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RenFengge

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  1. Sad
    RenFengge reacted to GazzaGarratt in RIP TheReverend - Our Rob McGee   
    We've received the tragic news that yesterday we lost one of our longstanding members from the early days, Rob McGee. Some would've known him by TheReverend or el Capitan. 💔
     

     
    His Sister said that Rob passed away in Leeds general Infirmary yesterday after a sudden illness. He then went on to help 4 people live out their lives, let their families watch their loved one grow old and not experience this grief.
     
    Many wouldn't have known Rob recently but his last post shown that he was struggling hard with life - we also supported him through the Forever Gaming Feel Good Fund when he needed it most. He used to be extremely good at Call of Duty games and also played a lot with us on Destiny too.
     
    I kind of dreaded the day that we'd hear about someone we lost here. Rob was a great lad, Huddersfield football fan, we even spoke about watching our teams play when we got the chance, kicking myself that i should've arranged it sooner.
     
    Please leave any memories and wishes below - I'll gladly share it with the family at some stage.
     
    Rest in Peace, Rob. We'll have another Search and Destroy game in the next life mate ❤️
  2. Love
    RenFengge reacted to phil bottle in Alpha 21 - 7 Days To Die   
    Not played for a while and it's kind of 'sit in the park and read a book' weather at the moment but I am tempted to jump in once it drops 🙂
     
     
    It's a pretty massive update and it might be an easier read from the source: 
     
     
    A21 Official Release Notes | 7 Days to Die
    7DAYSTODIE.COM  
     
    Environment Art
    The environment team has been heavily focused on the design, production, and implementation of hundreds of new high definition and physically based assets to help the world feel more believable and immersive. Additionally, new and updated shaders add a finishing touch to the environments. Below are a few categories of props that have been updated.
    Ramp Kits
    Platform Kits
    Wall Kits
    Trader Location Props
    Military Props
    Biohazard Props
    Nature Props
    Doors
    Signs
    Industrial Props
    Commercial Props
    Church Props
    Medical Props
    Construction Props
    Furniture
    Lighting Props
    Static Vehicle Props
    Wall art
    Player Vending Machine
    Workbench Workstation
    Forge Workstation
    Chemistry Workstation
    Campfire Workstation
    Hero Loot Containers
    Graphic Design Art
    The graphic design team has been crafting a large amount of high quality graphical elements that breathe life and storytelling into the world. Keep and eye out for these graphic elements listed below.
    Food Labels and Posters
    Calendars
    Wall Art
    Schematics
    Tractor Logo
    Trader Flag
    White River Flag
    Liquor Packaging
    Magazines
    Workstation Elements
    New Doors
    Introducing an exciting range of new doors, including the much-anticipated double doors! These numerous additions bring a level of detail to in-game locations that were previously unimaginable. Moreover, players can now enjoy updated craftable door options, expanding their repertoire of door types to choose from. As an innovative feature, doors gradually deteriorate as they sustain damage, resulting in visible holes that can be utilized for shooting or melee attacks. Be cautious, though, as certain doors may develop holes large enough to pass through without being completely destroyed. Exercise caution and strategize accordingly!
    Loot Container Changes
    When emptied, smaller containers such as trash bags, backpacks, and bird nests will now be destroyed. On the other hand, larger containers like clothing racks, desks, filing cabinets, and gun safes will transition to an open state once they have been emptied. This update brings a more realistic and immersive experience, as players can observe the visual representation of empty containers while navigating the game world.
    World Water
    We’ve made visual improvements to prevent water from clipping through semi-solid block shapes, such as thin or rounded wall segments. Under the hood we’ve overhauled water simulation to improve performance, reduce networking traffic, and provide more consistent and natural flow behavior, particularly with respect to large bodies of water such as lakes and rivers.
    Hazards
    The game has received an exciting update with the addition of a hazard system. This latest release introduces flame hazards that must be deactivated within specific locations in order to advance on your path. While active, these hazards will unleash intense fire damage upon anyone or anything that dares to approach too closely.
    Gore
    More zombies now utilize the new gore system. 
    New & Overhauled Locations
    Every Point of Interest (POI) in the game has been improved with the massive amount of new art props and 692 new shapes added to Alpha 21. It is a complete overhaul of the art and gameplay experienced in each location.
