generation – We have made biomes random in placement and size to allow for less predictable layouts.
Trader World Placement – Trader world placement was separated from regular wilderness POI placement so it could be made more predictable.
Player Spawns – Initial player spawns were changed to make starting out easier for new players.
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!

Animation Improvements 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.
Added fall/land animations to support new fall-down system. Also added additional stumble animations when breaking through obstacles.
Added zombie swim animations to support new swimming system for zombies.
Updated 3rd person locomotion lower body update and upper-body update that supports up/down aiming and firing for new and existing melee weapons.
Updated various zombie characters and player arms with new models.

Dynamic Resolution 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.

Dynamic resolution is disabled by default. It can be enabled in the Display tab of Video Options. There are three settings:

Dynamic Resolution Mode
Off – Disables
Auto – Enables it and will change resolution based on your FPS. This uses some video memory.
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.
Dynamic Resolution Min FPS – When Mode is Auto and running below this FPS value it will decrease the 3d resolution.
Dynamic Resolution Scale – The percentage to scale down 3d rendering when mode is Scale.
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.

Vehicles We have done a number of improvements to vehicles listed below.

Added

Vehicle collisions with entities uses their mass ratio and hit angle for damage, velocity reduction and ragdoll threshold/chance
Vehicle collisions with entities during blood moon slows vehicle and is harder to ragdoll
Vehicle damage by entities during blood moon slows and pushes vehicle
Vehicle cosmetic slot that accepts dye (this is not functional and will be used for some type of modding in the future)
Players exiting vehicles retain most velocity
Vehicles keep full velocity when driver exits and no wheel on ground
Vehicle driving increases food consumption

Changed

Increased vehicle damage from entity collisions
Removed vehicle parent_part from xml
Entities killed by vehicle hits would have little ragdoll force or play an anim and improved ragdoll hit force
Vehicles that are supposed to be up on blocks are in them
Vehicle damage amount to entities did not use actual relative motion
Vehicle ragdoll force on entities was inverted
Removing vehicle mods did not update item
Vehicle physics not transferred when client or server took control
Vehicle engine would not stop if broken
Controls break when hitting esc at the same time you enter a vehicle

Server administration and multiplayer (config changes, console commands, etc) Added support for whitelisting and admin permission levels via Steam Groups. For instructions check the serveradmin.xml and the console commands “admin” and “whitelist”
Added optional “display names” to admin / ban / whitelist commands to make it easier to remember who the entries in the XML belong to
Added command “camera” to allow locking the camera in place or saving/loading exact camera positions, e.g. for screenshots
Added the ability to search for commands with “help * ”
Added the command “getlogpath” to easily find location of the current log file
Available buff names are now listed when using the “buff”/”debuff” commands without arguments
Fixed the “buff” console command recognising all valid buffs
Changed the “debugshot” command to also save the list of currently bought perks as CSV next to the screenshot
Changed the “chunkreset” command to work when run by clients too
Changed the “chunkreset” command to take block coordinates instead of chunk coordinates
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
Changed the “Terminal Window” window name to include the server name and port
Fixed the game logging errors when the executable was called with non-GamePref command line arguments
Client side cached map view no longer persist between different servers with the same world a player connects to
Added a note about port ranges for servers to show up on the LAN tab of the server browser to the serverconfig.xml template

Modding Support (In game) Localization from mods now pushes to clients
Added: Support loading prefabs from mods
Added: EntityClasses can be hidden from spawn menu with the property “HideInSpawnMenu”
Added: Target health bar visibility can be configured from XML
Added: Support XUi binding of CVars with specified formatting
Added: XML driven on-screen icon system
Added: Worldglobal config file
Changed: World file processing is no longer based on file timestamps but rather actual content changes
Fixed: XPath insertAfter patches inserted elements in reverse order
Fixed: Multidim blocks were only interactible on one end

Level Editor Improvements Added: editor only command “sleeperreset” to reset sleeper volumes for quicker testing without reloading level
Added: Disable biome spawns in playtest mode
Added: Screamers will not spawn in playtest mode
Changed: Light editor max range to 40 and step to .5
Changed: Light editor to remove tile data when saving with defaults
Changed: Increased light editor min/max spot angle
Changed: Updated default spectrums for POI editor
Changed: integrate standard localization handling for Light Editor properties
Fixed: Light editor Esc key cancelled, but left the visible changes
Fixed: Light editor changed tile entity color when only save should
Fixed: Light editor not removing all changes on cancel
Fixed: Reduced fog in POI editor
Fixed: Can not create a world using World Editor and receives an NRE
Fixed: DirectoryNotFoundException from Prefab Editor from non-existing maps

UI Improvements Map popup for creating waypoints can now be dismissed by clicking on the map
Added UI scaling option
Added a refresh button to the server browser
Added support to paste “IP:port” combinations into the IP field in direct connect window and automatically extract the port to the port field
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
Fixed: Scoreboard admin star can no longer get covered by player names
Fixed: The last letter of some tooltips was below the tip box
Fixed: Hovering over a blank slot in a container showed item tooltips from items in another container
Fixed: Hovertext on lootable/harvestable items was displaying two messages
Fixed: XUi tool tip backgrounds ghost on main game screen
Fixed: Fog of war covered parts of the map were actually transparent
Fixed: Quite a bunch of missing localizations
Audio Improvements
All new weapons have supported audio
Lockpick sounds
New Trader Jen VO

Analytics and Telemetry 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.

Some things we are capturing include:

Game simulation settings
How XP is earned
How players die
How players kill enemies
The speed of player leveling
Loot Progression at key points

