PC V2.5 EXP out NOW!

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Fun Pimps Staff
2.5 EXP Forum.png
Hello Survivors!
V2.5 Experimental is now available on Steam.
Although the build is compatible with 2.X save games we highly recommend starting a new game for the best experience. If you continue an old save game we recommend turning on storms as they are much improved.
We did have issues where some people experienced cleansed crafting queues in workstations, so we do heavily encourage players to clear their crafting queues before updating.
The default for storms were turned off for V2.4, please if you turned them off

Here is how you participate:
  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

New entries to the serverconfig.xml that should be added:
<property name="CameraRestrictionMode" value="0"/> <!-- 0 = Players can freely swap between first and third person camera modes, 1 = Restricted to first person, 2 = Restricted to third person -->
<property name="JarRefund" value="0"/> <!-- 0, 5, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100% The empty jar refund percentage after consuming an item. -->
<property name="AISmellMode" value="3"/> <!-- 0-5 (off, walk, jog, run, sprint, nightmare) -->


This feature-rich update focuses on community feedback and the return of some long awaited features. The Stable update for all platforms will be out before the holidays. The update includes:

  • Improved Water Survival with Empty Jars
  • Vehicle storage improvements and mods
  • The new Lore Friendly Rancher Zombie (Replaces the Plague Spitter)
  • The new Lore Friendly Chuck Zombie (Replaces the Frost Claw)
  • A brand a new Smell System with some great surprises
  • Distant storm rendering
  • Updated Biome Hazards, Storms, Temperature & Protective Clothing
  • A new Apiary Station to produce Honey
  • New Honey inspired recipes
  • Third Person Camera support (Toggleable In-Game)
  • Turret Ammo Improvements
  • Quest Improvements
  • A new character window rendering
  • New Free Cosmetic Skins
  • New Trader Jen Model
  • New Food and Water Bars with Stats
Warning to players before upgrading to V2.5
With changes made to the workstation progression, if a player is in the middle of crafting a workbench, the update may remove that recipe unlock and clear the crafting queue. This will NOT refund the crafting ingredients back to the player. Be sure to clear all crafting queues before updating to V2.5.

Please note that we have adjusted the default controller layout to accommodate some new and reworked controller inputs. The first time starting the game after updating all input bindings will be reset to their new defaults.


2.5 Survival Revival Release Notes

Improved Water Survival (Empty Jars)


We know this is a topic of great interest to the community, and we have taken extra care to listen and read hundreds of posts and polls. What stood out the most is that people liked the old empty jar system for the immersive feeling of rummaging through loot to find an empty jar, locating a water source, filling the jar, and boiling it to drink it safely.

With that in mind, we combined the best of the old and new systems and made it balanced. Here’s how it works:

  • In the early game, you scavenge for jars and fill them with murky water from natural lakes, rivers and ditches, or from other man-made bodies of water. Murky water is boiled for use as normal. Toilets, sinks, and other water fixtures are all dried up.
  • Early to mid-game, you can choose to craft dew collectors or continue only to use the jars that you find.
  • To balance gameplay, jars are one-time use, not refunded by default (See Jar Refund Options Below). The dew collector unlocks at Workstation Crafting level 16, is now crafted on the workbench, and additional resources are required for crafting. Murky water and other drinks still have a chance to be found in loot.
  • Jars can be crafted once you have a forge and a crucible.
    • With no perks, the recipe will be 31 sand and 6 clay
    • With Advanced Engineering 5/5, the recipe gets reduced to 25 sand and 5 clay
  • A Jar Refund menu option has been added which can change the chance to get a Jar Refunded after use. The available settings are: 0% Default, 5%, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%
Post automatically merged:

Vehicle Storage Improvements & Mods

Each vehicle by default will now support one additional storage column for more storage slots:

  • Bicycle: 1 extra storage slot
  • Minibike: 3 extra storage slots
  • Motorcycle: 4 extra storage slots
  • Gyrocopter: 5 extra storage slots
  • 4X4 Truck : 9 extra storage slots
We are adding vehicle storage mods that will increase any vehicle’s storage capacity by 1 row which will increase a vehicle’s storage capacity by 10 slots. Each vehicle can hold up to two vehicle storage mods for a total increased storage capacity of 20 storage slots. When you install a vehicle storage mod you will see your vehicle visibly change. For example: you would see new saddlebags on a bicycle when a vehicle storage mod is installed.

