PC V2.0 b292 EXP Update

Hated

Fun Pimps Staff
rev_EXP_2_0_Storms_BrewingSteam_Header.jpg

Hello Survivors!
We have another EXP patch for you guys.

Have a wonderful day!


Here what changed since b289:



Added
  • Biome zombies move at blood moon speeds during damaging storms
  • Command to complete challenges
  • Player shelter check looks diagonally up for openings
  • RWG spawnWildernessPrefab overflows TileSize warning
  • Server browser filters for Biome Progression and Storm Frequency settings
  • Tool tip for the "Filter small POIs" toggle in the Teleport to POIs menu
Changed
  • Added a few more POIs missing from Navezgane map
  • Grace does a lot more block damage
  • Improved loot quality in mine_01 based on feedback
  • Increased snow terrain health
  • Lowered the chance of general zombie loot bag drops from 5% to 4%
  • Minor adjustments to some Burnt Zombie VO attacks and added some new variations
  • Reduced biome time requirement for biome challenges by 5 minutes
  • Removed buffMediumStealthBoots and buffHeavyStealthBoots as they are no longer needed
  • Removed canHaveCosmetic tag from all armor sets
  • Reworked Stealth Boots Mod to show stats and update stats on boots when installed
  • Stealth Boots Mod now reduces Stamina/s and Noise by 01 and -10% for both Medium and Heavy Boots
  • Updated Sleeper Spawn material SFX and audio source
  • Updated all blocks tagged with PercMasteryDukeHarvest to use destroy event instead of harvest to help prevent exploits
  • Updated perk localization to reflect recent balancing changes for non-english languages
  • Vehicles are now placed as unlocked
Fixed
  • Adjusted face assignment and closed gap in brick_half_destroyed06
  • Animals and the demo were only attacking the lower block and then trying to walk through the 1m hole
  • Biome Skulls are not being colored properly
  • CRT TV audio loop continues to play while game is paused
  • Electrocutioner perk extended shock durations not working with Intellect Mastery level 5
  • Entering a vehicle with ranged items in hand as a passenger disables post processing for other players
  • Error spam while updating windows 'crafting' on loading when repairing
  • Grace was slimmed down to fit through 1m wide openings and her face pokes through walls less
  • Incorrect rotation on Navezgane map POI
  • Incorrect terrain type in Navezgane residential tiles
  • Insect Swarms were moving faster when their target was on vehicle
  • Missing infestation loot chest in mine_01
  • Not all biomes were inside the biomes node in biomes.xml
  • Players could move into tight areas and not be sheltered from storms
  • RWG wilderness mod prefabs in 137 to 149 size range caused generation errors
  • RWG wilderness mod prefabs larger than 150 would not be correctly centered in their tile
  • Rally Marker Ambient Loop
  • Stretched UV's on concrete_half_destroyed06
  • Supply crate interact text shows unlocalized name
  • Terrain and POI position bugs on Navezgane map
  • Treasure map quest lock only works for the first map used
  • Updated logic to clear CVars for Photographic Memory perk after using Grandpa's Fergit’n Elixir
 
em 01 e -10
View attachment 34912

Hello Survivors!
We have another EXP patch for you guys.

Have a wonderful day!


Here what changed since b289:



Added
  • Biome zombies move at blood moon speeds during damaging storms
  • Command to complete challenges
  • Player shelter check looks diagonally up for openings
  • RWG spawnWildernessPrefab overflows TileSize warning
  • Server browser filters for Biome Progression and Storm Frequency settings
  • Tool tip for the "Filter small POIs" toggle in the Teleport to POIs menu
Changed
  • Added a few more POIs missing from Navezgane map
  • Grace does a lot more block damage
  • Improved loot quality in mine_01 based on feedback
  • Increased snow terrain health
  • Lowered the chance of general zombie loot bag drops from 5% to 4%
  • Minor adjustments to some Burnt Zombie VO attacks and added some new variations
  • Reduced biome time requirement for biome challenges by 5 minutes
  • Removed buffMediumStealthBoots and buffHeavyStealthBoots as they are no longer needed
  • Removed canHaveCosmetic tag from all armor sets
  • Reworked Stealth Boots Mod to show stats and update stats on boots when installed
  • Stealth Boots Mod now reduces Stamina/s and Noise by 01 and -10% for both Medium and Heavy Boots
  • Updated Sleeper Spawn material SFX and audio source
  • Updated all blocks tagged with PercMasteryDukeHarvest to use destroy event instead of harvest to help prevent exploits
  • Updated perk localization to reflect recent balancing changes for non-english languages
  • Vehicles are now placed as unlocked
Fixed
  • Adjusted face assignment and closed gap in brick_half_destroyed06
  • Animals and the demo were only attacking the lower block and then trying to walk through the 1m hole
  • Biome Skulls are not being colored properly
  • CRT TV audio loop continues to play while game is paused
  • Electrocutioner perk extended shock durations not working with Intellect Mastery level 5
  • Entering a vehicle with ranged items in hand as a passenger disables post processing for other players
  • Error spam while updating windows 'crafting' on loading when repairing
  • Grace was slimmed down to fit through 1m wide openings and her face pokes through walls less
  • Incorrect rotation on Navezgane map POI
  • Incorrect terrain type in Navezgane residential tiles
  • Insect Swarms were moving faster when their target was on vehicle
  • Missing infestation loot chest in mine_01
  • Not all biomes were inside the biomes node in biomes.xml
  • Players could move into tight areas and not be sheltered from storms
  • RWG wilderness mod prefabs in 137 to 149 size range caused generation errors
  • RWG wilderness mod prefabs larger than 150 would not be correctly centered in their tile
  • Rally Marker Ambient Loop
  • Stretched UV's on concrete_half_destroyed06
  • Supply crate interact text shows unlocalized name
  • Terrain and POI position bugs on Navezgane map
  • Treasure map quest lock only works for the first map used
  • Updated logic to clear CVars for Photographic Memory perk after using Grandpa's Fergit’n Elixir
There is a very serious problem with the new badge, I play with my friends with the system that if you die all the items are deleted, only the items, the character is not deleted, however when someone dies the badge disappears and there is no way to do it again, and the mission does not reset, that is, it is never possible to get the badge again, fix this please, or make it so that you have to do the mission again or that this badge never disappears, because this locks the gameplay
 