    All Trader locations have been entirely reworked with custom art
    There are over 75+ pure new questable POIs
    Most POIs (Nearly 400) now support the new Infestation Quest type
    New parts & RWG features – Roadside POI spawns
    Navezgane has gotten a quite a bit of updates
    Terrain updates
    New POIs added
    perishton_city_blk_01 through 05 (Overhauled Tiles)
    perishton_city_blk_06 (New Tile)
    perishton_tunnel_01 & 02 (New Remnant)
    departure_city_blk_plaza (Overhauled Remnant)
    More than 200 POIs have been added or completely overhauled. And every POI in the game has been updated with new Art and Shapes: Some notable POIs include:
    Tier 5 POI’s
    apartments_02 – “Vanity Tower” (New)
    factory_01 – “Shamway Factory” (Overhauled)
    house_modern_23 “Dr. Karen Higashi Residence” (Overhauled to Tier 5)
    hospital_01 (Overhauled)
    installation_red_mesa (Overhauled to Tier 5)
    nursing_home_01 – “The Last Sunset Nursing Home” (New)
    prison_01 – “Navezgane Corrections” (New)
    prison_02 – “Navezgane County Jail” (New)
    Tier 4 POI’s
    bowling_alley_01 “Pineballs Bowling” (New)
    downtown_strip_04 – “Joe’s Junction” (Overhauled to Tier 4)
    house_modern_24 “Jeffelon Zuckergates Estate” (New)
    junkyard_01 “Ecotrash Recycling Center” (New)
    roadside_checkpoint_01 “NDC Checkpoint One” (New)
    roadside_checkpoint_03 “NDC Checkpoint Three” (New)
    roadside_checkpoint_04 “NDC Checkpoint Four” (New)
    roadside_checkpoint_05 “NDC Checkpoint Five” (New)
    utility_electrical_co_02 – “Hybrid Energy” (New)
    Tier 3 POI’s
    apartments_03 – “The Bend Apartments” (New)
    army_camp_04 – “Fort Razor” (New)
    bowling_alley_02 “Ballzstrike Bowling” (New)
    commercial_strip_03 – “Vick Garrison’s Pedipawn” (New)
    countrytown_business_11 – “Midway Clinic” (New)
    countrytown_business_12 – “Jim & Tim’s Bullets and Booze” (New)
    country_junkyard_02 – “Atlas Metal Co.” (New)
    commercial_strip_05 – “Elzner’s Emporium” (New)
    downtown_strip_12 – “NFD Downtown HQ” (New)
    fastfood_06 – “The Burgcaneer” (New)
    gas_station_12 “Pass N Gass Plaza” (New)
    house_modern_26 (New)
    motel_04 “Greg’s Motel” (New)
    office_05 – “Tri-Med Group” (New)
    office_06 –  “Abandoned Office Building” (New)
    police_station_03 “NPD 3rd Div.” (New)
    post_office_02 “Post Office #2” (New)
    radio_station_01 “KZL Radio Station” (New)
    ranger_station_01 – “Ranger Station Alpha” (Overhauled)
    ranger_station_07 “Ranger Station Golf” (Overhauled)
    rest_area_05 “The Road Gentleman Truck Stop” (New)
    roadside_checkpoint_02 “NDC Checkpoint Two” (New)
    school_daycare_02 “Poopy Pants City Daycare” (New)
    store_discount_01 “Three Dollar Store” (New)
    utility_substation_01 “Hybrid Energy Substation #1 (New)
    warehouse_08 “Johnson’s Warehouses” (New)
    weigh_station_01 (New)
    Tier 2 POI’s
    apartments_04 – “The Budget Borrows” (New)
    bank_01 – “Piggy Bank” (Overhauled)
    cabin_13 “The Gladue Residence” (Overhauled)
    cabin_17 “The Engall’s Residence” (New)
    cabin_18 “Our Best Moments” (New)
    commercial_strip_04 –  “Smorgasbord Square” (New)
    downtown_building_04 – “Blaze & Burns Offices” (New)
    downtown_building_05 – “Bombshell News” (New)
    downtown_parking_lot_01 – “Downtown Evacuation Point” (New)
    farm_14 – “Hersh Farm” (New Tier 2)
    fastfood_07 – “NEW Mamma Pizza” (New)
    house_burnt_02 (Overhauled)
