over 1 year ago - Hated - Direct link

Hello Survivors!

Today we bring you our first point release for A21 to Experimental.


To opt in please follow these steps:

Right click on the game in steam


Click on properties


Click the “betas” tab


The drop down menu will have latest_experimental available <— you want THAT


Select that and wait for the game to download


We recommend you start a new game when participating in EXP.

We are not aware of anything affecting existing savegames negatively.

If you plan on using your regular savegame, we advise of at least making a backup.


Here is what changed since A21 b324 stable:


Added

Tier 5 hotel_ostrich


Moderator OzHawkeye to credits


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


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


Extend ClientInfo logging


Prefab ins file read error log


Trader placement protected area of 3 meters on each side


Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc


Nest Audio open/close/destroy


ApproachDistraction AITasks added to cop, demo, and mutated zombies


Changed

Twitch: Extended the cooldown times for all supply crates.


Twitch: Extended the cooldown times for all vision effects.


Adjusted point costs for twitch actions to be multiples of 25.


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.


Trader area calculations are done dynamically


Increased trader protected area by 1 meter on each side


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.


Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors


Adjusted colliders on various bed prefabs


Adjusted colliders on chairCampingPrefab


Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture


House_modern_26 replaced regular window by bulletproof windows.


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.


Updated valid trees with path solid property


Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab


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


Reduced gas production to 2 gas per shale and sped up crafting time


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 localization for timed charges to insure players know what they are effective against


Fixed

AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP


Stuns do not reset the stun counter when stacked.


Zombie attack can break after receiving fall damage (Hit tag)


Entity vertical movement could cause incorrect results for finding entities in chunks


Floating terrain deco issue in countrytown_business_03.


AI pathing issues with cube_corner_beveled not having the path solid property


#mindwipe does not work correctly on servers.


House_old_mansard_03 stability issue.


Twitch Prime Subs were not registering their events correctly.


Always do authorization cleanup on main thread


Steam game servers list reports incorrect port to connect to game


Robo sledging a player on a vehicle breaks camera


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, this resulted in different stealth and zombie behavior on servers compared to single player


Wrong tag used to scale the steel when crafting higher quality levels of junk turrets


NRE: Exiting game before camera stops shaking.


Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors


Typo with woodenGarageDoor5x3_PoweredOak key in localization


Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons


Swapped two wanderingHordeStageGS groups that were out of order


Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders

over 1 year ago - - Direct link

Hello Survivors!

Today we bring you our first point release for A21 to Experimental.

 

To opt in please follow these steps:

  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available <— you want THAT
  5. Select that and wait for the game to download

 

We recommend you start a new game when participating in EXP.

We are not aware of anything affecting existing savegames negatively.

If you plan on using your regular savegame, we advise of at least making a backup. 

 

Here is what changed since A21 b324 stable:

 

Added 

  • Tier 5 hotel_ostrich
  • Moderator OzHawkeye to credits 
  • 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 
  • 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 
  • Extend ClientInfo logging 
  • Prefab ins file read error log 
  • Trader placement protected area of 3 meters on each side 
  • Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc 
  • Nest Audio open/close/destroy
  • ApproachDistraction AITasks added to cop, demo, and mutated zombies 

 

Changed 

  • Twitch: Extended the cooldown times for all supply crates. 
  • Twitch: Extended the cooldown times for all vision effects. 
  • Adjusted point costs for twitch actions to be multiples of 25. 
  • 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. 
  • Trader area calculations are done dynamically 
  • Increased trader protected area by 1 meter on each side 
  • 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. 
  • Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors
  • Adjusted colliders on various bed prefabs 
  • Adjusted colliders on chairCampingPrefab 
  • Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture 
  • House_modern_26  replaced regular window by bulletproof windows.
  • 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. 
  • Updated valid trees with path solid property 
  • Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab 
  • 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 
  • Reduced gas production to 2 gas per shale and sped up crafting time
  • 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 localization for timed charges to insure players know what they are effective against 

 

Fixed 

  • AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP
  • Stuns do not reset the stun counter when stacked. 
  • Zombie attack can break after receiving fall damage (Hit tag) 
  • Entity vertical movement could cause incorrect results for finding entities in chunks 
  • Floating terrain deco issue in countrytown_business_03. 
  • AI pathing issues with cube_corner_beveled not having the path solid property 
  • #mindwipe does not work correctly on servers. 
  • House_old_mansard_03 stability issue. 
  • Twitch Prime Subs were not registering their events correctly. 
  • Always do authorization cleanup on main thread 
  • Steam game servers list reports incorrect port to connect to game 
  • Robo sledging a player on a vehicle breaks camera
  • 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, this resulted in different stealth and zombie behavior on servers compared to single player
  • Wrong tag used to scale the steel when crafting higher quality levels of junk turrets 
  • NRE: Exiting game before camera stops shaking. 
  • Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors 
  • Typo with woodenGarageDoor5x3_PoweredOak key in localization 
  • Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons 
  • Swapped two wanderingHordeStageGS groups that were out of order 
  • Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders
over 1 year ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
over 1 year ago - Hated - Direct link
Hello Survivors!

Today we bring you our first point release for A21 to Experimental.


To opt in please follow these steps:
  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available <— you want THAT
  5. Select that and wait for the game to download


We recommend you start a new game when participating in EXP.
We are not aware of anything affecting existing savegames negatively.
If you plan on using your regular savegame, we advise of at least making a backup.



Here is what changed since A21 b324 stable:


Added
  • Tier 5 hotel_ostrich
  • Moderator OzHawkeye to credits
  • 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
  • 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
  • Extend ClientInfo logging
  • Prefab ins file read error log
  • Trader placement protected area of 3 meters on each side
  • Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc
  • Nest Audio open/close/destroy
  • ApproachDistraction AITasks added to cop, demo, and mutated zombies


Changed
  • Twitch: Extended the cooldown times for all supply crates.
  • Twitch: Extended the cooldown times for all vision effects.
  • Adjusted point costs for twitch actions to be multiples of 25.
  • 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.
  • Trader area calculations are done dynamically
  • Increased trader protected area by 1 meter on each side
  • 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.
  • Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors
  • Adjusted colliders on various bed prefabs
  • Adjusted colliders on chairCampingPrefab
  • Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture
  • House_modern_26 replaced regular window by bulletproof windows.
  • 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.
  • Updated valid trees with path solid property
  • Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab
  • 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
  • Reduced gas production to 2 gas per shale and sped up crafting time
  • 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 localization for timed charges to insure players know what they are effective against


Fixed
  • AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP
  • Stuns do not reset the stun counter when stacked.
  • Zombie attack can break after receiving fall damage (Hit tag)
  • Entity vertical movement could cause incorrect results for finding entities in chunks
  • Floating terrain deco issue in countrytown_business_03.
  • AI pathing issues with cube_corner_beveled not having the path solid property
  • #mindwipe does not work correctly on servers.
  • House_old_mansard_03 stability issue.
  • Twitch Prime Subs were not registering their events correctly.
  • Always do authorization cleanup on main thread
  • Steam game servers list reports incorrect port to connect to game
  • Robo sledging a player on a vehicle breaks camera
  • 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, this resulted in different stealth and zombie behavior on servers compared to single player
  • Wrong tag used to scale the steel when crafting higher quality levels of junk turrets
  • NRE: Exiting game before camera stops shaking.
  • Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors
  • Typo with woodenGarageDoor5x3_PoweredOak key in localization
  • Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons
  • Swapped two wanderingHordeStageGS groups that were out of order
  • Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders