PC V2.2 b3 EXP

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Fun Pimps Staff
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Howdy Survivors!
Today we have b3 EXP available for all Steam users. Among other things we removed the "Loot Stage Cap" and adjusted the kill challenges for the biome progression.

Have a fun weekend!


Here's what changed since b1:

V2.2 b3 Changelog:

Added
  • Allow unlinking Discord account directly from the game
  • Rubble_burnt_filler_10
  • Sprint Mode Autorun
  • AI activity map sets a long delay on neighbors if a screamer spawns

Changed
  • Rubble_wasteland_filler_01 adapted to composition grid and zombies guarding loot added
  • Updated passive values for both Muffled Connector mods to match the display values
  • Updated localization for modArmorAdvancedMuffledConnectorsDesc and modArmorMuffledConnectorsDesc to include the install restrictions for Assassin Armor
  • Pack Mule sound to only play in the player's head
  • Lowered the chance of Plague Spitter and Frostclaw biome spawns by ~50%
  • Updated all zombies and zombie animals with new tags for biome zombie kill challenges
  • Updated all biome zombie kill challenges to 5 themed zombie kills per biome
  • Updated all biome zombie kill challenges to include other undead kills per biome. Each biome increases 5,10,15,20. The themed zombie in each biome does NOT count toward the other undead kills. For example, Frostclaw kills in the snow biome don't count toward the other kills, but they do count in other biomes.
  • Cleaned up legacy leg armor buff, tags, and item logic for the Bandolier Mod
  • Updated damage stat localization on Nomad Gloves to reflect its use on the Radiated, Charged, and Infernal "Elite" zombie class
  • BlockSpawnEntity UI is shown with shift+ctrl+rmb
  • Updated spawnTraderDesc with the updated trader select menu shortcut keys SHIFT + CTRL + RMB
  • Removed player "not found for hair color" warning
  • Sprint Lock to Sprint Mode and renamed No/Yes to Hold/Toggle
  • Optimized prop shadows by disabling on last LOD when Shadow Distance setting is lower than Ultra
  • AI activity map neighbor delay includes the diagonals
  • Regular screamer spawning to choose 1 or 2 based on GS
  • Removed "Loot Stage Caps" from all biomes
  • Removed lootstage_max from all biomes
  • Biome Badges no longer boost LootStageMax
  • Updated localization for goBiomeProgressionDesc
  • Disabled visible_loot_max icons from showing in on location windows
  • Disabled buffs related to Loot Stage Cap

Fixed
  • Do not show Discord friend requests that are marked as Spam by Discord
  • Discord button on main menu will show pending invites on first open. Discord friend requests will show their avatars
  • Rally Marker SFX loop heard after starting quest.
  • Corpse Hanging Rope no longer downgrades to the hanging log
  • Missing tags on Nomad Gloves for charged and infernal
  • Rubble_burnt_filler_04 QA issues addressed
  • Rubble_wasteland_filler_01 missing texture
  • TileEntity.CopyFrom NotImplementedException when triggering a POI reset
  • Missing quest location by committing house_modern_27
  • Burnt forest biome shows pine forest when switching during playtest
  • Glock9's beloved cornmeal is now spelled the same in foodCropCornDesc
  • "Occlusion: RemoveEntity x missing" warning on dedicated servers
  • Demolition zombie's feet were partially in the ground
  • Player camera turning a large amount from controller input after a big frame rate spike
 
Are any of these fixes being worked on?
- floating props in POIs, like laptop, potted plants, the small medicine loot, small weapons bag
- some books scattered on tables can't be looted
- the big lag that happens before the dramatic hit animation where the zombie falls down spinning like a soccer player
 
Are any of these fixes being worked on?
- floating props in POIs, like laptop, potted plants, the small medicine loot, small weapons bag
- some books scattered on tables can't be looted
- the big lag that happens before the dramatic hit animation where the zombie falls down spinning like a soccer player
Maybe it's this fix? (since I don't really know what it means)

- Player camera turning a large amount from controller input after a big frame rate spike
 
View attachment 35994
Howdy Survivors!
Today we have b3 EXP available for all Steam users. Among other things we removed the "Loot Stage Cap" and adjusted the kill challenges for the biome progression.

Have a fun weekend!


Here's what changed since b1:

V2.2 b3 Changelog:

Added
  • Allow unlinking Discord account directly from the game
  • Rubble_burnt_filler_10
  • Sprint Mode Autorun
  • AI activity map sets a long delay on neighbors if a screamer spawns

