V2.0 b289 EXP

Hated

QA Lead
rev_EXP_2_0_Storms_BrewingTwitter.jpg

Hello Survivors!
Here is our first EXP update for V2.0.

We wish you all an enjoyable and relaxing weekend!


Here's what changed since b285:

Added
  • bunker_00 - Tier 5 POI with all quest types
  • POI Editor Light Density Stat
  • Running Steam as Ubuntu Snap without microphone permission showing warning window

Changed
  • Biome smoothies now grant a 10% speed boost while in the appropriate biome
  • Honey is now using a mason jar and hold type for drinking
  • Increased the amount of gas found in quad barrels
  • Increased the entity damage on Shotgun Slugs
  • Intro to Buried Supplies quests are now clamped to the Pine Forest
  • Light Armor perk now adds 1 Armor Rating per perk level to each Light Armor piece equipped
  • Optimized EnumDecoAllowedExtensions
  • Reduced Berserker from 50% for 10 seconds to 25% for 5 seconds
  • Reduced Hard Target from 10, 20, 30, 40, 50% to 5, 10 ,15, 20, 25%
  • Reduced Pack Mule from 10, 20, 30, 40, 50% to 5, 10, 15, 20, 25%
  • Reinstated biome loot stage modifier and loot stage bonus
  • Renamed Banded Armor Plating Mod to Advanced Armor Plating Mod
  • Renamed Customized Fittings Mod to Advanced Armor Fittings Mod
  • Renamed Improved Fittings Mod to Armor Fittings Mod
  • Sleeper Spawn Material Sounds (Metal only)
  • Updated tool box loot lists with various tool themed magazines
  • remnant_house_06 sleepers quantity to prevent unguarded loot


Fixed
  • AI pathing issue addressed in church_02
  • Adjusted rally marker in tudor_02
  • Bandage cancels unless user waits longer for it to complete than feels right
  • Biome general atmospheric particle effects were not playing
  • Clipping issues in cabin_16
  • Drone projectile collider issue
  • Game launcher CLI argument for UserDataFolder now overrides same argument if supplied in the custom arguments text box
  • Garage door replaced in house_old_ranch_08
  • Garage door replaced in house_old_tudor_02
  • Insect swarm no longer has trouble hitting players a second time on dedi
  • Insect swarms can now hit you if you're walking
  • InvalidCastException thrown in networking when clients are passengers in a vehicle while holding a ranged weapon
  • Junk sledge should now target insect swarm on dedi
  • Left and Right news screen is now mapped to same buttons on controller
  • Lighting issue in house_burnt_01
  • Low volume modified on Track SFX for Challenge UI
  • Missing tags are now on Rad Remover for charged and infernal zombie variants
  • Percentage in description was not updating properly for Farmer Full Set Bonus
  • Perception Mastery: Vital Wound and Agility Mastery: Bleeding Hearts no longer use the maxBleedCounter that is governed by Deep Cuts
  • Plague Spitter swarm can no longer hold arrows
  • Players in v2.0 are no longer spawning with no challenges when using Steam invite / join
  • Prefab Editor no longer starts during night time
  • Rally Marker SFX Loop is no longer heard when game is paused
  • Reworked logic to prevent Modify option on Biome Badges
  • Settings option no longer overlaps logo after exiting audio settings in Discord first time prompt
  • Snow particles are no longer seen in the pine forest
  • Structural issues in fire_station_03
  • Texture issues in countrytown_business_02
  • Texture issues in remnant_house_10
  • Vehicles shouldn't restore HP after damage and re-mount on dedi anymore
  • Weather shelter checks adjusted on some sloped walls
 
Last edited:
Pretty please, remove or massively change Sledge Saga vol. 5. (double XP on sledge headshot kill). It makes progression feel wrong (achieving high level before any good loot appear or any progression is done).
A person using sledge is always the highest level in the game. Makes playing in group annoying cuz sledge user is always massively ahead of XP if left alone even for a couple of missions.
I'm not a fan of PvP but I have a friend that already knows everyone will go sledge not to be behind on XP to anyone else.
Getting 20% XP buff is overall hard (either t6 nerd cap, or learning elixir, which are either lategame or situational things) and it's supposed to stay that way. Getting double XP on something so earlygame focused and common as headshot sledge kill, is basically like setting your XP gain to 180% for majority of the game. Saga is already crazy good, if that was 10% XP instead for double it would already be very good, or change it altogether. Honestly other Sledge Saga books need some revisiting as well, but this one in the biggest offender for certain.

