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Fun Pimps Staff

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:
- Right click on the game in steam
- Click on properties
- Click the “betas” tab
- The drop down menu will have latest_experimental available <— you want THAT
- 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
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
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.
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.