PC V2.6 EXP

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Fun Pimps Staff
2.6 EXP header.jpg
Hello Survivors!

V2.6 Experimental is here with a group of fixes, tweaks, and gameplay changes.

Here are some of the highlights:
  • Dew Collectors now require jars as "fuel" to produce water.
  • Jars no longer require the crucible to be crafted.
  • The default jar refund chance is now set to 60%.
  • Zombie XP has been rebalanced based on type, HP, and Damage.
  • Added tougher biome spawn zombies to the snow and wasteland biomes.

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

Continue reading below for more info!


Added
  • Discord friends' sessions now appear in server browser's friends tab
  • Replaced properties list for zombie xp values at the top of entityclasses.xml
  • Added Roaming sounds for animalChicken and animalChickenHostile
  • RWG town planner removes some connections between pairs of districts to increase the amount of T, L and Cap tiles
  • Radiated, charged and infernal mutated zombie's ranged attacks now have increased distance, speed and different patterns
  • Enemy AI now play an alert sound when they run away from either an entity or being hurt
  • RWG conversion of one L tile to a Cap per district group unless the group would split
  • Stag and Doe now have roam and alert SFX
Changed
  • Removed the Bone Knife requirement from the Harvest Animals Challenge
  • Updated loot list parameters to include ignore_loot_abundance="true" for construction crate, hidden stash, and buried treasure
  • Adjusted spawn groups for the snow biome to include Radiated, Charged, and Infernal Chuck zombie variants
  • Adjusted spawn groups for the wasteland biome to include Radiated, Charged, and Infernal Mutated zombie variants
  • Increased the snow biome gamestage_modifier from 2 to 3 and gamestage_bonus from 20 to 30
  • Increased the wasteland biome gamestage_modifier from 3 to 5 and gamestage_modifier from 30 to 50
  • Adjusted the wasteland weather with new hot and cold events
  • Refactored zombie xp progression based on zombie HP and Damage
  • Reduced block damage on zombieSteveCrawler and zombieMaleHazmat hands to align better with other zombies in their group
  • Adjusted various zombie HP values to align better with other zombies in their group
  • Increased player kill XP
  • Removed legacy "Boss" EntityDamage passives from Radiated Utility Worker and Radiated Businessman
  • Updated chuck hand variants with new boulder projectiles that have progressive entity and block damage
  • Updated loadingTipApiary to warn about closing the Apiary instead of when opening it
  • Dew Collector requires jars as a "fuel type" to produce water
  • Crafting jars no longer requires the crucible
  • Updated the hit mask override on chuck zombie hands from arrow to rocket to prevent boulders from passing through bars
  • Gyrocopter can now have 5 mod slots (requires a new gyro to be crafted)
  • PC/Mac/Linux now use an uncompressed texture for the road splat map for higher quality blending
  • Increased dire wolf and zombie bear hearing and sight ranges
  • Increased mutated zombie ranged attack damage
  • Bears can now fit through 1x2m openings
  • Snakes now play footstep sounds
  • Improved terrain blending where topsoil is removed
  • Disabled allharvest HarvestCount penalty on several melee weapons to allow basic resource harvesting such as plant fibers, wood, and stone
  • Updated harvest tags on several blocks for perkJunkMiner
  • Updated oreWoodHarvest tag to only be applied to wood, stone, ore, clay, and sand
  • Updated localization for armor perks to describe their loot boosted items
  • Separated the dew collector and apiary fuel windows in code and XUI
  • Dew Collector output now has 3 rows for a total of 9 slots
  • Replaced old buff names used in logic for Stage 2 storm buffs
  • Reduced completion requirements of several medical challenges to 5 - If the challenge cannot be redeemed, one additional cure will trigger the completion
Fixed
  • Paint rotation on baseboard in hospital_01
  • Switching Challenge tabs should no longer cause them to flicker
  • Large Quest Generators now display their smoke particles correctly
  • Localization keys for shapewedge60TipTrimQuarterLeft2Sided and shapewedge60TrimQuarterRight2Sided were flipped
  • Localization typo in some quest reward bundle descriptions
  • Removed debug logging of friend IDs
  • Vultures on a dedicated server would only attack once
  • ChangeBlocks could set the wrong neighbor block’s topsoil to broken
  • AI targeting range for nearest player was too short and inconsistent
  • Bear attack was hitting before animation hit
  • The spawner source was set after the entity was spawned in four cases
  • RWG mixer was using mountains instead of burntForest_mountains
  • Tagging issue that would prevent Legendary Parts from spawning when any armor perk was active
  • Apiary fuel is no longer lost when the apiary is picked up
  • Progression bar no longer resets if fuel is removed from collector class workstations
  • Shift-Click for "fuel" items in the collector class workstations is now working
  • Set the default jar refund rate to 60%
  • Floating platforms on growing trees are no longer possible
  • Issues with adding/removing vehicle storage mods and item loss
  • Large ragdoll forces no longer launches small animal corpses long distances
  • Sleepers had too short of a kill off timeout
  • Rogue Armor Set cowl would not show correctly
 
I feel like combining jar as fuel with jar refund and easier jar crafting maintains the same situation as before, with the added burden of keeping collector fueled with jars, maybe craft some once in a while. It is what it is.
 
Can we get bandits, and some recruitable NPC's thanks!
Bandits are scheduled for update 3.x (since we're not sure if it's 3.0, 3.1...).
No recruitable NPCs, as far as I know, are coming to the game.
Post automatically merged:

"Bears can now fit through 1x2m openings"

Does this affect all bears, including zombie bears?
Yes, all bears. It means the bears can fit through a door opening (1m wide x 2m tall).
 
View attachment 38555
Hello Survivors!

V2.6 Experimental is here with a group of fixes, tweaks, and gameplay changes.
Changed
  • Bears can now fit through 1x2m openings
So at this point the only things that CAN'T squeeze through a 0.1 inch gap are the player and Grace!

I'd honestly like to know what's behind this whole "let's let every enemy (san's Grace) fit through 0.1 inch gaps" belief system. I know players weren't asking for this change. Is this an attempt to make bars on base windows obsolete? Because zombies are already clipping their way through those as is.
 
Can we get bandits, and some recruitable NPC's thanks!
Bandits yes, NPC's...???

"Bears can now fit through 1x2m openings"

Does this affect all bears, including zombie bears?
All bears

Is there a chicken coop and an electric oven coming, which is better than a campfire and requires electricity, and a grill that runs on gasoline?
Chicken Coop will be in V3.0

Feral chickens ?
Only if you are playing with Twitch Integration turned on or spawn one from the F6 menu.
 
So at this point the only things that CAN'T squeeze through a 0.1 inch gap are the player and Grace!

I'd honestly like to know what's behind this whole "let's let every enemy (san's Grace) fit through 0.1 inch gaps" belief system. I know players weren't asking for this change. Is this an attempt to make bars on base windows obsolete? Because zombies are already clipping their way through those as is.

You're mistaking 1x1m and 1x2m.

This makes it so bears don't get stuck in doors anymore.
 
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