The New Rancher Zombie

The 2.0 Plague Spitter model has been replaced with ‘The Rancher’ who looks more grounded to the Navezgane Arizona desert game lore. The Rancher still has the swarm spitting attack.

The New Chuck Zombie

The 2.0 Frost Claw model has been replaced with the new ‘Chuck’ zombie which looks more grounded to the Navezgane Arizona snowy mountains game lore. Chuck still has the boulder throwing attack.

Smell System

We have added a new smell system to the game with some great improvements from the classic smell system.

  • Having 5 or more Raw Meat in your inventory will create a smell.
  • There is a 10 second grace period before the smell begins to smell, giving the player an opportunity to store or package the raw meat.
  • Raw Meat smells have a distance in meters they travel which will be displayed on a left HUD buff popout with a Nose Icon on it. The distance number on the buff HUD will grow over time until it reaches a maximum distance. The more Raw Meat you’re carrying the longer the smell distance.
  • Once a smell has reached its maximum distance it will linger in the air for a short time period represented by a slowly decreasing HUD number until the smell dissipates and the number decreases at a faster rate.
  • There are several ways you can prevent Raw Meat from smelling including:
    • Packaging the Raw Meat in bundles of 5 using paper and plant fibers.
    • Storing the Raw Meat in a vehicle or storage container
  • Consuming food now causes smell so you need to be careful when and what you eat. Many consumables now have a Smell Distance stat.
  • Consuming multiple items in a row will cause a combined smell distance.
  • The flatulence the player makes from Dysentery will cause a smell.
  • Smells combined have a maximum cumulative distance of 100 meters.
  • Smells do not travel as far when indoors or sheltered and are reduced to 20% of their full distance and will dynamically shrink or grow when you go inside or outside.
  • Your current smell can be cleared by submerging yourself in water.
  • When smells reach zombies they will randomly detect the smell, move in that direction and at the desired smell run speed setting in the game options under smell mode which defaults to run.
  • Smells will also add to the Stealth Meter value.
  • Animal carcasses can now be smelled from farther away so you may have to defend the carcass from more zombies.
  • There is a new game option AI Smell Mode which can be set to Off, Walk, Jog, Run, Sprint and Nightmare, but defaults to Run. You can disable player smells by setting it to Off.
Distant Storm Rendering

A new system has been added that will render storm clouds in neighboring biomes. This early warning indicator will help players prepare before they enter the area. Each biome has its own unique VFX particle system.
 

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Biome Hazards, Storms, Temperature & Protective Clothing

The Biome Hazards, Storms, Temperature and Protective Clothing now all act independently, creating a more dynamic and unpredictable struggle against the elements. Here are the changes and additions:

  • The Biome Hazards
    • The biome hazards and progression have been reworked with new belt messages, icons and item descriptions to reflect the more immersive face covering gear and the protection provide against airborne hazards including:
      • Burnt Biome – Smoke and Ash
      • Desert Biome – Sand and Dust
      • Snow Biome – Brutal cold air
      • Wasteland Biome – Toxic Fallout
  • Storms
    • Storms have been reworked to allow a longer grace period based on clothing worn
    • Without clothing, the player gets 30 seconds to leave the biome or take shelter
    • Gathering and wearing the protective clothing described below increases the players time to leave the biome or find shelter
    • Taking shelter starts a recovery timer that ramps up at 3x the rate of the grace timer
    • Reworked the storm buff icons to clearly show a difference between biome themes
    • Zombies become aggressive and will be more active during storms
    • Zombies have a higher chance of dropping loot during storms
  • Temperature
    • Added back a more intuitive implementation of the older temperature system
    • Time of day, shelter, shade, weather conditions, wetness, and other factors play a role in the player’s core temperature
    • Holding a torch, standing by a campfire, or consuming items will boost a player’s cold resistance
    • Gathering and wearing the protective clothing (described below) increases the player’s hot and cold resistance which absorbs the various conditions to offset the player’s core temperature
    • Hot debuffs have 2 levels of severity:
      • Hot
        • Increased water consumption to recover stamina by 300%
        • All movement types reduced by 10%
      • Sweltering
        • Increased water consumption to recover stamina by 600%
        • All movement types reduced by 20%
    • Cold debuffs have 2 levels of severity:
      • Cold
        • Increased food consumption over time by 100%
        • Increased food consumption to recover stamina by 30%
        • All movement types reduced by 10%
      • Freezing
        • Increased food consumption over time by 200%
        • Increased food consumption to recover stamina by 60%
        • All movement types reduced by 20%
  • Protective Clothing
    • There are four clothing insulation item groups that can be found and worn to increase the player’s hot and cold resistance and protection time against storms including: Socks, Cap liners, Long Underwear and Glove Liners
    • The clothing insulation items come in three tiers: Tattered (Tier 1), Patchwork (Tier 2) and ThermalCore (Tier 3).
    • Wearing all four of the highest tier insulated clothing items provides the longest protection time against storms and best hot and cold resistance against extreme temperatures
    • Clothing has quality, but no degradation so you can keep looting to get better gear.
    • We’ve added three levels of progressive armor insulation mods as well to augment your hot and cold resistance even further
New Apiary Workstation

We have added a new Apiary workstation to the game that will allow the player to produce honey and here’s how it works.

  • Apiary Workstation crafting is unlocked at Tier 3 workstations crafting level 30
  • Once unlocked, the player can craft the Apiary Workstation recipe by gathering the following ingredients
    • 5 Beeswax (Harvested in tree stumps or found in loot drops from the new ‘Rancher Zombie’ formally the Plague Spitter.
    • 100 Wood
    • 50 nails
    • 10 Forged Iron
    • 8 Duct Tape
  • Once the player crafts the Apiary Workstation it needs to be fueled by 10 Chrysanthemum, 10 Goldenrod, or 10 Cotton.
  • The Apiary Workstation will output one honey every 2 game days
  • Opening the Apiary has a small chance of spawning an angry bee swarm.
  • The Apiary Workstation can be upgraded with three tool slot mod upgrades including:
    • Apiary Smoker: Removes the chance to spawn an angry bee swarm.
    • Apiary Brood Box: Doubles how much honey can be stored.
    • Apiary Extractor: Doubles how fast honey is produced.

New Recipes

Along with the Apiary Workstation that produces honey we have have added some new honey-centric recipes to the game that offer some honey healing benefits including:

  • Honey Tea. Not only does it hydrate, it cures infection!
  • Honey Glazed Sham. Your new favorite meat substitute just got better!
  • Honey Brisket. The ultimate survivor food offers a whopping 150 food points and heals your infections!
 
3rd Person Camera

Full third-person camera support has been added to the game! You can now seamlessly toggle between first-person and third-person views during gameplay using a quick-toggle keybind. This highly requested feature provides a new perspective on your character and surroundings, especially useful for appreciating your gear customization, navigating complex terrain, and experiencing combat from a different viewpoint.

A number of settings have been added to customize the 3rd person camera. These can be found in the Video > Display settings menu:

  • Default Camera Mode: Choose if you prefer to start games in 1st or 3rd person. You can also toggle this in game at any time, unless the server you’re playing is restricted to a specific camera mode.
  • 3rd Person Field of View: Separated from the 1st person FOV slider.
  • 3rd Person Camera Distance: Can be adjusted here or can be adjusted in game by holding the camera change or quick action menu buttons and using the mouse wheel or controller triggers.
  • 3rd Person Camera Mode: Choose whether you want a freely orbiting camera or one that’s locked behind the character. A third option will only lock the camera when holding a ranged weapon.
A game setting and server config has been added allowing hosts to restrict the camera mode for all players in the game. This can be found in the Advanced tab of the game setting. By default all players are allowed to change their camera mode freely but this setting can be used to force all players to use either 1st or 3rd person camera modes.