    house_modular_04 – “The Wagner Residence” (Overhauled)
    house_old_tudor_04 – “R. Thornbury Residence” (Overhauled)
    industrial_business_08 – “P&B Machining Co.” (Overhauled)
    parking_lot_02 – “Mobile Field Hospital” (New)
    radio_station_02 “ZMB Radio Station” (New)
    ranger_station_06 – “Ranger Station Echo” (Overhauled)
    rural_outdoor_wedding_01 “Bell Lake” (New)
    roadside_restaurant_01 “The Wagon Diner” (New)
    school_daycare_03 “Fun-Gi Daycare” (New)
    store_bakery_01 “Ma Baker & Sons” (New)
    utility_substation_02 “Hybrid Energy Substation #2 (New)
    Tier 1 and Remnant POI’s
    church_02 “Old Creepy Church” (New Tier 1)
    countrytown_business_10 – “Bobcat Bar” (New Tier 1)
    fastfood_05 – “Beavers” (New Tier 1)
    fastfood_01 – “Prowlin Petes” (Overhauled Tier 1)
    fastfood_02 – “Hurry Harrys” (Overhauled Tier 1)
    fastfood_03 – “Blue Birdie” (Overhauled Tier 1)
    house_construction_04 “Deracinated Domicile” (New Tier 1)
    house_modern_25 “Rosilyn Residence” (New Tier 1)
    house_modular_05 – “The Gilbert Residence” (Overhauled Tier 1)
    house_modular_07 – “Spark’s Place” (Overhauled Tier 1)
    motel_05 “Motel Eight” (New Tier 1)
    park_02 – (Overhauled Remnant)
    park_03 – (New Remnant)
    parking_lot_03 – “ParKing Lot” (New filler)
    park_basketball (Overhauled Remnant)
    radio_station_03 “KZZ Radio Station” (New Tier 1)
    ranger_station_02 – “Ranger Station Beta” (Overhauled Tier 1)
    ranger_station_03 – “Ranger Station Charlie” (Overhauled Tier 1)
    ranger_station_04 – “Ranger Station Delta” (Overhauled Tier 1)
    ranger_station_05 – “Ranger Station Foxtrot” (Overhauled Tier 1)
    remnant_burnt_09 (Overhauled Remnant)
    remnant_burnt_10 (New Remnant)
    remnant_downtown_filler_03 (New Remnant)
    remnant_waste_18 “Pristine Health” (New Remnant)
    remnant_waste_19 “Wasted Office Suites” (New Remnant)
    rest_area_01 (New Remnant)
    rest_area_02 (New Remnant)
    rest_area_03 (New Tier 1)
    rest_area_04 “Buy N’ Go Rest Stop” (New Tier 1)
    store_grocery_04 – “Moe’s Grocery (New Tier 1)
    store_grocery_05 – “Boe’s Market” (New Tier 1)
    store_grocery_06 – “Joe’s USA (New Tier 1)
    survivor_site_05 – “Mercy Point Camp” (Overhauled Tier 1)
    survivor_site_06 – “Hog Foot Village” (Overhauled Tier 1)
    survivor_site_07 – “Camp Carhwal” (Overhauled Tier 1)
    survivor_site_08 – “The Simmons Shanty” (Overhauled Tier 1)
    survivor_site_11 – “Cabin Retreat (New Tier 1)
    utility_substation_03 “Hybrid Energy Substation #3 (New Tier 1)
    wilderness_filler_01 “Shady Slaughter RV” (New Filler)
    wilderness_filler_02 “Eerie Echoes Campsite” (New Filler)
    wilderness_filler_03 “Hermit Hollow” (New Filler)
    POI and Biome Difficulty Improvements
    When you enter a POI, a HUD pop up will display its name and difficulty tier which is represented by the number of red skulls. These POI names will also appear on the quest text at the trader. 
    When you enter a Biome, you will see the biome difficulty represented by the number of orange skulls.
    Forest – 0
    Burnt (Navezgane Only) – 0.5
    Desert – 1
    Snow – 1.5
    Wasteland – 2
    The overall difficulty of the POI and Biome is represented by the number of Red and Orange skulls combined.
    With this in mind, the same POI in the wasteland will be more difficult and have higher game staged enemies and loot than the same POI in the forest.