Changed
  • Rubble_wasteland_filler_01 adapted to composition grid and zombies guarding loot added
  • Updated passive values for both Muffled Connector mods to match the display values
  • Updated localization for modArmorAdvancedMuffledConnectorsDesc and modArmorMuffledConnectorsDesc to include the install restrictions for Assassin Armor
  • Pack Mule sound to only play in the player's head
  • Lowered the chance of Plague Spitter and Frostclaw biome spawns by ~50%
  • Updated all zombies and zombie animals with new tags for biome zombie kill challenges
  • Updated all biome zombie kill challenges to 5 themed zombie kills per biome
  • Updated all biome zombie kill challenges to include other undead kills per biome. Each biome increases 5,10,15,20. The themed zombie in each biome does NOT count toward the other undead kills. For example, Frostclaw kills in the snow biome don't count toward the other kills, but they do count in other biomes.
  • Cleaned up legacy leg armor buff, tags, and item logic for the Bandolier Mod
  • Updated damage stat localization on Nomad Gloves to reflect its use on the Radiated, Charged, and Infernal "Elite" zombie class
  • BlockSpawnEntity UI is shown with shift+ctrl+rmb
  • Updated spawnTraderDesc with the updated trader select menu shortcut keys SHIFT + CTRL + RMB
  • Removed player "not found for hair color" warning
  • Sprint Lock to Sprint Mode and renamed No/Yes to Hold/Toggle
  • Optimized prop shadows by disabling on last LOD when Shadow Distance setting is lower than Ultra
  • AI activity map neighbor delay includes the diagonals
  • Regular screamer spawning to choose 1 or 2 based on GS
  • Removed "Loot Stage Caps" from all biomes
  • Removed lootstage_max from all biomes
  • Biome Badges no longer boost LootStageMax
  • Updated localization for goBiomeProgressionDesc
  • Disabled visible_loot_max icons from showing in on location windows
  • Disabled buffs related to Loot Stage Cap

Fixed
  • Do not show Discord friend requests that are marked as Spam by Discord
  • Discord button on main menu will show pending invites on first open. Discord friend requests will show their avatars
  • Rally Marker SFX loop heard after starting quest.
  • Corpse Hanging Rope no longer downgrades to the hanging log
  • Missing tags on Nomad Gloves for charged and infernal
  • Rubble_burnt_filler_04 QA issues addressed
  • Rubble_wasteland_filler_01 missing texture
  • TileEntity.CopyFrom NotImplementedException when triggering a POI reset
  • Missing quest location by committing house_modern_27
  • Burnt forest biome shows pine forest when switching during playtest
  • Glock9's beloved cornmeal is now spelled the same in foodCropCornDesc
  • "Occlusion: RemoveEntity x missing" warning on dedicated servers
  • Demolition zombie's feet were partially in the ground
  • Player camera turning a large amount from controller input after a big frame rate spike
 
I'm rooting for these changes, so much of the game has improved but some piece of it was lost along the way. I've played every version since late-A14 (except A20 as I had to upgrade my pc).

I haven't gotten around to the 2.0+ updates and have been disappointed to find that I haven't had the same drive to either. I'm holding out for a 2.x release that will draw me in.

I truly appreciate that the feedback from the players and community is being addressed. I get that as Devs y'all have a vision for the game too. I have to believe that there's a world where both the creative vision and gamers desires can be achieved and work together.
 
Disappointing to see the frost claw and spitter reductions, loot stage caps removed, & the kill challenges. I’m assuming the minor difficulty this created was a massive issue with some people
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"Glock9's beloved cornmeal is now spelled the same in foodCropCornDesc"

OMG LMAO. Love the description. hehe

"Loot stage caps removed from all biomes"

Thank you.

"Glock9's beloved cornmeal is now spelled the same in foodCropCornDesc"

OMG LMAO. Love the description. hehe

"Loot stage caps removed from all biomes"

Thank you. 🙏
Kind of sad to see progression removed with loot stages. It was nice to have a reason to move on instead of camping in the forest on easy mode
 
Disappointing to see the frost claw and spitter reductions, loot stage caps removed, & the kill challenges. I’m assuming the minor difficulty this created was a massive issue with some people
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Kind of sad to see progression removed with loot stages. It was nice to have a reason to move on instead of camping in the forest on easy mode
I think the solution is make the forest hard in its own way
 
Yeah, seeing more "special" zombies than normal zombies at any given point in those biomes felt bad. The mutateds have been in a while now and while common never felt like there were more of them than the normal zombies.
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Kind of sad to see progression removed with loot stages. It was nice to have a reason to move on instead of camping in the forest on easy mode
There are still loot stage bonuses for the biomes other than pine forest. So you can still get better loot faster in other biomes. They just removed the silly cap for all biomes. Good change, IMO.
 
I’m not sure how that would work with storms but honestly I’m a man lost in the desert looking for water in terms of difficulty.

Honestly, they need to just give us more sliders to change stuff. It would be fun if you could reverse it by starting in the wasteland where the forest was the hardest.
Wildlife like bears, mountain lions and wolves
Minor storms that like slow you down and your vehicle
Extra zombies and specials that spawn like spiders and Solders
Maybe even the odd zombie animal out in the woods
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I hope the slider option becomes a thing
 
Screenshot 2025-08-02 082015.png
the 2.2 exp b3 update in one word "SPECTACTULAR" at this point PVP is getting their cake and ice cream!
outstanding work by TFP to address the console spam, loot stage caps, and many fixs that simply make pvp so much better.
Its no secret now pvp is getting the luv it has long been asking for!!
 
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As much as I like the new zombies, it's impossible to overlook the fact that it looked like the clone war when entering those biomes, which breaks the immersion. Whether they've reduced it too much or not, I don't know until I try it in the game.
Why not have their numbers increase with gamestage? Similar to how early game you get budget Screamers. At higher levels and gamestage radiated.
 
Honestly? just bringing Glock 9's name into it gives me pause.
Didn't I JUST hear a bunch of people ■■■■■ing about "influencers"?

Friendly reminder, if a content creator has a relationship with the Devs, it's because the devs SEE that person drives traffic to the game.
and that content creator is a lot less likely to rock the boat by using their platforms to "help" the players by speaking out.
it's a symbiotic relationship that feeds off of you.
 
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