Key Binding Changes & Improvements

  • Quick Actions Menu: Hold this button to bring up a radial menu of various actions, including changing the camera perspective, dropping your weapon, as well as a place to access all of your toggleable items and equipment attachments. You can also choose the default behaviour of tapping this button; changing camera mode or toggling your first attachment. Additionally, holding this button allows you to adjust the 3rd person camera distance, or zoom it right in to switch back to 1st person.
  • Swap Camera Side / Scope Zoom Level: Use this button in third person to swap which side of your character the camera is positioned over. Handy when peeking out of cover or over the side of a building. This button also provides an alternative method of adjusting a scope’s zoom level by cycling through the scope levels in steps.
Gamepad & Console Changes & Improvements

  • Additional bindings for individual toolbelt slots and menu shortcuts have been added. These are left unbound by default but are there should you want to use them in your custom controller layouts.You can find them in the “Toolbelt” and “Menus” tabs of the Controller Settings window.
  • The scope zoom in/ zoom out bindings have been removed in favor of the Swap Camera Side / Scope Zoom Level action. This cuts down on the number of inputs scope zooming takes up on a controller.
Please note that we have adjusted the default controller layout to accommodate these new and reworked inputs. The first time starting the game after updating all input bindings will be reset to their new defaults.

Turret Ammo Improvements

Turret systems have been significantly enhanced for more flexible base defense:

  • Universal Ammo Compatibility: Turrets now accept all ammunition tiers, giving you more flexibility in managing your defensive resources. Use standard ammo for regular threats and save premium ammunition for horde nights.
  • Entity Piercing: Advanced entity piercing mechanics for high-tier ammunition are currently work-in-progress and will be refined in upcoming updates.
  • Ammo Type Benefits: Different ammunition types now provide distinct advantages, armor-piercing rounds for tough enemies, hollow points for standard zombies, and more.
Quest Improvements

We have updated the quest system, improving which traders are selected in the world and the criteria for how their quest lists are selected.

  • The starter quest and the opening trader routes quests will only direct players to traders that have the highest number of nearby quest locations by them or near cites.
  • The traders will now show up to 7 Quests in each Tiers list and will offer them in a new algorithm that picks 3 near distance, 3 medium distance and 1 far distance giving more variety to the quest offerings and improving the odds for higher tier quest offerings.
New Character Window Rendering

We have added a new rendering system to the in-game character windows. The characters are now rendered in a perspective camera view with 4 point lighting and a rotatable character

New Free Cosmetic Skins

  • Free Original Survivors Pack: A free cosmetic content pack featuring the original male and female 7 Days Survivors. Note: You will be able to browse the in-game DLC menu to redeem it once 2.5 is stable
  • Free Holiday Santa Hat: A free cosmetic Santa hat you can find in loot during the holidays
New Trader Jen Model

We added a brand new Trader Jen model coming to your Apocalypse. Note: This may come in a bug fix patch after 2.5 stable.

New Food and Water Bars with Stats

We added new food and water bars under the health and stamina that display stat numbers so they are easier to gauge how much food or water you need.
 