    We also have fixed a bug with party game staging. Parties now work as designed and have balanced game staging to provide a better scaled challenge.
    POI Localization
    Points of interest (POIs) have undergone localization, receiving easily understandable and relatable names. These new names are not only incorporated into the quest system, but are also displayed on the upper right corner of the screen, above the Quest and Recipe Tracker.
    Furthermore, if you backed the Kickstarter campaign and pledged for location naming, you will now have the privilege of having a POI named after you.
    Infestation Quests
    We have added a new quest type we call Infestation which starts at Tier 2. The system takes a supported POI and adds a +1 to its Tier. In an Infestation Quest, the zombie counts are multiplied to create a greater challenge. At the end, it will reward you with a special loot box, almost always found in the loot room. This left Tier 5 POIs with infestation in a bit of a pickle. Tier 5 POIs as an Infestation Quest, can now be found as Tier 6 difficulty POIs.
    Random World Generation Update
    Random World Generation (RWG) has gone through the biggest iterative updates to date. We have learned something from every previous version we have done so far. It’s not easy to create something nobody has done before, but we are committed to creating Random Generated Worlds better than anyone on the planet and we think you will agree when you play the latest Alpha 21 Random Gen. 
    The latest release focuses on improving RWG speed, visuals, POI placement, and adding new features to enhance the player experience and addressing several bugs.
    Many notable improvements include:
    RWG creation speed has been greatly improved. Generation speeds up to 4 to 5 times faster than before have been seen in some cases.
    Merging highways between gateway tiles and township rural tiles has been added
    A new scoring system for prefab pick ordering, xml entries to help control overall placement, spawn weights, and min max counts ensure POI’s don’t repeat too often.
    Country Tiles have been added which give the rural areas more believable surrounds for POIS to spawn
    Road smoothing has been greatly improved.
    A new street tile system that uses an overworld grid to allow for more concise placement of wilderness, towns, and highways.
    A “New Game” button has been added to the Advanced Generation screen to allow players to immediately play the map they have generated without having to remember the map name.
    Chunk Reset System
    We’ve added a new advanced game option called “Chunk Reset Time”. Enabling this setting will cause chunks to be reset to their original states when left unvisited for a specified in-game duration. Land claims, bedrolls, and other important player-owned objects such as backpacks and vehicles will prevent nearby chunks from being reset; so you don’t have to worry about your home base disappearing, or logging in to find your 4×4 exchanged for a tree which regrew in its place. However, loot containers and workstations which are not within a protected area can be reset, so players who use this feature must be mindful of where they store their valuables.
    In effect, this feature allows previously-visited locations to respawn their loot and recover from destruction whilst the player is away. It also helps to reduce save sizes by clearing out stored data for the reset chunks until they’re revisited.
    The setting is disabled by default, but can be configured at will in the Advanced tab of the New Game and Continue Game menus.
    Survival Rebalance
    To enhance the survival experience, water collection has been rebalanced by removing empty jars and cans.
    Boiled water now requires a cooking pot to craft in the campfire.
    Most “clean” water and drinks have been extremely lowered in loot.
    A new Dew Collector workstation has been added to provide clean drinking water.
    Crafted in the player backpack, players will need to visit a trader to obtain a key component: a water filter.
    Water is slowly accumulated over time at a rate of approximately 3 jars every 24 game hours.
    Players can place multiple Dew Collectors
    DewCollectors must have a clear view of the sky.
    Bars and other “see-through” shapes are acceptable to be placed above.
    Drink Vending machines have had quantities increased including specialized drinks.
    Due to water used in crafting, glue has been increased in loot, quest rewards, and trader inventories.
    Crafting Skills System
    Crafting unlocks have been moved out of the Perks System and into a new Crafting Skills System. Players will need to read various quantities of Crafting Skill Magazines in order to progress through the crafting tiers. These magazines are found in loot containers, zombie loot bags, air drops, given as quest rewards, or sold by the traders.

    The Crafting Skills System solves two issues:
    1. Players won’t be able to skip the progression of tool and weapon tiers.
    Previously, players could max out a perk’s crafting quality unlock with primitive tools and weapons and then instantly craft higher tiers once the materials were found or unlocked. A good example of this would be a stone ax that could be crafted at quality 5, but then iron and steel pickaxes could be crafted at that same quality level.