We are not capturing and storing any personnel information from users such as
IP addresses
Names
Steam usernames
Device Names
Anything that can be used to identify any particular user
over 4 years ago - SylenThunder - Direct link
Alpha 19 b1-b151
Added
Buffs’ icons caused by an outside source, not by an item action triggered by the player, will blink for the first 3 seconds
Intersection block shapes
Added a Critical Hits journal entry
Block shapes that play nice with the new counter mounted sink mesh
Entity physics rigidbody uses the actual mass
Block model entity enables LOD fading
Trader to Trader quests at each quest tier.
Expand the LootQuantity passive to affect whole containers
Super corn can be used to craft glue
Current POI to player section of debug panel
Biome node system
Trader Hugh now specializes in firearms, gun parts, and ammo
Trader Rekt specializes in food and seeds
OptionsGfxResetRevision to allow resetting on startup
Hotzone settings for Nav Object Compass settings
Dimming of sun and moon light from high fog and moon phase
Worldglobal xml fogPower
Journal entry for stealth
New polished hardwood floors
EntityProjectile to allow syncing of spears between server and client as well as allow saving and loading of spears in chunks
Journal entry for the Activity Map
Anim controller SetFloat change threshold and idle time change threshold, but removed for zombies
Stone axe hit organic sounds
Custom toolbox and toolchest sounds
Allow hay bales to scrap to plant fibers
SetTransformActive updates reflection probe
Changed
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.
Auger no longer has a low priority to be for sale at traders
Cooking pot land mines cannot be picked up
Added dysentery chance when eating rotting flesh and raw meat
Radiator only drop radiators when harvested with a wrench
Reduced snow storm particle saturation and opacity
Hop seeds are now found in loot
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
Acid barrels now have a chance to drop acid when harvested with the wasteland treasures perk
Game credits are updated with new folks from the team added
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
Improved Light Manager light registration
PerkHealingFactor heals less regular health but heals critical hits up to 2x as fast
Put skinny eaves on Canyon Mine building
Replaced old flaming barrel effect
Replaced old charged baton effect
Updated bullet\metal impact effect
Adjusted some blood particles that were too bright
Replaced old first person pipe bomb fuse effect
Optimized Chunk OnDisplay
Improved lights console command
Improved dynamic light fading
Light view distance to larger of MaxDistance or 150% of range
Merged the rod&spring and auto trigger group mods
Removed old unused biomes: city wasteland, wasteland hub and city
Instead of starting the game with “over eaten” food/drink stats, stamina regen costs less food/water up to level 5
Gunpowder crafts much faster
Improved RandomPositionGenerator funcs to allow points in water if not found on land or are swimming
Healing factor now heals critical wounds 20% faster with each rank
Scaled existing weapon recipes to accommodate three tiers
Changed navezgane prefabs.xml and rwgmixer.xml to new names
Improved how in water, swimming and water level is updated
Improved water movement slowing and added slower turning
Burnt forest friendly animals are now identical to the pine forest
Burnt forest no longer spawns vultures and the burnt forest difficulty is on par with the pine forest
Removed unused biome entries for legacy cities
Scaled chicken bigger so it’s easier to target and find
Optimized some chunk code
Improved pickup collider for dropped torches
Updated snow tree sizes and replaced second stage growth stage with prefab variant
Upgraded old plaid and leather couch models
Updated snow trees
Reduced sun saturation and intensity in snow biome spectrum
Buried treasure loot guarantees dukes and ammo
Armor items have less base durability. Armor perks increase durability more
30% of the armor value of a piece of armor is generated by the quality level
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
Backpacks have a chance to disappear (improved logging to show id, player id, removal reason and entity unload)
Books, schematics, and recipes show in Mods tab at trader
Added commercial sink proxies and fixed sleeper fall setups
Improved map rendering
Ammo piles, food piles and workstations to LOD fade
Dart trap placement orientation hard to see in dim light
Audio Sources for body impacts to a much smaller radius
Body impacts audio source to custom rolloff
Roll times and play probability are calculated from daily allotted
Snowstorm to GameParticleLit shader and increased particle transparency
PerkHeavyArmor moved to the strength attribute
Quest is now tracked before showing the toolbelt message about new quest
Smokestorm particle to GameParticleLit shader and improved color, emission, velocity
Updated Fir Large and Fir Medium with modern frond techniques
Lights are fully disabled when turned off
Updated flashlightDecor, lanternDecor and porchLight01 lights
Lens flares use less light intensity, dim with ranges less than 4 and disable at distance
Adjusted streetLamp_Classic defaults
Did a rough pass on Fall Behavior variables
Baseball bat is the T2 club, the steel club is T3
Increased BulbFlare size
Street_light01 to shadow casting point light and dimmed
LanternDecor to cast shadows
Improved GameObjectPool
Linear Color Space tree balance
Melee weapon 3rd person upperbody locomotion sets integrated
Linear Color Space balance
Turret camera view to normal color with a little static
Renamed water jars for consistency
Magnum ammo is cheaper and has increased stack size
.44 Magnum invoked the Rule of Cool and has increased range, damage and rate of fire
Graphic quality preset FOV values
Optimized BlockValue
Spears are armor piercing
Spears benefit from perkPenetrator
Increased sneak attack damage on blades and bows, lowered on sledgehammers
Video gamma option is now brightness
Improved default concrete material
Night clouds and fog now have a subtle blue tint
Moon to phong shading plus ambient lighting and supports all phases and new fog
Updated blood moon spectrum to correct fog density and color modifications
Shifted blood moon sprite color to fix the pink hue
Sun horizon light spreading and tinting
The table saw can not be crafted and is no longer needed to craft any recipes
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
Biome affects player threat level
Modified spectrums to support new horizon fog gradient
Magnum model updated, points to new prefab, weapon anims, 1st person anims
Reduced player spawn in effect duration
Reduced global sky ambient saturation
Spawning screen effect starts brighter
Linear color space texture updates
Updated Pine, Snow, Desert, Burnt Forest, and Wasteland Spectrums
Improved cloud rendering
Linear color space texture updates
Material optimization and cleanup
Linear color space Post Processing updates
Cloud shader settings and source art
Height fog shader settings
World global ambient settings
Pine Forest spectrum updates
Reduced star frequency
Latest interior ambient balance