As for the perks changes and hopefully meaningful Slugs buff, pretty good stuff, let's see how it plays out.
 
I feel like you went a bit overboard with the hard target nerf. Isn't it just a conditional Pain tolerance without stun resist now? The other perk balance changes are great though.
 
Okay, now wait a minute, devs. You are now forcing the intro quest to only work on the forest, even if people turn off biome hazards and want to spawn somewhere else and use a trader in another biome as their initial trader? That isn't good at all. I get that you are making your RWG maps extremely linear, but for everyone who wants more control, taking that away by cleaning it to only the first isn't good. You can't even ignore that quest and do other quests instead. You would have to use a mod to remove or auto compete that quest now just to be able to play a map where you don't start in the forest unless you don't plan to do any quests.

If you want to clamp it to the biome the trader is in so it can't send you to other biomes, that is absolutely fine. But don't clamp it to only the forest. I assume you did this so people can't get sent to do the intro in a biome that will kill them. You can do that by clamping it based on where the trader is without preventing people from doing it from another biome if they want to.

Or at least give us the option to skip that intro quest.
 
View attachment 34785

Hello Survivors!
Here is our first EXP update for V2.0.

We wish you all an enjoyable and relaxing weekend!


Here's what changed since b285:

Added
  • bunker_00 - Tier 5 POI with all quest types
  • POI Editor Light Density Stat
  • Running Steam as Ubuntu Snap without microphone permission showing warning window

Changed
  • Biome smoothies now grant a 10% speed boost while in the appropriate biome
  • Honey is now using a mason jar and hold type for drinking
  • Increased the amount of gas found in quad barrels
  • Increased the entity damage on Shotgun Slugs
  • Intro to Buried Supplies quests are now clamped to the Pine Forest
  • Light Armor perk now adds 1 Armor Rating per perk level to each Light Armor piece equipped
  • Optimized EnumDecoAllowedExtensions
  • Reduced Berserker from 50% for 10 seconds to 25% for 5 seconds
  • Reduced Hard Target from 10, 20, 30, 40, 50% to 5, 10 ,15, 20, 25%
  • Reduced Pack Mule from 10, 20, 30, 40, 50% to 5, 10, 15, 20, 25%
  • Reinstated biome loot stage modifier and loot stage bonus
  • Renamed Banded Armor Plating Mod to Advanced Armor Plating Mod
  • Renamed Customized Fittings Mod to Advanced Armor Fittings Mod
  • Renamed Improved Fittings Mod to Armor Fittings Mod
  • Sleeper Spawn Material Sounds (Metal only)
  • Updated tool box loot lists with various tool themed magazines
  • remnant_house_06 sleepers quantity to prevent unguarded loot


Fixed
  • AI pathing issue addressed in church_02
  • Adjusted rally marker in tudor_02
  • Bandage cancels unless user waits longer for it to complete than feels right
  • Biome general atmospheric particle effects were not playing
  • Clipping issues in cabin_16
  • Drone projectile collider issue
  • Game launcher CLI argument for UserDataFolder now overrides same argument if supplied in the custom arguments text box
  • Garage door replaced in house_old_ranch_08
  • Garage door replaced in house_old_tudor_02
  • Insect swarm no longer has trouble hitting players a second time on dedi
  • Insect swarms can now hit you if you're walking
  • InvalidCastException thrown in networking when clients are passengers in a vehicle while holding a ranged weapon
  • Junk sledge should now target insect swarm on dedi
  • Left and Right news screen is now mapped to same buttons on controller
  • Lighting issue in house_burnt_01
  • Low volume modified on Track SFX for Challenge UI
  • Missing tags are now on Rad Remover for charged and infernal zombie variants
  • Percentage in description was not updating properly for Farmer Full Set Bonus
  • Perception Mastery: Vital Wound and Agility Mastery: Bleeding Hearts no longer use the maxBleedCounter that is governed by Deep Cuts
  • Plague Spitter swarm can no longer hold arrows
  • Players in v2.0 are no longer spawning with no challenges when using Steam invite / join
  • Prefab Editor no longer starts during night time
  • Rally Marker SFX Loop is no longer heard when game is paused
  • Reworked logic to prevent Modify option on Biome Badges
  • Settings option no longer overlaps logo after exiting audio settings in Discord first time prompt
  • Snow particles are no longer seen in the pine forest
  • Structural issues in fire_station_03
  • Texture issues in countrytown_business_02
  • Texture issues in remnant_house_10
  • Vehicles shouldn't restore HP after damage and re-mount on dedi anymore
  • Weather shelter checks adjusted on some sloped walls
Can't you make an update so we can use our regular save file like before and just update that for the ps5 and console versions for us
 