    2. Removes the crafting unlocks from perk classes
    Players are no longer required to perk into various classes to obtain the unlocks. All crafting skills can be unlocked by all players.
    The unlocks are removed from perks, however, each level of a perk will give a probability boost to certain magazines. An example would be the perk Boomstick giving a boost to finding more of the Shotgun Weekly magazines. Boomstick will also boost shotguns, shotgun parts, and the various types of shotgun ammo found in loot.
    Perk Overhaul
    With crafting unlocks moving to the new Crafting Skills System, perks have been overhauled to be more streamlined for each class.
    Sexual Tyrannosaurus has been moved to each weapon perk. Players no longer have to perk into Strength to get the stamina benefits of ole Sexy T. Want better stamina with clubs? Put perk points into Pummel Pete and keep from getting winded too soon.
    Flurry of Blows has been moved into each Attribute as a new perk.
    Perception: Quick and Perceptive – Increases the attack speed of spears
    Strength: Big and Fast – Increases the attack speed of clubs and sledges
    Fortitude: Lightning Hands – Increases the attack speed of fists and fist weapons
    Agility: Whirlwind –  Increases the attack speed of knives
    Intellect: Calculated Attack – Increases the attack speed of batons
    Physician perk has gained the ability to treat sprains and give more XP when using healing items. Dismemberment gets a boost with batons on level 4 while level 5 has a chance to instantly kill the target with a stun baton.
    Master Chef allows players to cook faster with each level.
    Lock Picking moved to Intellect
    Grease Monkey grants the ability to use fewer repair kits when repairing vehicles
    Zombies and animals are now killed nearly instantly when hit by a vehicle, but the vehicle takes more damage than previous versions.
    Vehicles also take more damage when hitting objects or taking hard landings.
    Perk Book Reworks
    Spear Hunter Vol 3 changed from Steel Spear Unlock to Bleeding Damage
    Spears have a 25% chance to cause bleeding damage.
    Spear Hunter Vol 4 changed from Strong Arm to Kill Move
    Power attacks do 50% more damage to downed targets.
    Spear Hunter Vol 6 changed from Punctured Lung to Penetrating Shaft
    Power attacks now penetrate and damage multiple enemies.
    Spear Hunter Complete
    Primal Kill: Kills with spears refill your stamina.
    Automatic Weapons Vol 7 changed from M60 Unlock to Hip Fire
    Aiming from the hip with greater accuracy can save your ass in close quarters situations.
    Batter Up Vol 2 changed from Gear to Stealing Bases
    Sprinting with a club drawn in combat uses 20% less stamina.
    Batter Up Vol 6 changed from Bat Unlock to Foul Balls
    Power attacks with clubs have a 20% chance to ragdoll enemies.
    The Great Heist Vol 3 changed from Timed Charges Unlock to Gold Rush
    Find 10% more dukes and old cash
    The Great Heist Complete
    Find 20% more lockpicks in loot
    Art of Mining Vol 7 changed from Mining Helmet Unlock to Damage
    Mining tools do 10% more block damage.
    Perception and Spear Overhaul
    It is mind blowing how powerful Rifles are now…literally. Pop zombie heads with ease with a boost to head shots when using the pipe, hunting, lever action, and sniper rifles.

    The spear has gotten a rework. After much consideration, we decided to make it work like other weapons and exchanged the throw for a power attack. This makes the spear a much better sneak attack weapon and players do not have to worry about losing their fully modded spear when thrown. With the new door damage, spears are the best melee weapons for poking through the holes into pesky zombie heads.
    Recipe Tracker
    Having trouble remembering that recipe? Well, in Alpha 21, players can track recipes while out collecting resources. Items are tracked in a list shown in the upper right hand side of the screen. When the correct quantities are collected, the items will be highlighted in green. When all items are collected, a tool belt message will appear letting you know the item can be crafted.
    Crafting Quality Selection
    It’s likely that you’ve encountered a common problem: after gathering the necessary materials and components to craft your tool or weapon, you’ve invested additional points into the relevant skill, only to discover that the newly unlocked quality requires more materials than you currently possess. However, this predicament is no longer a concern, as you now have the ability to choose the desired quality of the crafted item, granting you control over the amount of materials invested.
