V2.2 b3 Stable

I hope someone can please help me.

We're PS5 players on a server that was updated to V2.2 yesterday.
Since we're all console players, we obviously don't have any mods, and everything has been working perfectly fine so far.

Almost all PS5 players are unable to connect to the server anymore and getting a message that the game settings have been changed!
What can we do now?

Since the automatic server update to V2.2, this is what our inventory looks like:
View attachment 36157

I realized as much but looking for a bit more then "reboot your computer Tech help"
I mod and I was wondering what CAUSED the issue so we can understand what has changed to cause it and what might be done to repair it. ;)
Found the answer :
 
View attachment 36130

Hello Survivors!
Today we have V2.2 Stable for you.
We have added lockable slots to drones, containers and vehicles, removed the loot cap, adjusted some biome zombie spawns and much more.
Stay tuned for even more good stuff in V2.3 EXP soon.

We wish you plenty of fun!

Here's what changed since V2.1:

Added
  • Instantiated XUi templates will inherit parent template parameters
  • Add lockable slots to containers and vehicles
  • 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
where to find the setting for discord ingame,
  • Allow unlinking Discord account directly from the game
 
  • Sprint Mode Autorun

YAAAAAAAAAAASSSSS MAMA! Oh my god... I've waited so long for the ability to auto-run in 7 days. It's one of the things I constantly complain about in my streams because there are so many cases where you want your character to just run automatically "hands free" while you do things like alt tab to check your streaming stuff or scroll your chat. And it certainly has it's use just playing off stream as well. Whenever there's a situation where you don't yet have a vehicle and need to just run-run-run to get to a mission location, you're just there pressing W to run endlessly, bored out of your skull. Now we can auto-run and meanwhile alt tab to check something or switch a song on our player etc.

HOWEVER! What I'd like to see is that auto-run has it's OWN keybind. Because right now it's one of the competing options under the sprint options although the purpose it serves is a different one. This is not about whether I want to walk or sprint, this is about whether I want to toggle "hands free" or not.

Please please please give it it's own keybind that I can customize.
 
HOWEVER! What I'd like to see is that auto-run has it's OWN keybind. Because right now it's one of the competing options under the sprint options although the purpose it serves is a different one. This is not about whether I want to walk or sprint, this is about whether I want to toggle "hands free" or not.

Please please please give it it's own keybind that I can customize.
Go in OPTIONS, then KEYBOARD/MOUSE, followed by MOVEMENT. In RUN, click on LEFT SHIFT and assign any key that you want.
Don't forget to press on APPLY on the bottom to save the settings change and you are done. 😁
 
Steam users:

On the Betas list, choose "None" to always remain on the current stable version. This will auto-update.

For long-term play, always lock into the numbered version on which your save was created. This will NOT auto-update.

This is not new stuff. It has always been this way on Steam, at least for the 8-9 years I have been around.

If your save was lost due to auto-update, that is on you.

I am surprised to see some vets just learning this well-known fact.

I know that. But usually the update get´s announced before the update is live, at least when a new version drops, like here. Seeing it was 44mb i was assuming it´s a hotfix not V2.2 stable.

They Just have to ■■■■ing announce an update before it goes live when they drop one that is for sure gonna break mods. This game is only alive because of mods, they should respect that more. It´s not hard, just post the announcement before you upload the file.
 
Go in OPTIONS, then KEYBOARD/MOUSE, followed by MOVEMENT. In RUN, click on LEFT SHIFT and assign any key that you want.
Don't forget to press on APPLY on the bottom to save the settings change and you are done. 😁

Thanks for trying to help me out Space, but if you test out your own suggestion, you'll see that it doesn't actually solve the issue. The problem is that auto-run is attached to sprint. So no matter what key I assign sprint to, auto-run is controlled from that same key. What I am asking for is for them to be separated as they are two distinctly different functions and serve different purposes.

Another problem with autorun being attached to sprint is that I might use it by mistake in the worst possible situation. (say while I'm killing zombies on top of the Dishong Tower) and when I meant to press shift down to sprint, I end up toggling auto-run by mistake instead and run right off the building to my death.

My dream scenario:
SHIFT: Hold down to run (do not toggle anything by tapping it)
RANDOM KEY: Auto-run. Tap to toggle on or off.
 
I know that. But usually the update get´s announced before the update is live, at least when a new version drops, like here. Seeing it was 44mb i was assuming it´s a hotfix not V2.2 stable.

They Just have to ■■■■ing announce an update before it goes live when they drop one that is for sure gonna break mods. This game is only alive because of mods, they should respect that more. It´s not hard, just post the announcement before you upload the file.

I currently have 90 mods installed. Not a single one of them was broken by 2.2.

If you don't want to deal with Kaine's backpack mod being broken by every minor update that comes out, then don't use the mod. Otherwise learn to live with it. TFP shouldn't be expected to alter their workflow or processes because of a single mod. Or even a handful of mods. Because the VAST majority of mods handle minor updates just fine.
 
They Just have to ■■■■ing announce an update before it goes live
They announce as the update goes out. Several ways to make sure your game doesn't get broken by an update, and they are all on you, not TFP.
when they drop one that is for sure gonna break mods
You want them to test mods before releasing an update? You understand how stupid that sounds, right?
This game is only alive because of mods
No, mods are alive because of this game. How have you been around this long and don't understand how things work by now?
 
Thanks for trying to help me out Space, but if you test out your own suggestion, you'll see that it doesn't actually solve the issue. The problem is that auto-run is attached to sprint. So no matter what key I assign sprint to, auto-run is controlled from that same key. What I am asking for is for them to be separated as they are two distinctly different functions and serve different purposes.

Another problem with autorun being attached to sprint is that I might use it by mistake in the worst possible situation. (say while I'm killing zombies on top of the Dishong Tower) and when I meant to press shift down to sprint, I end up toggling auto-run by mistake instead and run right off the building to my death.

My dream scenario:
SHIFT: Hold down to run (do not toggle anything by tapping it)
RANDOM KEY: Auto-run. Tap to toggle on or off.
Automoving is a "feature" I never, ever use in games for all the reasons suggested by the very one you've used as an example. I'll bind it to a key so far out of the way, I couldn't possibly hit it, e.g. the 'p' key.

I'm not particularly liking all this talk of tapping and holding a single key myself. Of course, there's way more buttons on my keyboard than a controller. And that's the problem for developers. Elden Ring's is the absolute worst PC port I've ever seen. Oh, the hoops I had to jump through to make it even remotely playable with keyboard and mouse. Fortunately, it was worth it. 😉
 
Automoving is a "feature" I never, ever use in games for all the reasons suggested by the very one you've used as an example. I'll bind it to a key so far out of the way, I couldn't possibly hit it, e.g. the 'p' key.

I'm not particularly liking all this talk of tapping and holding a single key myself. Of course, there's way more buttons on my keyboard than a controller. And that's the problem for developers. Elden Ring's is the absolute worst PC port I've ever seen. Oh, the hoops I had to jump through to make it even remotely playable with keyboard and mouse. Fortunately, it was worth it. 😉

Same. I do prefer vehicles in fps games to have throttle-style control instead of having to keep W pressed all the time, but that's much different than on-foot movement where you're constantly strafing and back-peddling.
 
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