V2.5 B18 Changelog

Added
  • XUi combobox: New binding "show_buttons" to hide back/forward buttons, Enum variant allows specifying listed enum values explicitly with the "values" attribute, List variant allows directly listing elements of arbitrary type as long as that type has a constructor that only takes a single string that can parse the listed values
  • XUi: Provide parent view outer size to controls
  • XUi textfield support for select_on_tab attribute
  • Create New Prefab window
  • XUi load time variables parentinnerwidth, parentinnerheight, parentouterwidth, parentouterheight
  • Distant storm clouds shown in nearby biomes with an active storm. Storm cloud materials fade by design
  • Third Person FOV slider and Third Person Camera Mode combo box in video settings
  • New crosshair state (Orange "X") when in third person and weapon line of sight is obstructed
  • New bindable controller actions for quick action menu, swap third person shoulder side, individual toolbelt slots, and in-game menu shortcuts
  • New muzzle flashes / Materials, Textures, and prefabs for unique muzzle flash per weapon
  • ActivationTime for CustomCommands for Blocks / Entities.
  • BlockTriggerMines gameevent action.
  • PhaseOnDenied for game event sequences.
  • BlockPickup Gameevent action.
  • Add GunJammed passive effect
  • RWG highways keep a bit of space between them
  • Allow all ammo variations in gun turrets
  • Updated art for the empty jar icon
  • Zombies or animals can smell raw meat carried by players
  • Xml, icon, and localization for Raw Meat Bundle
  • BuffSmellGrace to give the player a 20 second grace period before raw meat begins to smell
  • BuffSmell that shows the smell distance that will attract zombies and hostile animals
  • Stairs Railing Split Incline Left and Right added to the shape menu
  • Player smell is greatly reduced when sheltered
  • Player smell is removed when underwater
  • Some food emits smell when consumed
  • Entity LootDropEntityClass can have "name, chance" pairs to randomly pick one based on the normalized chance
  • F3 Debug window can now copy the shape name (highlighted in green) or the prefab name (highlighted in blue) to the clipboard by holding the SHIFT key to focus on the shape/prop and then pressing RIGHT CTRL key
  • Player stamina regen from being thirsty will not go below 2 per second
  • Zombies move faster when affected by smell
  • Temperature is reduced by wind and shelter blocks wind
  • Honey Glazed Sham item, recipe, and progression
  • Cough effects for desert and wasteland
  • Honey Tea which cures infection, and Honey Brisket provides a satisfying meal and also cures infection.
  • Storms dim sunlight
  • Distant storms dim sunlight and add a little fog as you near their biome
  • Third Person animations for placing/repairing/upgrading blocks
  • Temperature decreases at higher altitudes
  • AI destroy area will often reuse positions from self or nearby AIs
  • AI destroy area search prefers taller columns and looks farther for best match
  • Destroy area does an initial short scan at the target's position
  • Radiated barrels emit radiation
  • Add "hide" option to all cosmetic slots.
  • Dysentery flatulence causes a smell
  • XUi sprite attribute "keeporiginalspriteaspectratio" to always keep the displayed sprite's aspect ratio
  • "givequest tieradd" console command and added help for quest testing
  • Serverconfig.xml change to include JarRefund options
  • Use_jar_refund property to all items that refund an empty jar
  • Loading screen tool tips for weather survival, seeds, dew collector, apiary, and additional info about collectors