    Loot Balancing
    Considerable attention has been devoted to achieving balance in various aspects of the game. This includes fine-tuning the availability of food and water, ensuring quest rewards are appropriately balanced, refining trader inventories to offer a fair selection of items, and the distribution of crafting skill magazines. 
    Starter Quest 
    The introductory quest has undergone simplification to provide a step-by-step breakdown of the initial stages of the game. Through user-friendly instructions and onscreen assistance, both novice players and seasoned veterans will be effortlessly guided to swiftly accomplish the initial milestones of their gaming experience.
    HUD-less Mode
    For those looking for a more immersive gameplay, players can now hide the HUD by pressing F7 one time. This mode will now allow players to remove the HUD, but still be able to interact with doors, loot containers, vehicles, and more. Pressing F7 again will change to “picture” mode that hides ALL HUD elements. Pressing F7 a third time will go back to default. 
    Spawn Near Backpack
    In this latest update, an exciting new feature has been introduced for respawning after death. With an active bedroll, players now have the choice to respawn in close proximity to the location where their backpack is found. This convenient option enables players to swiftly retrieve their lost loot without the need to place a new bedroll, as the primary purpose of bedrolls was not originally intended for this particular function.
    Vehicle Damage
    Vehicle collisions take more damage, but also cause more damage, so repair kits are more relevant to game play.
    Repair kits repair a fixed amount of damage instead of all vehicle damage
    New blood splatter when hitting entities
    Improved ragdoll hits and can cause dismemberment on hit entities
    Additional spark effects when hitting blocks
    Improved block collision damage calculations
    Wandering Hordes
    To promote engagement and encourage players to confront wandering hordes, we have implemented an increase in the chances of loot bags dropping from these encounters. This adjustment aims to incentivize players to actively engage with wandering hordes instead of allowing them to pass by without engagement. Furthermore, an additional improvement ensures that wandering hordes will no longer occur just before the commencement of your blood moon event, providing a more balanced and predictable gameplay experience.
    Twitch Extension
    We’ve added a new Twitch extension to allow viewers to interact with the streamer without cluttering up the chat. This allowed for the addition of more advanced actions that cost Bits. We’ve also added Presets to customize your integration experience. Custom Events have also been added for Twitch events such as Subs, Gifting Subs, Raids, Hype Trains, and Channel Point Redeems.
    Performance & Optimizations
    Unity version update
    Window block optimizations
    All Windows have been converted to shapes which are more performant.
    Full windows downgrade to broken.
    Broken and Empty windows upgrade to Full.
    Only Full windows can upgrade material.
    Improved prop LOD transition values by adding LOD categories so similar props cross fade at the same distances. They also cull at more relevant distances which improves performance.
    Trees (adjustments to meshes and settings for better performance)
    AI can handle more zombies by throttling their activity based on distance to player
    AI pathing can handle many more paths per second
    Less memory use
    A variety of other small performance optimizations
    Networking Improvements
    Greatly reduced network traffic
    Entities have variable update rate based on distance
    There have been a number of improvements and optimizations made for a smoother multiplayer experience. Character animations and ragdolls now sync smoothly while behind the scenes many optimizations have been made to create a more in-sync experience while also greatly reducing the overall network traffic while playing. This includes a new prioritization system that can increase the rate of server updates for specific entities based on their proximity to players.
    Server Administration and Multiplayer
    WebDashboard
    The old Web control panel for the server has been removed in favor of a new Web Dashboard. This is the first step of bringing over what has previously been known as Allocs Server Fixes, providing Web based APIs for interacting with the server as well as a browser interface to those features. Compared to the old mod this interface currently lacks all of the APIs that provide information on players.
    This new Web Dashboard is currently provided as a mod shipped with the dedicated server version in order to be able to speed up iteration times independently of the actual game releases when improvements are made or fixes integrated.