Adjusted Water Distant Surface shader to look like the near shader
Removed SSR due to visual artifacts
Ambient levels
Updated fog spectrums
Default sun saturation
Updated world global XML values
Adjusted default interior light prefab values for linear color space
Linear color space texture balance
Chandelier prefab alignment to ceiling center for 2.5cm pillar compatibility
Yongha’s New Hunting Knife model integrated
Reduced ground ambient
Linear color space spectrum balance
Split destroyed concrete shape into N,S,E,W segments for painting
New Stone Axe model integrated
Temp removal of fog to prepare for ‘s new exponential fog
Improved Reflection Manager fix for when probes refuse to render
First pass sun intensity adjustments and weather fog reduction prep for new fog
Updated post processing to v2
Lowered amounts of prepared food and drink at traders
Enabled linear color space
Disabled post processing options until we can get this swapped out with 2.0
Entity damage buffs store the damage remainder and use next tick
Optimized 15 avatar controller parameter names to use hashes
Optimized World GetEntity to do one dictionary lookup
TerrDesertGround has more hit points and clay harvest
Rotations are now working on doors
Consistent LOD distance on all player lights
Updating house_modern_06, small fix to sleepers in the master bathroom closet
PerkMasterChef, moved ingredient bonus to T4
Balancing and clarification on fore grip and bipod mods
Removed animator from steel sledgehammer and created new box collider
Chemistry station no longer uses wood or burning barrels in the recipe. Instead, they use forged iron, more short pipes, and 5 acid
Steel axe plays heavy woosh sounds
Moved chili dogs, beer and Yucca Smoothies to rank 3 of Master Chef
Removed tree seeds from seed loot and traders
Salvage Operations now affects ratchets and impact drivers as well as wrenches
Improved entity speed replication difference check
Ranged weapon AutoReload property to effect one shot weapon reload
Blunderbuss to not auto reload
Set hunting rifle and crossbows to not auto reload
Explosion resist is another random armor stat
No side effects on steroids/recog
Clothing and armor pocket mods are named differently
Increased base water drain. (was less than food)
Fixed inconsistent rotation on metal railing
Updating streetLight01 mesh and textures
Changed army truck to mesh collider
Burning shaft mod adjustments, can only installed in weapons and tools with a long shaft or blade
Animal remains collider size increased
Working Stiffs crates drop a minimum of 1 tool
Removed harvest and craftable clutter from working stiff loot crates
Removed paper, polymer and junk from construction supply crates, buffed quantities of glue, duct tape and scrap iron
Updated beverage list in the game to include more drinks. Removed empty jars from beverage loot list
Chunkreset x1 z1 x2 z2 to not require last two parameters and check for huge area
Default daily allotted for dynamic music system
Removed item Sound_harvesting prop
Lab equipment piles drop gunpowder, not nitrate/coal
Bullet casings in “junk” loot drop as brass
Increased ammo count in loot groups, ammo piles and hero chests drop an additional, guaranteed “ammo” group
Cheap wooden chests or desk safes have less storage capacity, large storage boxes are tougher, gun safes have the same capacity as large boxes
Cube storages boxes show up in the “building” crafting tab with the other relevant crafted storage containers
Replaced particles on third person “on fire” effect
Coal burns longer than wood
Added testosterone extract to cigar recipe
Price of paper is consistent with other ammo supply costs
Reduced chance for drink in refridgerators and increased chance for food. Increased quantity of eggs that spawn in fridges
Unlocked End reward chests in T1 and T2 POIs
Gamestage diminishing returns to a scale and set to .5 and difficulty bonus to a single number and set to 1.2
Lucky Looter adjusted to be in line with the loot quality distribution
Blunderbuss ammo only requires 2 gunpowder instead of 3
Adjusted steel hatch colliders to improve ladder climbing.
Reduced AI 1m jump distance
Zombies have a faster/shorter jump land anim
Decreased chance to find workstation schematics in destroyed workstations
Reduced Blur shader samples by half
Gas_station5 linear lighting and new art pass.
Replaced flame effect on burning arrow & bolt
Improved first person hands lighting when using burning arrows & bolts
Reduced amount of painkillers in loot
Quests per tier changed from 5 to 10.
Removed unneeded small signs, street lights and trees from rwg poi list
Linear color space balance on ammo display cases and gun racks
Changed primative colliders to mesh collider on all cars
Tier 1 quests no longer offer Armor, Weapons or tools as a reward
Party size from 6 to 8.
Store_clothing_02 new clothing wall racks.
Utility_celltower_01 remade
Replaced tree helper with dead tree & smoothed navazgane terrain
Sounds.xml better tactical AR fire sound playback with auto trigger mod
Utility_celltower_01 navazgane terrain painting
Updated flame effect on first person and wall candles.
Updating old barrel fire particle effect.
over 4 years ago - SylenThunder - Direct link
Fixed
Backfacing issue on road signs
DrugVitaminsDesc needs to be updated to reflect fatigue cure
Replanted missing ground under Rekt’s stairs
Added support to the waterwork’s fence, car removal no longer makes it collapse
Wood Black Overwritten with Wood Painted 3
OnSelfDestroyedBlock && onSelfDamagedBlock were not yet functional with block tags
Add storage pocket mod and cargo storage pocket mod to inventory crafting clothing tab
Treasure quests no longer spawn underwater
ToolsB linear color space balance
Animals are not always removed after harvest
White lines on edges of UI graphics.
Collider hinders player movement saw horse block shape
Impact particles have material color overwritten when spawned
Handheld torch no longer burns underwater
Unable to harvest animals and collide with zombie corpses
Chemstation emission light blinks in and out while moving around it
AudioManager Play using wrong origin pos for SignalAI
Trader Bob profile pic missing from UI Atlas.
Handheld junk turret does not get the rate of fire increase from the perk
Some objects have extremely small render distance
Cars pop up when you harvest them
God mode speed hotkeys not working for x and z movement
If you catch a vulture on fire, the fire stays in one place while it flies around.
Fixed don’t allow attacking while falling or while playing a forced root motion anim(landing behaviors)
Particle scale on flaming zombies.
ERR RemoveChunkTransforms !zone
Stained glass albedo and transparency
Incorrect shadow caster scale for Fir Medium
Emissive light handling of block lights
LightLOD overwriting original shadow strength
Electrocuted zombies still attack while being electrocuted
Fire anim is not seen when setting zombies on fire
Destroyed blocks during join game process cause NRE on connecting client.
Slow lens flare fade
Street_light01 collider blocking flare
List of glass blocks that are black
Two paint textures are incorrect
Solid plane showing in candle prefab.
Upgraded wood planks seem to be too shiny