Changed
  • Load mod DLLs on Windows dedicated servers without locking the files
  • Extended NetPackage identifiers to allow for more custom package types
  • XUi controller SimpleButton can be used more freely on views
  • Character screen tab layout for new clothing and gears tabs
  • Food and Water statcurrentwithmax use current and max values instead of percentage
  • Food and Water HUD bars relocated to left side of the screen with icons and text values
  • Lowered position of the tool belt and toolbelt messages
  • Lowered position of the XP bar and slightly increased the size
  • Improved RWG district tile count accuracy from spawn weights and improved weights
  • Improved RWG downtown district checking of rural neighbors
  • Improved RWG town and city rural variety
  • RWG gateway preview to purple
  • Apply Platform-Specific Filtering depending on User (Don't censor friends in XBL).
  • Change all XML systems that use requirements, to also use RequirementGroup.
  • Localization of Scope Lens to Lens for use in various recipes
  • Removed crosshair from Lens icon
  • Increased zombie loot drop rate when the player has any negative biome storm buff active (~1 bag for every 3-5 zombies killed. Risk it for the biscuit!
  • Optimized RWG FindDetailedPath functions
  • Decreased PC, Mac and Linux world load times from resource cleanup
  • Improved RWG world border size and variations
  • Wearing Armor/Clothes sound effects
  • Recovery time for storms is now 3 times faster
  • Improved RWG wilderness path accuracy connecting to highways
  • Improved RWG highway path costs for slopes and near start or end
  • Improved RWG rounding of path corners with none near highway start or end
  • Increased RWG wilderness tile path costs around edge
  • Replaced all murky water found in loot with empty jars
  • Toilets are all dried up and no longer have murky water or empty jars
  • Adjusted groupFoodTrashCommon, groupFoodTrashUncommon, and the groupCupboard loot lists
  • Empty Jars and Murky Water stack size is now 10
  • Lowered the lead cost of ammoJunkTurretRegular from 3 to 2 and adjusted the bundle from 2400 to 1600
  • Lowered the lead and iron cost of ammoJunkTurretAP from 3 to 2 and adjusted the bundle from 2400 to 1600
  • Removed the workbench requirement for ammoJunkTurretShell and ammoJunkTurretAP
  • Tree Stump game event now has a chance to give the player a Queen Bee IF bees spawn with the honey
  • Dew Collector recipe now has increased crafting requirements
  • Moved Cement Mixer to workstation crafting level 35
  • Work Bench moved to unlock at 9 Forge Ahead magazines
  • Lock Picks moved to unlock at 10 Forge Ahead magazines
  • Dew Collector moved to unlock at 15 Forge Ahead magazines
  • Updated localization to reflect changes to workstation progression
  • Increased starving and dehydration damage, reducing time to death to ~14:30 at 100HP
  • Tooltips for starving and dehydration are pinned to the tool belt while the buffs are active
  • New Rancher zombies has a chance to drop a special bag containing the beeswax crafting item
  • Updated colliders and xml settings on round and square clothing racks to make them easier to loot while allowing projectiles to pass through them
  • Adjusted StaminaMaxBlockage thirst and hunger buffs to reflect changes that will now allow stamina to regen without food and water. This addresses the issue of not being able to use any melee to harvest crops or open food crates. Max Stamina is clamped to 25% if the total of StaminaMaxBlockage is >75%.
  • Updated storm buff icons to use biome thematic icons such as burning tree, sun, snowflake, and radiation
  • Restored Wetness, Hot, and Cold buffs and adjusted logic
  • Hot and Cold buffs show the temperature in the buff pop out
  • Hot and Cold buffs slow movement and reload speeds
  • Adjusted temperatures for storms in all biomes
  • Campfires, Forges, and Chem Stations now warm the player when cold
  • Torches, Candles, Flaming projectiles, Molotov Cocktails, and the Burning Shaft Mod now warm the player when cold
  • Clothing now provides heat and cold resistance
  • Yucca Juice Smoothies provide heat resistance
  • Coffee and Black Strap Coffee provides cold resistance
  • Admin Tough Guy Shirt and mod provides 100% heat and cold resistance
  • Restored heat and cold resist stats on character stats screen
  • Restored heat and cold resist values for various burning buffs
  • Biome Hazards no longer show vignette screen effects
  • Adjusted rate at which temperature changes the core temp
  • Improved temperature adjustments from precipitation, day/night, shade and indoors
  • Ambient Lighting shaders
  • Most recipes use grilled meat instead of raw meat.
  • Increased AI corpse target distance
  • DepthBlend values to have the particles show up more near ground
  • UI temperature formats to one decimal place for Celsius and they show F or C
  • Increased prop ground align delay to catch possible delays in chunk generation
  • Single Books and Book Piles are now set to destroy when empty
  • Biome hazard and storm timers reset on player death to help prevent taking damage right away on respawn
  • Vehicle inventory square size reduced to accomodate vehicle mod
  • Optimized AI destroy area block scanning. AI destroy area has a shorter start delay and now checks 4 quadrants
  • Improved AI destroy area handling of end of path, what it targets and how it attacks
  • Increased Q6 Primitive armor to 2 mod slots
  • Non-Primitive armors now have 2,2,3,3,4,5 mod slots for Q1,Q2,Q3,Q4,Q5,Q6
  • Storm frequency default is set to 100%
  • Optimized player block radius effects ticking
  • All ammo types will now explode all metal barrels, gas pumps, and propane tanks in one shot
  • Reintroduced the Empty Water Jar recipe to the forge which requires a crucible to craft
  • Uncommented Create_item property for all items that refund an empty jar
  • Slightly increased the opacity on HUD stat bars
  • Added shift+click items into workstations to be consistent across workstations and collectors.
 