    If you were previously using the control panel to automate server tasks you will need to switch over to the new API system:
    Normally you define API tokens in the serveradmin.xml or via the ‘webtokens’ command, but you can also define one API token on the command line with the ‘-webapitokenname=x’ and ‘-webapitokensecret=y’ arguments which will define a single token with permission level 0
    The API endpoint to issue commands is ‘/api/command’. The token name and secret need to be passed as HTTP headers ‘X-SDTD-API-TOKENNAME’ and ‘X-SDTD-API-SECRET’. The request needs to use the POST method and contain a JSON body consisting of ‘{“command”: “command to execute”}’
    There are new config options related to the dashboard:
    ‘WebDashboardEnabled’ toggles the whole system on or off
    ‘WebDashboardPort’ specifies the TCP port to run the interface on
    ‘WebDashboardUrl’ should contain the full URL that points to the dashboard, e.g. to a reverse proxy forwarding to the internal dashboard, like ‘https://proxydomain:8000/’. If the server can be reached with its public IP directly this value can be left empty
    ‘EnableMapRendering’ decides whether the game renders the map tiles to corresponding images that can be seen on the Web Dashboard or used with other tools to get a full view of the discovered game map.
    Mumble Positional Audio
    Alpha 21 brings support for Mumble’s Positional Audio feature. This means once it is enabled in the game audio settings and in your Mumble client you can play with your friends and hear in which direction they are from your view and get to hear them louder or quieter depending on their distance. Detailed setup instructions can be found on this Wiki page.
    Other changes
    Now allows changing gamepref ServerPassword during an active server session with the SetGamepref console command
    Added “teleportpoirelative” / “tppr” command to teleport to relative coordinates inside the current POI
    UserDataFolder and SaveGameFolder now allow paths relative to the game files root (like “MyData/Saves” would refer to the “<game root>/MyData/Saves”)
    Serverconfig.xml changes
    Removed options ‘ControlPanelEnabled’, ‘ControlPanelPort’, ‘ControlPanelPassword’
    Added: ‘WebDashboardEnabled’, ‘WebDashboardPort’, ‘WebDashboardUrl’, ‘EnableMapRendering’ (see text above)
    Added: ‘AllowSpawnNearBackpack’ – lets players choose to spawn near their backpack on death if enabled
    Added: ‘MaxQueuedMeshLayers’ – Memory vs chunk generation time tradeoff
    Changed: ‘AirDropMarker’ defaults to enabled now
    Changed: ‘DynamicMeshLandClaimOnly’ defaults to true now
    Added: ‘MaxChunkAge’ and ‘SaveDataLimit’ (see section on the new Chunk Reset System)
    Modding Notes
    Game updated to Unity 2021.3.19
    Updated HarmonyX to 2.10.0
    Added a popup to the main menu when mods with custom code were found during loading but EAC is active
    Added support for ModInfo format v2. It is recommended to migrate mods to use that format as this will be a requirement later on. Format specification
    Support for new XML patch operation “csv”:
    Manipulate elements like tags
    Requires attribute “op” being either “Add” or “Remove”
    Optional attribute “delim” containing a single character. If not specified defaults to comma “,”. Has to match the delimiter used in the list you want to patch
    Text of the element specifies the value(s) to add or remove, separated by the same delimiter specified
    Remove supports wildcard in the beginning and/or end of the name, so a name can be e.g. “ammo*” to match all names starting with “ammo” instead of an exact match
    Adding does skip names that are already in the patched list, e.g. patching “sight,movement,melee,bullet,arrow,rocket” with adding “player,bullet” would only add “player”, not “bullet” as it is already in the old list
    Block class PlantGrowing with IsRandom set to true:
    Now works in unloaded chunks
    ‘PlantGrowing.GrowthRate’ property defines the mean value
    New property ‘PlantGrowing.GrowthDeviation’ is a factor defining the min/max deviation from mean. Defaults to 0.25
    XUi Credits controller now supports loading custom credits XMLs. Also supports multiple templates for categories/credit lines
    News controller now supports loading custom newsXMLs. Also supports limiting to specific platforms or device types and entries that only show up once the date+time is met
    Changed code loading:
    A single DLL can now have multiple IModAPI implementations
    Multiple DLLs are supported for IModAPI and game classes
    All DLLs from all mods are loaded first before iterating classes so that mod load order does not affect resolving referenced types across multiple mods
    Console command ‘exportcurrentconfigs’ now opens the dump folder in the explorer
    New console command ‘damagereset’ to repair all blocks in a POI
    Game command line argument ‘-quick-continue’ allows bypassing the main menu and directly continuing with the last played save
    Game launcher now supports the new arguments ‘-logpath <folder>’ and ‘-forceeac <on|off>’
    Game launcher now supports the new argument ‘-skip-launcher’ to not show it even if it would be shown by default (e.g. because of its “Show launcher everytime” option)
    World’s prefabs.xml is now always saved with y-offset based positions when using the world editor so that changes to the ground level height in prefabs does not require changes to worlds using them
    Quests above tier 5 no longer show as tier “I” but instead use the correct roman number
    Localization files are tested for a valid header line and show appropriate errors
    XUi texture view with local texture file no longer fails when the full path to the texture contains a ‘+’ or ‘#’
    XUi detection of style references vs strings just starting with “[“ and ending in “]” was fixed so that e.g. an text attribute can have values like “[FF0000]Red text[-]”
    Changes for mods with custom code doing custom I/O:
    We’ve replaced direct usage of System.IO classes such as File and Directory throughout the codebase with custom classes named with an “Sd” prefix (shorthand for “save data” – and/or “seven days” if you prefer). The new classes are SdFile, SdDirectory, SdFileInfo, SdDirectoryInfo, and SdFileSystemInfo. Mods should also switch to using these when accessing any user data or save data (it is okay to use standard File IO for other data though). Also some guidelines:
    Make sure to not hold the streams open for too long.