Glass Pane is way too reflective including the frame
Grass and trees not spawning on many sloped areas ()
Players could still be immune from a previous death at next blood moon
Trees have some color issues since linear lighting update
Trees change colours when falling.
Removed 2 incorrectly placed blocks
Global UVs, face hiding\collision on destroyed concrete set.
Edge alignment on destroyed concrete set.
Using turret inventory changed player camera when in 3rd person view
Player model jumps forward of the player camera when accessing an auto turret inventory
Shocked buff not following ragdolled bones
You can have a splinted and sprained leg at the same time
Collider tags using the same name for upper and lower arms
Treasure quests now use Nav Objects.
On perks like perkGunslinger you do not gain hit counters or benefits for hitting dead enemies
Removed artifacts from plaster material
The Iron Gut perk increases buff duration by 100%, not 50%, and the description on food/water is too vague.
Sun shafts turning off early on sun
Updated JoelRagdoll prefab with the new Joel2 model
Fixing shadow casting error.
Moon sprite distance so same as sky for correct perspective/horizon clipping
Chandelier needs a bulb material
Moon has wrong orientation
Scale up basketball hoop
Set roughness, metalness, and ambient occlusion textures to sRGB off for Autodesk Interactive assets
Missing faces on some placements of destroyed concrete.
Rockets using car explosion particle effect
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.
Barbed Wire block has buff issues, too large area affected
Damage based camera shakes now working again
Moon light intensity staying decreased from lightning
Removed large scratch texture artifact
Multiple Black glass materials caused by incorrect texture settings
Being able to look under a water plane when above
Wall light prefab set to wrong mode
Green ambient values
Broken leg buff resets on relog.
Listed water cost on drugs fortbites and recog is incorrect
Black industrial glass
Clients on mp games cannot turn weather survival off
God mode enabled message shows on joining game when god mode is not enabled
Kicked while in camera screen spams errors and warnings in console
Reduced grass saturation
Dark cotton and Chrysanthemum materials in shadow
Create window store set that has unbroken full panes of glass
Foliage brightness fix for linear color space
Tree branch brightness fix for linear color space
Fixed tree trunks using incorrect internal speed tree shader to use speed tree standard shader for linear
Spear stuck in ground disappears when player dies or relogs
Stone arrows showing as generic bag
SMG turret clips into block above it.
Bike digging/destroying terrain on horizontal path and loses hp (new wheel colliders)
When in god mode and continuing game you are still in god mode
Rotations on some car components.
Distant gun sounds not working
Replaced old supply crate landing effect with new one.
Electric fence wire causing PhysX errors in console
Several more weapons had no sound if modified to auto fire
Missing explosion on cars.
Offset car explosions.
Wood particles getting stuck on surfaces.
Changed Item Compare to use Base Values.
Show colored values for modded values in ItemInfo when not comparing.
Ranged damage not updated in modify window when mod is installed.
Fixed incorrect sound effect and visual in acid impact effect.
Fire particles appearing in acid puke particle.
Forge tool slots arranged in a logical order
Fixing broken import scale on farm_plot fbx
Trees grow on dedicated servers while the server is empty
Illumination issue with iron and steel spears.
Another Junk Turret/Mod dupe
Motor tools too prevalent in their quest loot group because there is no padding
M60 now has a custom collider box
Wooden Bow does not require string tension
Burning shaft mod isn’t toggling emissive on materials of their weapons
Microsplat bleed issue on garage_5 in the wasteland
Player getting stuck digging
Zfighting on broken tile custom shape
Player fall impact triggering on speeds of 0
Steel harvest exploits on safes
Changing spectate mode did not send the change to other players
Artifact in charred meat icon
Breaching slugs destroy blocks just as fast as doors
Allow POIs from towngroup to spawn in wilderness, if they have that tag
Increase transparency of turret and motion sensor vision cones.
Better Barter works on player vending machines.
Spear vanishes on dismemberment
Skill screen and quest screen now both are fully localized
Stun Baton charge lost on missed attack
Players can use flashlights to attack again
Redo dead grass texture (hay bale)
Brick_destroyed03 custom shape doesn’t show bottom face
Filled back faces on animal remains
Skill point cost tooltip does not always use localisation keys.
Wood texture improvement
Create proper sprite card for treeDreadShrub
Corpses starting with damage by attacks that do multiple hits
Buried supplies quest do not fail if another player destroys the chest.
Traders can be affected by knockdowns
Fixed items sticking through the other side of some shelves
Corner_round_plate shape makes adjacent wall faces disappear.
Steel exploit with broken vending machine
Wrench doesn’t have any glancing blows on power attack
Linear color space balance on remaining ore models and terrain textures
Iron and Coal boulders and terrain textures updated for linear color space
Fixed mismatched knobs on versions of white house door
Reinforced wood is too shiny
Lamp deco has a some short LOD distance
Mac with AMD GPU has a chaotic screen blur effect
Reflections on Mac cause wild issues
Critical hits do not trigger for clients
Domed trash can LOD is bad
Loot room sleepers don’t wake up until volume is triggered
Zombies left standing after death for clients (turrets)
Optimized ammo display cases and adjusted LOD groups for gun racks
Mousing over the compass displays ‘Character’ tooltip
Open/close radial option texts for doors are backwards
Some window header backgrounds not respecting background opacity
RWG on rented dedi only generates desert biome
Drawbridges take excessive amounts of explosion damage
over 4 years ago - SylenThunder - Direct link
Commands
Networkclient and networkserver console commands each with latencysim and packetlosssim commands to enable latency and packet loss simulation
Screenshots are saved as tga when pressing left shift + F9
Gfx graph #, cvar, pe and stat console commands
Gfx graph fps and gfx graph dr console commands (type gfx for help, example “gfx graph fps 200”)
Chunkreset console command f parameter
Teleport to POI window, triggered by console command “tppoi”
Visuals
Cloud moon glow and darkening at lower heights
Atmosphere ground plane below horizon
Sky color alpha scales outside ambient sky color
Clouds are darker at lower heights at night
Specific moon phases every 7 days
Separate moon size, color and phase when blood moon
Background cloud layer
Moon phase and color effect moon glow
Sun punch through of fog
Color spectrums blend between colors
Worldglobal ambient night values
Interior ambient light scaling
Antialiasing Low, High and Ultra options
Sun shafts on moon
Underwater fog
over 4 years ago - SylenThunder - Direct link
Changelog for b155, b156 and b157:
Added