Okay, now wait a minute, devs. You are now forcing the intro quest to only work on the forest, even if people turn off biome hazards and want to spawn somewhere else and use a trader in another biome as their initial trader? That isn't good at all. I get that you are making your RWG maps extremely linear, but for everyone who wants more control, taking that away by cleaning it to only the first isn't good. You can't even ignore that quest and do other quests instead. You would have to use a mod to remove or auto compete that quest now just to be able to play a map where you don't start in the forest unless you don't plan to do any quests.

If you want to clamp it to the biome the trader is in so it can't send you to other biomes, that is absolutely fine. But don't clamp it to only the forest. I assume you did this so people can't get sent to do the intro in a biome that will kill them. You can do that by clamping it based on where the trader is without preventing people from doing it from another biome if they want to.

Or at least give us the option to skip that intro quest.
Well said man we want freedom
 
Okay, now wait a minute, devs. You are now forcing the intro quest to only work on the forest, even if people turn off biome hazards and want to spawn somewhere else and use a trader in another biome as their initial trader? That isn't good at all. I get that you are making your RWG maps extremely linear, but for everyone who wants more control, taking that away by cleaning it to only the first isn't good. You can't even ignore that quest and do other quests instead. You would have to use a mod to remove or auto compete that quest now just to be able to play a map where you don't start in the forest unless you don't plan to do any quests.

If you want to clamp it to the biome the trader is in so it can't send you to other biomes, that is absolutely fine. But don't clamp it to only the forest. I assume you did this so people can't get sent to do the intro in a biome that will kill them. You can do that by clamping it based on where the trader is without preventing people from doing it from another biome if they want to.

Or at least give us the option to skip that intro quest.
Well said
Post automatically merged:

But I'm thankful for the new biome progression
 
Can't you make an update so we can use our regular save file like before and just update that for the ps5 and console versions for us
Not possible. There are too many changes. You should expect needing a new save for each of the major updates (2.0, 3.0, and 4.0). Minor updates like 2.1 should not normally require a new save. You have the option to not update your game until you are finished with your current save and ready to start over.
 
I am quite impressed that this game-breaking bug has been resolved so promptly.

Screenshot 2025-06-20 213002.png
The only question I have is how this issue went unnoticed in the weeks leading up to the 2.0 released?
I heard numerous times testers where already playing and testing the build prior to the release;
nearly everyone who joined our server observed the problem on the first day.

Please continue to provide such great fixs, this is what the community really wants,
Excellent work!
 
Pretty please, remove or massively change Sledge Saga vol. 5. (double XP on sledge headshot kill). It makes progression feel wrong (achieving high level before any good loot appear or any progression is done).
A person using sledge is always the highest level in the game. Makes playing in group annoying cuz sledge user is always massively ahead of XP if left alone even for a couple of missions.
I'm not a fan of PvP but I have a friend that already knows everyone will go sledge not to be behind on XP to anyone else.
Getting 20% XP buff is overall hard (either t6 nerd cap, or learning elixir, which are either lategame or situational things) and it's supposed to stay that way. Getting double XP on something so earlygame focused and common as headshot sledge kill, is basically like setting your XP gain to 180% for majority of the game. Saga is already crazy good, if that was 10% XP instead for double it would already be very good, or change it altogether. Honestly other Sledge Saga books need some revisiting as well, but this one in the biggest offender for certain.

As for the perks changes and hopefully meaningful Slugs buff, pretty good stuff, let's see how it plays out.
100% agree.
 
Love seeing the nerf to some of the perks, surprised siphoning strikes didn't.

Slugs are useful again, unsure why HoldingItemHasTags wasn't used to help balance out the 4 shotguns. Nonetheless a change I've been waiting since A21 to see!!

The nerf to the bleeding perks outside of deep cuts now makes the bonus bleed damage pointless as the 1dmg/sec is negligible. IMO if someone does a spear build and they invest points in deep cuts, their spear should benefit, the spear is a knife on a stick.
 
Back
Top