V3.0.0 b259 EXP Update

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Fun Pimps Staff
b259.jpg
Hello Survivors!

Today we have another EXP update for all of you!

Here is how you participate:
  1. Right click on the game in steam
  2. Click on properties
  3. Click the “Game Versions & 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

We also made a new branch called: latest_experimental_fallback for anyone who is still pulling b252 on latest_experimental


Here is what changed since b257:



Added
  • Print Sandbox settings to log on game start and provide a console command to list options (getsandboxoptions / gso)
  • WebAPI "sandboxsettings" allowing looking up the current settings and custom codes, including all the sandbox settings details the UI provides
  • Sandbox Option for Crouch Run Speed
  • XUi system_time binding returning the current local DateTime to allow showing real world time on the UI
  • XUi methods to register XML attribute/binding handlers for existing controllers and views
Changed
  • Reworked Tempered Blade mod to have the same values as other block damage mods. 10-60% reduced to 5-30%.
  • Reworked Ergonomic Grip mod to prevent stacking issues with other perks and items. 10-60% reduced to 5-30%.
  • Reworked Fortifying Grip with logic to prevent it from working without food or water
  • Siphoning Strikes and Bar Brawling Vol 5 will no longer work without food or water
  • Updated tags on ammo to support Lucky Looter Vol 2 and Sandbox Options
  • House_construction_02 replaced bear sleeper placement with animal boar for difficulty balancing
  • Updated loot in industrial_strip_03 to have more automotive loot
Fixed
  • Cannot use items from inventory after previous game session was interrupted
  • Sandbox option Global Loot Stage does not affect loot stage
  • Sandbox option Crouch Speed 300% is faster than Walk Speed 300%
  • Sandbox setting Drop on Death Delete all does not work
  • Sandbox setting Global Game Stage to Low will set starting game stage to zero
  • Forge allows free recipe when Sandbox smelter type is selected
  • Cannot pick up user-placed items at claimed trader
  • Minimum speed was not using the speed modifier sandbox options correctly
  • Crafting materials limit production of items when crafting cost is set to none
  • Crafting Input not working for None
  • Wrong tag on Cooking Grill allowing it to influence cook times when holding an additional grill
  • XUi Color values outside of the allowed 0-255 range were not properly clamped but rather truncated
  • Turret corrupts block space for other devices
  • Replaced missing box collider on bat_Prefab
 
It would be nice to have the option to configure things so that more magazines are required for all upgrades.
Not quite the same thing, but you can always reduce magazines loot abundance, which would have a similar (though not exact) effect. I think I saw an option for how many points you get from reading one, though I might be mistaken. But that would go down to 1, which is default anyhow. So that doesn't help.
 
That's unfortunate. I liked the bear there.

I'm really sad about this change. That bear was AWFUL, but I loved it dearly.

On my first long-term multiplayer world where I played with my daughter and my best friend, we set up shop in O'Malley Oats. Right next door was kodiak construstion, which we didn't really look at because we were just getting our feet wet in the game and trying to set up a safe place to hole up between expeditions.

Then one day, while we're still very new and fresh with the game, a zombie hoard came by and as we were fighting them off suddenly this HUGE UNDEAD BEAR joins the mix. It was amazing and wonderful. It respawned a couple of times as we continued playing the world, until one day it just stopped coming back.
 
Two things to ask:
  • Currently all modified settings display in red text, could this be changed so that settings harder then default are red and settings easier are green? Some of them work in the opposite way than is intuitive, like the crop grow setting. People have been increasing the value, thinking it makes the crops grow faster when it actually increases grow time. Color coding would make things like this clearer.
  • I'm probably going to regret mentioning this, but on Headshot Finisher mode zombies can still die to bleeding effects. I was expecting them to bleed down to 1HP and require a headshot to kill, but they all die outright.
 
C'mon. Put the bear back in the "KODIAK" Construction POI. It creates a memorable experience. Is there any evidence that players quit the game forever because the bear killed them?

Instead of removing the bear, why not just put a "beware" type sign up with the new sign tech?

Sometimes unbalanced can be fun.
Agreed. Though I don't think we need a sign. The bear taking up residence probably happened after people left and so there wouldn't be any sign. We already have a ton of carcasses leading up to it. That's enough warning, imo.
 
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