  • Added GameSparks opt-out option to game launcher


Changed

  • Demoted exception to error (no console popup) when country can not be retrieved
  • Barrels are containers.
  • Neon "Open" sign emits light now
  • Loot probability templates normalised to 1 to make them usable in more situations
  • White River Citizen quest now shows "No Trader", if no trader is in the world
  • Added Item Type Icon to workstation tools.

Fixed

  • Blade and turret traps no longer cause standing AI for the client owners
  • Wrong lootlist on Medicine cabinet with faucet
  • Missing paint block in Skyscraper 02
  • Collapsing shower curtains in modern_06
  • Voxel blocks clipping through business_old_02
  • Tree helpers placed in ranch02,04,09, gambrel03 and tudor01
  • Infiltator 3 now allows landmine pickup again
  • Removed 2m deep buried quest satchel from army camp 03
  • Blocked player movement in remnant_burnt_01
  • Paint issues in vic_09
  • Paint issue in treasure room of modular_06
  • Removed a dirt stripe in grocery_02
  • Corner cupboard incorrectly deleting faces
  • Several inconsistencies with visible shotgun attachments
  • Gamepad doesn't index trader inventory pages using right joystick
  • Disabled K menu when not in world or POI editor
  • Backpack loot bypasses the progression scaling
  • Player's own turrets will shoot player's own robotic drone
  • Junk turrets fall through stairs and any solid blocks below them when placed from a distance
  • Business_old_08 upside down bookshelves.
  • Prevent players from loading existing RWG worlds as they will be broken for A19 due to missing traders
  • Business_old_05 upside down bookshelves.
  • Corner cupboard culling faces incorrectly
  • Prevent server DDoS
over 4 years ago - SylenThunder - Direct link
Changelog for b158-b163
Added
  • Writable Storage Box
  • American Flag Version Flagpole
  • Chair versions of plaid and leather sectional couches.
  • Player stats UI shows values using tags if set
  • Night is darker when the moon is not full
  • Add POI name to dbs command screenshots
  • Boars, coyotes, dogs, mountain lions and wolves can attack while moving forward

Changed
  • Items that cure a condition show 100% instead of an unspecified amount
  • Updating steel club icon to match mesh changes
  • Zombie bears drop testosterone extract
  • Yucca juice recipe no longer needs water but is boiled in a cooking pot
  • The stamina buff from cooked food does not count down while your food bar is full
  • Put a small weapon bag in survivor_site_02
  • Bullet casings now partially visible in iron sight aim
  • Reworked laser attachment effect for desert vulture
  • Boiled water does not cause dysentery
    Reduced excessive food value on super corn
  • Merged heavy/light armor, all melee weapon and all ranged weapon loot groups for better performance due to fewer probability table lookups
  • Schematics scaled in loot. Early on you will find more immediately useful ones like for a forge, basic recipes, seeds or medical bandages
  • Deployed sledge hit distance to be entity MaxDistance and aiming will start 1m earlier
  • Physics push to not angle down and if not on a ragdoll use x5 force
  • Traders sell tech 3 weapons in the higher secret stash inventories
  • Robo sledge YawRange changed to 170°, making it easier to place in tight quarters
  • Reduced entity damage on robo sledge. Increased block damage and perkTurrets affects it
  • Loot abundance to effect each item in the container instead of the master count
  • Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic
  • Chainsaw and auger are not unlocked by perkAdvancedEngineering
  • Localization updated to support language to new blocks
  • Slower recovery of the dynamic crit resistance that occurs when taking multiple hits from zombies
  • Added more friendly animals to all biomes
  • Enemy animals can spawn during the day in forests
  • Chickens can spawn in forests now
  • All animals respawn much faster than before
  • 10% less resistance against stun and bleeding
  • Blade trap hits don't prime the demolition zombie
  • Food max stamina buffs will not overwrite if an existing higher value buff is above half duration
  • Stone block destruction doesn't fire heat events like wood or iron blocks
    Auto shotgun cannot use scopes for now
  • Increased dog, dire wolf and mountain lion pain resistance
  • Improved sleeper volume noise response
  • Temporarily disabled reflex sight as a visible attachment on the auto shotgun

Fixed
  • PerkHealingFactor works while player is supposed to die from hunger or thirst
  • Pyramid_05: Removed the locked lootchest at the end
  • Repulsor mod is not working
    Steroids add 50% run speed instead of the stated 10%
  • Regression from: Both random desk helpers are solid only on one side
  • Missing documentation for how the "soft cap" on overeating works
  • Wrong oven paint in apartment_brick_6_flr
  • Falling window pieces in modular_03
    Replaced faucet with showerheads in fire_station_02
  • BuffElementCold, buffElementFreezing, drinkJarRedTea, perkSlowMetabolism have no effect on food
  • Put proper shelving support in vic_13
  • Removed windowsidings from vacant_lot_05
  • PerkTreasureHunter and/or Lucky Goggles are not speeding up treasure radius reduction
  • 4x scope on AK47 placement issue
    Barbed wire mod not causing bleed buff
  • New auto shotgun scope had no material
    Mannequin colliders shapes don't match mesh
  • Stone axe fire anim moved up
  • Super Corn is now unlocked by rank 2 of living off the land
  • Collapsing candle on bookpile in book_01 was changed
  • Armor not resisting bleed buffs
  • Factual and grammar errors in the Dysentery and Survival journals
  • Wrong ingredient count on ammoBundleBlunderbuss
  • Not allowed to access triangles/indices on mesh while in prefab editor
  • Blocks have a model for 3rd person viewers
  • Ragdoll Force parameter does not work for a deployed junk sledge
  • Both robotic turrets/sledges jitter while aiming at their targets
  • Deployed sledge fire delay not decreasing when no target and target could not be seen at certain angles
  • Trader setups have nonfunctional item quality parameters
  • Robo sledge displays an ammo counter
    Several items state wrong recipe unlocks
  • Molotov not applying burning when entering the flames
  • Fast Food 2 has suitcase poke through bathroom hiding spot
  • Added missing bock to cemetery_02's surface building's ceiling
  • The new store freezers are cutting thru fog
    Pure mineral water cures dysentery?
  • Transparent building mats not fogging correctly
    Candle light not illuminating surfaces when standing too close to them
  • Another shelf in vic_13 was updated
  • Cobwebs bright in fog
  • Flagpoles did not have any harvest resources
    Wood texture seams on frames when upgraded are not lining up properly
  • Better Barter 5 incorrect description
  • Ranged weapons playing a second start sound on the last round
    False Max Stamina Buff from Healing Items
over 4 years ago - SylenThunder - Direct link
Changelog for b164-b169
Note: There is a chance that character progression will be reset, if you continue a savegame from b163, due to a change.
As always we recommend starting over with a new savegame during experimental..

