PC V2.6 EXP

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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
Is this 2.6 update in effect for servers as well?
 
Dew collector is not useless, if player for example is settled far from water sources like lakes or ponds - it may help very much as ur only water source without it, will be looting only then!
So imho, dew collector should stay for variaty and also maybe learned by default or learned much faster than now
 
Great patch! I didn't think anything else would change much regarding zombies. Have the sandbox options been moved to v3.0?
Sandbox options will be in 3.0. Based on how we plan to be handling version numbers in the future, if we did ship it with those 2.6 changes, we would have bumped the version to 3.0. We have a lot of sandbox options done and devs/testers are testing some odd combinations of options. It will definitely add more replayability to the game.
 
These are great changes, thank you for listening to people's opinions and making the game better. It was strange when dew collectors produced jars out of nothing. As for the effectiveness of using dew collectors, it might be worth considering simplifying the recipes for dew collector mods or making the process of boiling water from rivers more complex. However, even in its current form, it is significantly better and more logical than it was before.
I am sure there will be more balance changes in the future.
 
Sandbox options will be in 3.0. Based on how we plan to be handling version numbers in the future, if we did ship it with those 2.6 changes, we would have bumped the version to 3.0. We have a lot of sandbox options done and devs/testers are testing some odd combinations of options. It will definitely add more replayability to the game.
Sounds great! I can't wait to experience v3.0 this year! Will we start seeing news about v3.0 soon?
 
cooked food in hands - no smell
cooked food in a backpack - no smell
cooked food in a car - no smell
After eating cooked food - the player stinks for 50 meters (wha???????????????????)

The logic I would see is that the food is packaged when cooked, so the smell only spreads noticeably when opening and eating it.

Also I guess our character is a slob which is why it stays for so long. 😆
 
Dew collector is not useless, if player for example is settled far from water sources like lakes or ponds - it may help very much as ur only water source without it, will be looting only then!
So imho, dew collector should stay for variaty and also maybe learned by default or learned much faster than now
Are you playing a different game? Where did you settle down that there's no water? Don't you do quests in towns? Don't you go to towns at all? It's enough to craft a certain number of empty jar and carry them with you, and you'll be constantly supplied with water without a dew collector! It's useless with this change!
 
These are great changes, thank you for listening to people's opinions and making the game better. It was strange when dew collectors produced jars out of nothing. As for the effectiveness of using dew collectors, it might be worth considering simplifying the recipes for dew collector mods or making the process of boiling water from rivers more complex. However, even in its current form, it is significantly better and more logical than it was before.
Is it still strange that cutting down stumps and trees produces jars out of nothing?

I've argued before and I will continue to argue that jars are not the problem! They are a worthy abstraction of tedious processes.

With 2.6 we're right back where we were with the question, "Do you like jars because they are realistic or because they are easy?" We're right back at craftable jars on day 1, where you can just fill them ten at a time at your local watering hole1x1x1 block in your house, removing all need for dew collectors (an actual structure one might build for survival).

Then they need to fix that exploit, small water sources like that should get drained over time. And then the dew collecter becomes an option again for those not living next to a swimming pool or lake. Calling something useless because of an exploit is stupid



That is just weird
Moving water around is not an exploit, it's the specified use of the bucket. I sort of agree with you that the source should drain, but then would argue that that should be applied to all water sources, and then that feels like a bit too much to keep track of internally.

Calling a game mechanic you don't like an exploit is stupid. That is just weird.
 
Hello,

Greetings from Northern Germany

Thanks for update 2.6 :) I like almost all the changes!

The dew collector with the jars is really great!

Personally, I'm just missing the chicken coop :( but I'm hoping for version 3.0, which will hopefully be released in December :)

Thanks for the great work, and please stay healthy and well.
 
Why the Stun Baton nerf - and why not mention it in release notes???
Intellect mastery lvl 5 gave you always charged stun baton. Now the last lvl is 300% shock damage.

Nobody cares about about shock damage. The baton damage has always been crap - the crowd control was the only point of the weapon. Intellect tree does not have any guns anyways and now it lost the only thing that gong for it in combat.

It's funny how strength has 2 melee weapons with amazing perk books and great skill points and Stun Baton is the thing that gets nerfed. Clearly someone has favourites. It would be much better if the weapons would be untied from the skill trees entirely.
 
Moving water around is not an exploit, it's the specified use of the bucket. I sort of agree with you that the source should drain, but then would argue that that should be applied to all water sources, and then that feels like a bit too much to keep track of internally.

Calling a game mechanic you don't like an exploit is stupid. That is just weird.

I never said moving water around is an exploit. having a single "block" that infinitely refills your jars is. They could make it so every player-placed water block can be drained, or a certain volume that spawns in the world. no need to check it for whole lakes
 
Jars don't require crucible, make them require silver to craft. Locked into a deep workstations level of 40+ minimum.
The very least make it require the Anvil to do.

There's way too many in loot and defaulting to 60% return makes water too abundant again. Feel like it should be hardcoded to be a max 50% return unless you either remove them from trader inventories or 10x the price of them as they should be considered a valuable in an apocalypse.
Possibly limit them to 1 per trader per reset.

The change to dew collectors, which I actually like the concept of -- although I'd like it to go more the route HumanitZ and Project Zomboid did and let you collect the water but you can't harvest it without a jar. So it'll just sit there full until you scoop it out with a jar.
Also -- SIXTY jars fuel capacity is a bit much. 30 Jars for fuel is more than enough.

Yay for more slots on the gyro! Can always use another storage mod.

The Stun Baton adjustment is actually a good thing. I love the Stun Baton and main it but it was overpowered being endlessly charged and made the game flat out boring once you got there. The shock damage thing is a nice trade off with the repulsor mod since it's a DoT effect and combined with a rad remover is a good chip on zombies.

The zombie spawns in snow and wasteland are fun. Kinda wish it included the desert though at least for greenies just to deter cheap aloe farmers.
 
Why the Stun Baton nerf - and why not mention it in release notes???
Intellect mastery lvl 5 gave you always charged stun baton. Now the last lvl is 300% shock damage.

Nobody cares about about shock damage. The baton damage has always been crap - the crowd control was the only point of the weapon. Intellect tree does not have any guns anyways and now it lost the only thing that going for it in combat.

It's funny how strength has 2 melee weapons with amazing perk books and great skill points and Stun Baton is the thing that gets nerfed. Clearly someone has favourites. It would be much better if the weapons would be untied from the skill trees entirely.
I did not know about the Stun Baton nerf until now, since, as you said, it is not in the patch notes. Now I am sad. :( The balancing between weapons is certainly wonky, and this did not address it.
 
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