V3.0.1 EXP Release

TFP:
When you change, adjust, or fix. The headshot applying to animals.

If it is a non-xml setting, can you please update how to revert it in the .XML files or the XML.txt file.
 
So many bugs and the report a bug button form you all have requires so much information, most of which I (and the average player) don’t know how to provide the info to submit.
I reported a bug for the first time in this release and it was actually rather easy. I'm not sure what you're referring to.
I suspect it is the form itself. That form demands a bunch of information and is probably intimidating. He might just want to log a couple of sentences and move on, which isn't often enough detail.

I've had success not submitting all of the required information if it didn't apply. Or, if a field were required, giving it a link to nothing. The QA folks seem to be accommodating when possible.
 

Sign bug on V3.0.1 — mostly fixed, one piece left​

What 3.0.1 fixed: the crash is gone. The ArgumentNullException that force-opened everyone's console on join is dead — we've verified it in-game (multiple sessions, zero exceptions) and in the patched code itself. Credit where due: the fix TFP shipped is real.

What still exists: the underlying timing issue behind it. Signs can still initialize before their sign library has loaded — 3.0.1 now catches that case and logs a red error instead of crashing:

ERR Failed to retrieve sign data for global id: 'trader_hugh:2a1f6946-1a46-4f03-8d88-e8ec719e64c2'. World pos: (949.00, 67.50, -811.00).

That GUID is the vanilla "Trader Hugh" sign — valid data, so it's load-order, not content.

Repro (100%): fresh client session on 3.0.1 b4, join a server and spawn near a Trader Hugh compound → the error appears ~90–120 seconds after join. Once per session; doesn't repeat until you relog.

The ask: finish the fix — load/gate sign libraries before sign canvases initialize (or downgrade this specific case to a warning with a retry) so it stops red-flashing player consoles. Harmless as-is, but it's one small step from done.
Screenshot 2026-07-10 143903.png

— Grandpa Minion
 
If you have headshot enabled, they will require it. I can see them removing it for animals, but they aren't going to remove it for bandits. People who want that enabled are going to want it for all humanoid enemies.
Yes and no. It depends what you are trying to get out of the playthrough. I can see many players, myself included, doing a headshot-only mode for the sake of sticking to popular zombie lore, which is they can only die by headshots, but wouldn't want that to apply for bandits, since they are living entities. It would nice if they have modes which allowed for headshots for all, headshots for humanoid only, and headshots only for "dead" enemies only.
 
Back
Top