Last edited by a moderator:
Fixed
  • Block health not shown for child blocks of non-staged multi blocks
  • Icons on the toolbelt not growing on hover
  • Allow larger mod localizations to be transferred to clients
  • XUi: Properly handle style values in template defaults
  • Discord errors when trying to set biome icon for modded biome
  • Removed log output of EOS TickTracker delays
  • Allow selecting offline mode when EOS login fails due to service outage with invalid response
  • Hopefully stops breaking save games on equipment
  • Drone can't heal player while on vehicle
  • Controller - prevent right stick input from paging the waypoint list and scrolling the map at the same time. The virtual cursor is now required to be hovering over the map to scroll.
  • Quest sharing sometimes fail when players log in at the same time
  • POI's close to the edge of the map border on Navezgane are not being given as quests by Traders
  • RWG street tiles could disconnect from too many neighbors
  • RWG roadways often being deleted and leaving dead end town exits due to highway connections being too restrictive
  • Bow crosshair does not refocus when underwater
  • Switch cannot or doesn't need to be activated by other switch/switches.
  • Player containers or doors below ground level are still visually present when resetting POI
  • RWG town tiles could be near the world edge blocking roads from fitting around the town
  • RWG paths would occasionally fail to find a destination
  • RWG path travelled cost was wrong and rebalanced the height and distance costs
  • RWG very short paths would fail
  • Wearing Armor/Clothes SFX.
  • Updated face assignment on plate_destroyed to prevent invisible faces
  • Missing model offset for player version of the short file cabinets
  • Updated Pack Mule buff logic to prevent perk sound on death screen
  • Consumables have a timing issue between animation and use sound
  • Updated all AP ammo with missing level 5 Penetrator perk logic
  • Zombie storm speed was not used if alerted which is slower
  • Player held torch light could become brighter and/or cast odd player shadows
  • Timid animals don't run away when injured
  • Clicking buttons on the spawn window cycles loading screen tips
  • Block_tree_stump_bees game event does not work properly as client
  • Player food stat server sync was sending the health value instead
  • AI destroy area could fail to find a position if player is too high
  • AI not reliably jumping onto blocks with open centers when following a path over them
  • Cosmetics has a selectable empty slot that resets head regardless of tab selection.
  • Lights were not fading in and out smoothly
  • Nerd Outfit skill point chance was being applied while held on the toolbelt
  • Navezgane valid teleport area was too small for the map size
  • Steam friend invites can only be accepted once per game instance
  • The TP to POI menu does not allow you to teleport the same location twice in a row
  • Brief red X icons when modifying an item
  • Next trader quest can still send you to a wilderness trader.
  • Send player to nearest CITY trader
  • Trader quests not picking POIs near Navezgane world border
  • Player shelter upward checks from side checks could go through walls
  • Broken morph on Athletic hat
  • Trader Names on Pregen go through text filter.
 
I hated when I'm right! 😉 Can't wait to check out 3rd person view! Please please please no bugs no bugs no bugs!
 
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Pimps.....you all are the 💩!!

Thanks for everything you do & Happy Holidays!!

Now, I've got some storm riding, jar collecting, smell emitting, apiary building, 3rd person viewing, and new honey recipes to attend to 👏
 
Players should only need one jar, make it a challenge. I mean who would be running around in a survival situation with 10 glass jars clanking around in their inventory.
 
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