Major problem with the Plague Spitter which fades in and out. It shows a see through version of him, then the full one shows up.
No other zombies affected.
 
There is a very serious problem with the new badge, I play with my friends with the system that if you die all the items are deleted, only the items, the character is not deleted, however when someone dies the badge disappears and there is no way to do it again, and the mission does not reset, that is, it is never possible to get the badge again, fix this please, or make it so that you have to do the mission again or that this badge never disappears, because this locks the gameplay
This was fixed, but somehow didn't make it in the patch notes.
Post automatically merged:

Major problem with the Plague Spitter which fades in and out. It shows a see through version of him, then the full one shows up.
No other zombies affected.
Intended.
 
In my opinion, it was too much that the 20-minute biome has 15 minutes, which means it's over and there's no longer any challenge. I'm disappointed with certain things that have been changed for the worse and to make the game easier.
I totally agree! I'd like to be able to set the time of stay in the biome, otherwise 15 minutes sounds lame
 
I totally agree! I'd like to be able to set the time of stay in the biome, otherwise 15 minutes sounds lame
The majority of the feedback was that the survival time was too long and folks were just standing around bored waiting on the timer.

Burnt, Desert, Snow, and Wasteland are now 15, 20, 25, 30 minutes.

There will be no options, but is easily modded in challenges.xml.
 
Noticed while playing today (prior to this update) I would take damage while drinking murky water with the helmet filter installed if I had a cosmetic head armor piece applied.

I removed the cosmetic head gear, took off my rogue hood (containing the filter mod) and then put it back on and I was able to drink murky water as intended without taking damage.
 
The majority of the feedback was that the survival time was too long and folks were just standing around bored waiting on the timer.

Odd. I never had a problem "standing around" waiting on the timer. I did however wait a a long time for sufficient mutated to spawn.

The burnt biome is full of crispy dudes. Likewise the snow biome has plenty of Yeti. The problem seemed to be that the mutated shared their spawn weight with direwolfs and zombie bears. That required me to use about 20 smoothies just waiting till enough of them spawned to get the kill count. All the while having to strategically eliminate the direwolfs and zombie bears and trying not to die.

If anything, I'd suggest lowering the required number of kills.
 
Major problem with the Plague Spitter which fades in and out. It shows a see through version of him, then the full one shows up.
No other zombies affected.
Not a bug. Intentional feature which I forgot to add to our change log.

Fixed: Cloth parts of Frostclaw and Plague Spitter did not fade in
Added: Plague Spitters are stealthy when wandering, wander more often and at a faster move speed
Changed: Increased Plague Spitter spit attack range and cooldown
 
Not a bug. Intentional feature which I forgot to add to our change log.

Fixed: Cloth parts of Frostclaw and Plague Spitter did not fade in
Added: Plague Spitters are stealthy when wandering, wander more often and at a faster move speed
Changed: Increased Plague Spitter spit attack range and cooldown
Hopefully you guys will reconsider this change on the Plague Spitter; it doesn't look so good... And why hide such a nice new entity half of the time?
Oh well, it's TFP's decision and I'll accept it... But still not happy. :(
 
The majority of the feedback was that the survival time was too long and folks were just standing around bored waiting on the timer.
Hmm... Controversial. In the burnt forest, I did run a bit after killing the charred zombies. In the desert, I completed the kills and the timer at about the same time. In the winter binomial, I had 1 zombie left to kill by the time the timer ran out. But in the wasteland, by the time the timer ran out, I had killed only 11 mutants and I couldn't kill 2 more, because they decided to die on mines themselves. I had to look for mutants in the wasteland.
 
2025-06-25T11:57:01 1824.251 ERR [ResetWindowsAndLocks] Failed to find chunk for tile entity. There may be issues unlocking this tile entity
the server crashed with this error after the update
 
Not a bug. Intentional feature which I forgot to add to our change log.

Fixed: Cloth parts of Frostclaw and Plague Spitter did not fade in
Added: Plague Spitters are stealthy when wandering, wander more often and at a faster move speed
Changed: Increased Plague Spitter spit attack range and cooldown
Hey @faatal, quick question if you don't mind, how hard would it be to have an initial cool down on the plague spitter spit attack? Is this something one could mod in easily? (Same thing for the frost claw. )
 
Back
Top