Added
  • Option to change size of FPS display
  • Old Wild West Coffins
  • Tough Guy Sunglasses that boost your fortitude. Found in loot and for sale at traders
  • Allow XUi list ComboBoxes to be initialised with ints/floats from XML
  • Allow enabling/disabling XUi SimpleButtons from XML/bindings
  • Allow XUi controllers to react to binding changes at runtime
  • Mem obj and mem objs console commands to list and shrink the object pool
  • HD Biker Zombie
  • Chainsaw/auger flesh impacts for melee & harvest.
  • Added hits/grazes to all 3 tiers knuckles.
  • Visual clue for text orientation on player storage crate
  • Radiated vulture vomit attack sfx.
  • Gfx st discard console command
  • Janitor Zombie (final fixes in b170)


Changed
  • Increased amount of small animals spawning in the forests and decreased larger animals.
  • All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.
  • Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night
  • Shotgun damage and auto shotgun rate of fire reduced.
  • Added floats so spawning of zombies and predators are less predictable.
  • Reduced stamina cost on iron harvesting tools
  • Bandolier mod increases reload speed by 15%
  • Removed candy tins, hub caps and air filter items from the game.
  • Land mines no longer use candy tins, hub caps or air filters in their recipes. Land mines now need duct tape to craft. Candy tin mine can now be crafted in a backpack. Hub cap mine uses a nail instead of a spring
  • Deprecated candy tins and other redundant items
  • Cooking pot mine is also crafted from basic resources
  • Normal entities load their prefabs and meshes on demand instead of during world load
  • Reduced distance to backpack after death if no respawn point is set
  • Block entities to load on demand using the object pool
  • The object pool large pools to active pools which will fully remove pool objects and non active prefabs over time
  • Added various scales to zombies so they are different heights
  • Texture streaming to only use the main camera
  • Store_autoparts_01 updated to commercial standards.
  • Updated lots of oldwest POIs with new art
  • Art and new block update for house_old_abandoned_07
  • Large Predator animals such as bears and dire wolves only spawn at night in the forests.
  • Wolves have a very small chance to spawn in forests during the day

Fixed
  • Underground airpocket in Ranch03
  • Collapsing railing in fire_station_01
  • Z fighting with trimblocks and paint issue in modern_07
  • Applied paint to block behind comfy chair in modular_05
  • Adjustment to zombie footstep sound playback
  • Knuckles harvest too quickly ( use attack speed )
  • Breaching rounds do not work on the Shamway safe
  • Ratchet, ImpactDriver, SteelClub must now be crafted at a workbench
  • Steel spear shows proper unlock info
  • Scope mods are now visible on tactical assault rifle
  • Robosledge does not display a ammo count anymore
  • Beer sign does not have a white line on texture
  • Chest in funeral_home_01 now has loot
  • Create world feature is functional again
  • Can now place blocks around all lockers
  • Identical look for XP bar and food/water bars
  • Shovel hold animation is no longer used for all weapons and tools
  • Upside down door frame in apartment_adobe_red_5_flr
  • Bar_sm_01 no longer has false cabinets
  • Animals can not die from infection anymore
  • Weighted head mod is not compatible with blade mods on machete.
  • Food does not heal after you eat broken glass. Also, please reconsider your diet.
  • Fixed chainsaw and auger reload sound playback.
  • Some farm plots cannot be planted due to stability
  • Crate_storePrefab renderer was in TerrainCollision layer
  • Gas_station5 billboard SI issue.
  • Carlot_01 has beams that block entities
  • Replaced deprecated Freezers with its new replacement
  • Torch is now burning in roof area of house_burnt_02
  • Pathing issue with door of basement in Mansard_02
  • Wrong bookcase rotation in modern_04
  • Daring Adventurer level 2 and 3 now work again with T1 quests
  • False cabinets in park_basketball
  • Bungalow_05: Block behind boxes was painted and the shelf support replaced
  • Not allowed to access triangles/indices on mesh while in prefab editor
  • Disabled spider zombie looking at player
  • Particle System is trying to spawn on player mesh with zero surface area, aka console spam when player is on fire
  • Robotic sledge / repulsor mod ragdoll is extreme on players
  • ActionRagdoll not using a consistent force
over 4 years ago - SylenThunder - Direct link
b170-b173 Changelog:


DUE TO CHANGES TO SLEEPER VOLUMES IT IS RECOMMENDED TO START OVER.

IF YOU DO NOT, YOU MAY EXPERIENCE A POI FLAGGED AS CLEAR BEFORE YOU CLEARED ALL VOLUMES.




Added
  • Localization updated for destroyed concrete material
  • Setup xml, localization, and icons for Gas Pump Remake
  • Updated localization for Wild West Coffin helper
  • Setup xml and localization for Bleachers Set
  • Destroyed concrete material
  • "gfx graph tex mem" and "gfx graph tex stream" console commands
  • "gfx st reduction" console command
  • "gfx st" b/d/f/r console command abbreviations
  • WoodCross3x1, rustyIronCrossCtr3x1, and scrapIronCross3x1 3,1,1, multiblock variants for towers (solves issues with SI or not falling on collapse)
  • Tppoi window can be opened from ESC menu, also autofocuses search box now
  • HD Office Chair xml, localization, and icon setup.
  • Object pool block entity preloading
  • Bombshelter_01 A19 update.

Changed
  • Increased push up motion when player is stuck
  • Increased chance of getting criticals on the 2nd hit
  • Nerfed water cooler loot to drop 1 to 2 pure waters instead of 1 to 4.
  • Player shader name to Game/UMA and removed 10 unused properties
  • Increased chicken and rabbit run speed
  • Command "killall alive" no longer kills turrets
  • Biome generation now allows biomes other than pine forest to be in center
  • Optimized Arlene texture sizes
  • Optimized Big Momma texture sizes
  • Optimized Biker texture sizes
  • Renamed Arlene emissive to proper name and readded missing texture
  • Blade trap repair cost reduced to not be more than its crafted cost
  • Optimized Boe texture sizes
  • Optimized Crawler texture sizes
  • Optimized Darlene texture sizes
  • Optimized Fat texture sizes
  • Optimized player hand texture sizes (AO only) and fixed filtering
  • Optimized Joe texture sizes
  • Optimized Marlene texture sizes
  • Optimized Mechanic texture sizes
  • Optimized Moe texture sizes
  • Optimized Steve texture sizes
  • Optimized Yo texture sizes
  • Optimized ammo piles texture sizes
  • Optimized dropped backpack texture sizes
  • Optimized Brute trash can texture sizes
  • Updated xml to auto replace old officeChair01 (new icon WIP due to issues)
  • Implemented Localization update from MOGI 07/21
  • Enabled new Loading screens, since localization came back
  • Zombies falling 5m+ have a chance to stumble and rage
  • Updated cave_01 with new art and to support fetch.
  • Assigned broken concrete texture as default to appropriate concreteDestroyed block faces.

Fixed
  • Graph value updating on non repaint events
  • First person weapon brightness values don't match third person
  • Player hands brightness adjustment due to auto exposure fix
  • Back side of both flags have an alpha issue
  • Prefab editor Ctrl modifier shortcuts overlap with other shortcuts
  • "Path node otherHeight bad" warnings by allowing a small overlap
  • RWG only generating 1/4 maps on dedi
  • Tree poking through in vic_03
  • Coal container no longer has winow frames blocking coal harvest
  • Fastfood_04 is missing rally marker
  • Shoe piles destroy after looting
  • Missing backfaces on blueberry plant
over 4 years ago - SylenThunder - Direct link
B174-b177 Changelog

Added
  • Office chair update
  • Writable Storage Box Insecure to match textures when Writable Storage Box is downgraded
  • New gun fire effects for weapons that had been sharing with others
  • Missing tooltip for buffArmSplintedTooltip
  • Added new icons for new inventory management buttons
  • Create digging animation for crawlers
  • Rusted Metal Roof Material
  • "gfx texlimit" console command
  • Move items buttons for containers<>inventory
  • Added remnant_house_13

Changed
  • Optimized loot container texture sizes
  • Optimized vehicle texture sizes
  • Optimized non HD zombie textures
  • Optimized animal texture sizes
  • Optimized appliances texture sizes
  • Optimized commercial texture sizes
  • Optimized crafting texture sizes
  • Optimized decor texture sizes
  • Optimized door texture sizes
  • Optimized electrical texture sizes
  • Optimized furniture texture sizes
  • Optimized gore texture sizes
  • Optimized industrial texture sizes
  • Optimized outdoor decor texture sizes
  • Optimized plants texture sizes
  • Optimized plumbing texture sizes
  • Optimized resources texture sizes
  • Optimized remaining entity texture sizes
  • Optimized UMA texture sizes
  • Updated existing weapon effects
  • Light from gunfire now has smooth fade in\out rather than abrupt click on\off
  • Gun fire light adjusted for the new brighter first person lighting
  • Removed Suitcase from RandomLootHelpers
  • Sleepers always ragdoll on death
  • Block ExcludeWalkType uses a name
  • Increased duration of the Charismatic Nature buff
  • Improved sky fog sun punch through and to work with dark fog colors
  • Console command "weather fogcolor" to use red for green and blue if those params not given
  • "gfx st budget" to disable streaming before setting budget
  • Separated sort button on inventory/containers from the window icon
  • "Water Particles" video quality option to "Particles", which now also decreases world particle count
  • Deleted chunk water depth object creation, mat and shader
  • Updated POIs with new broken concrete texture
  • Enabled visual reflex sight for auto shotgun

Fixed
  • SI issue with entertainment center in house_old_ranch_01
  • Removed the cabinet texture from the backside of the wall oven
  • House_pyrimid_05 has si issue with loot crate in garage
  • House_old_modular_08 has an SI issue with trim around the farm plots
  • House_old_modular_08 kitchen cabinet helper blocks facing wrong way
  • Chair clipping in medium junkyard
  • House_old_victorian_03 chandelier is floating
  • Si issue house_old_bungalow_02 attic furnace loot cover
  • Salvage operations harvest amount does not scale as stated. (removed salvage harvest if the same resource is also on general harvest)
  • NRE when trash and car share the same space
  • Missing loot timer on store freezers
  • Prefab Editor: able to place blocks above workbench helper block
  • Marksman and Sniper aim to idle transition fixed.
  • Spear attack updated to prevent screen artifacts.
  • Timed Charge goes to unholster anim if ammo is available.
  • Prefab editor update imposter function causing NRE when prefab is loaded from mods folder
  • Crits trigger differently for clients and hosts
  • Misspelled credit fixed
  • Change right side header text info color to white.
  • Backpack should no longer disappear
  • Ratchet localization says wrong scrap material given
  • Adjusted meshes on trim01.fbx for woodHalfPlate painting issues
  • Molotovs no longer explode when dropped.
  • Particle System is trying to spawn on player mesh with zero surface area (player arms)
  • The description for Lucky Looter Volume 5 is very unclear,
  • Remove magnification wording from reflex site
  • Localization wrong for inventory on fill (middle choice) button
  • CntStoreShelfElectronicsDoubleBottomGoods04 is not lootable and has no hitbox (missing TBlock Tag)
  • Building floating base on rockResource block
  • All 3 bows polished reload anims, blend times and weapon/player is in sync.
  • Sniper, Tactical, .44, Desert Eagle, Pistol and M60 with fixed blends from ADS to reload.
  • Crossbows default to a "no ammo" idle after fire.
  • Particles in snow and desert cause major FPS drops
  • Bombshelter_01 rwgmixer.xml update
  • It is not possible to scrap yucca drink and coffee
  • Copy sleeper volume' misspelled in Prefab Editor Menu
  • Concrete paint and shelving support in salon
  • Zfighting in modular 7
  • Utility_celltower_01 SI issue
  • Fixed Watertower_02 being 1 block too low in Navezgane
  • Autoshotgun's holosight
  • Texture Quality below Full having blurry streamed textures
  • Fire only appears on Janitor Zombie's feet
over 4 years ago - SylenThunder - Direct link
A19 b178 Changelog

Added
  • High quality water depth transparency and improved edge transparency, edge foam, waves and undulations

Changed
  • Changed: Improved Low quality water transparency, waves and smoothness

Fixed
  • Container buttons on vehicle in different order than loot container / backpack
  • Spear no longer flys slowly
  • Low quality water was drawn too high in the world
  • burntWoodBlock4 unpaintable
  • Iron and Steel Knuckle reach reinstated
  • Running, reloading or changing weapons would not zoom back in while holding the aim button
  • Aiming while running would briefly try to aim
  • Missing sign backface on street barricade
  • Put resourceMetalPipe back in the salvage harvest of cars and other vehicles
  • NRE on entity unload entity projectile
  • Spears that hit a block and the player at the same time can’t be picked up
  • Spears visual glitch between players
over 4 years ago - SylenThunder - Direct link
Changelog for A19 b180
Added
  • Utility_celltower_02
  • Allow the complete freezing of zombies within the game (ctrl-num* toggles)
  • Add chunk boundary markers that look like the land claim bounds box (Shift-num toggles)

Changed
  • Worlds' splat maps support PNG again to reduce world sizes
  • Replaced collider and shadow caster on car parts ramp
  • 40 prefab materials to use the crossfade shader
  • 100 block entities to consistent LOD culling heights
  • Top tier foods sell for more dukes, and no longer have economic bundles of 5 but 1, so single meals can be sold
  • Wine kegs are not lootable

Fixed
  • Client view distance setting ignored for player render distance
  • Blocks with simple rotation enabled cannot be reversed with R key
  • Prefab editor client does not render terrain sometimes
  • Z fighting and missing block in modern_01
  • Zfighting in modular 7
  • Clipping tree in cabin_15
  • Zfighting on house_burnt_02
  • Loot containers and store shelves aim\target fighting
  • Zombies "popup" after knockdown stun while electrified
  • Zombie electrocution anim starting late
  • Zombie electrocution anim playing too long
  • UpdateNPCStatsOverTime not playing damage effects (electrocution) if total health change was positive from regen
  • POI Diner_01 shelving collider interrupts loot container
  • Biker cannot fit under chain link pole in utility_waterworks_01
  • Cigar on Hotbar Adds Extra Str and Bartering
  • Blunderbuss animates a flare from the muzzle when equipped
  • Hands invisible when wearing Military Gloves
  • Sticky projectiles prevent hitting blocks/zombies
  • Perks that increase fire rate do not work until modification screen is opened and closed
  • Steel armor parts are using same description as weapons and tool parts
  • Journal updated for Treasure Map Journal Entry
  • Arrows and bolts are not showing in weapons and not sticking to zombies properly
  • Spears do not follow the entities they are stuck in
  • 3 zombies can't go through cabin_11's doorway
  • Zombies get stuck on trapSpikesNew
  • Take all pulling items from containers in wrong order
  • Replaced a misplaced destroyed concrete texture with the proper brick texture in business_burnt_02
  • Updated destroyed concrete textures in store_autoparts_01
  • Floating chandelier in vic_01
  • Skyscraper_04 has strange destroyed concrete textures
  • Kinematic body only supports Speculative Continuous collision detection
  • Zombies get stuck between 50 pillars
  • Wrenching animations not working on POI radiators
over 4 years ago - SylenThunder - Direct link
A19.1 b4
We found Tim the Toolman Taylor's toolbelt and gave it to players allowing you to carry 10 instead of 8 slots
A fix for the robotic turret freezing games and servers when destroying a block as collateral damage
Huge improvement to ladder usage
Some new and shiny zombies, one of them with hair physics!

Added
  • Player side stepping while on ladders
  • Players falling onto ladders will be slowed until they reach a reasonable speed to attach
  • Support defining POI zones in Prefab Editor
  • Set entity rigid body drag to .25 when spawned with 0
  • Death ragdoll physics set max velocities lower
  • 20 Slot Toolbelt for Prefab Editor
  • New Stripper, Utility, and Business zombies

Changed
  • Improved AI ladder use
  • Ladder type blocks to only be climbable when vertical
  • Increased player horizontal move speed on ladders and running boosts
  • Jumping conflicts with starting to climb a ladder
  • Console command replies on the Windows Dedicated Server terminal window same green as regular console output now
  • Loot window of writable storage box shows custom text if assigned
  • Reduced zombie flesh physics bounce and increased fat bounce
  • Increased toolbelt size to 10 slots
  • Increased value of cigars
  • Reenabled docks_02 in Navezgane

Fixed
  • Switch lights do not seem to be working when they are placed.
  • Switches that are turned on will be white when logging back into the game
  • Fixed light source on player industrial light
  • First person hand animation for block placing is faster and doesn't de sync with fast placed blocks
  • Stone axe abledo brightness
  • Trees are invisible from one side and not the other
  • Object quality diminishes world object render distance too far
  • Cops and Radiated Cops aim poorly (Increased vomit radius)
  • Soldier zombie only shows head on fire
  • Goldenrod seed uses full grown stage ghost when planting (and similar drawing bugs in other plants)
  • Block placement would start rotated for certain blocks
  • Broken glass looked white when holding
  • AI jumping at you thinking the path to you was unreachable if you had moved
  • AI could not jump while on a ladder
  • AI obstacle check was disabled on ladder if not climbing
  • AI pathing not making horizontal ladder connections
  • AI pathing making unneeded inside drop connections
  • "house_modern_03" has zombie trapped in tub if/when spawned
  • Trader hughes poi has missing beam
  • Terrain AirPocket in cave_04
  • House_old_victorian_10 fire place paint looks out of place
  • Player jumping to a ladder block after having used a ladder would not attach unless jump was still pressed after entering the ladder block
  • Player or AI moving down from air to a ladder would fall 1m
  • Player moving down to ground while in a ladder block would keep you attached (slow)
  • Holding jump after attaching to a ladder slowly slides you down
  • Player does not use stamina when bunny hopping
  • Ladder rung above hay bale negates hay bale protection
  • Water makes moving dots effect
  • HUD timers overlap icons with local language changes
  • Prefab Editor nullref when toggling 'Show Stability Glue'
  • "ERR Prefab loading failed" when clients join a world with a custom POI
  • Toolbelt only remembers one slot per item type to return to (e.g. multiple spears)
  • Controller unable to select player profile character
  • onSelfEquip event consistency issues
  • Harvest animation plays when out of range to harvest
  • Healing other player is not working
  • Food animation speeds up after firing any weapon
  • Deployed robotic sledge animation doesn't have firing sound(s) for clients
  • Deployed robotic sledge animation doesn't fire correctly for clients
  • AP rounds not working as expected
  • Robotic sledge placement can be rotated using reload key during placement process
  • Junk Sledge dupe on 2 player pickup
  • Auto turret and traps use mod of item held in hand. ie. burning shaft mod
  • Spawning in a trader with ctrl num* causes nre
  • Error if anim pause (ctrl num*) enabled when placing robotic turrets
  • Dynamic resolution causes Z selection box issues
  • Floating crawler stumble
  • Zombies fall through floor/world when jumping over metalRailing blocks
  • Knocked down Fat Cops play a weird ragdoll
  • Bear corpse harvest ragdoll is excessive
  • Bear ragdoll hips could keep moving and improved impact handling
  • Lab and Hazmat zombie show no fire when burning
  • Robotic Turret freezing game when shooting a block and having 0 BlockPenetrationFactor

NOTE: Effort was put into ensuring that saves will be compatible from 19.0 to 19.1, but this is not guaranteed. It's still possible that you might run across a bug that we missed in testing. If you run into any pugs, please perform the wipe instructions outlined in the Pinned Thread.
over 4 years ago - SylenThunder - Direct link
A19.1 b5-b8

Added
Ambulance, Mopower and working stiff service trucks

Changed
Removed simple rotations from POI decoration hubcapNoMine

Fixed
Toolbelt slots 9&10 do not have localization
Exchanged Feral Hawaiian with old model