    Keep file sizes small if possible.
    Reasons for this change include:
    To facilitate a future backup feature that is active during writing, which should assist with power loss during writes resulting in corrupted data, the trade off being additional writes to disk and higher memory usage. Persisting to disk will happen some time after closing the stream.
    Support for saves on other platforms (e.g. consoles). Some platforms require writes to happen within a certain window and some platforms do not provide standard File IO for saves, but have key-value storage only, both of which we have to abstract over.
    Changelog including b308:
    Added 
    Screenshots are automatically copied to clipboard in addition to saving to file (Windows only) 
    Prop LOD group culling has 7 categories, each with a common distance and all props get this calculated 
    Block LODCullScale which adjusts the calculated value 
    Prop LOD groups are all set to crossfade 
    Cement mixer rotates when crafting 
    Biome entities will despawn when a close dead player respawns away and no living players are in the area 
    Vehicle particleOn, particleDamaged, particleBroken properties 
    Bicycle crank sparks at high damage and loses chain and smokes when broken 
    Motorcycle on/damaged/broken particles 
    4×4 on/damaged/broken particles 
    Players staying in the area of a tier1+ POI have reduced detection by biome spawned enemies 
    Opening the shapes selection window the first time starts with the basic shapes filter selected 
    Players can float up higher out of water if moving into a low slope or plate block 
    Lower swim speed when exhausted 
    Allowed sprint swim in all horizontal directions 
    Players slide around while standing on AI entities 
    Forge tools are shown based on tools in slots 
    Forge flames are bigger and brighter when crafting
    Added ability to override the upgrade of the new shape based windows 
    Debug menu adjusts to screen resolution 
    Debug menu adjusts with UI size 
    Transparent broken glass for block shape windows 
    Gfx resetrev console command 
    GlassCracked.mat and textures for abandoned vehicles glass 
    StoreGlassCracked.mat for props with broken glass 
    Remove sound capability from action sequence block adds 
    Twitch Creator Goal support for the Custom Events 
    Property to disable the auto creation of channel point redemptions. 
    Twitch Bit Price Discount option 
    Parse Localized String option for DynamicProperties 
    Streamer Only targeting for Twitch Actions 
    Allow selecting offline mode when EOS servers give unexpected errors 
    Roadside Tile Support 
    Shapes menu supports favorite shapes 
    Terrain Tool size adjust sensitivity changes with size 
    Terrain Tool shrink mode (secondary action) 
    Terrain Tool grow mode is 4x sensitive with shift key 
    Terrain Tool grow (was add) will use a selected block by alt clicking, shows name on status bar and for non terrain blocks will simply add them 
    Terrain Tool grow and shrink can be undone 
    World entity activity throttling system 
    AI spawn max allowed is increased for blood moon and sleeper volumes 
    Wandering hordes have a bonus chance to get loot bags from a few of the enemies 
    Option for no advanced RWG generation map preview 
    Reworked Prefab Properties window. Now also covers PrefabTags, added QuestTags and DifficultyTier 
    New Twitch Bit Actions 
    Leaderboard Stats for Twitch 
    More “Trolly” bit actions that streamers can opt into 
    Explosion kills can trigger buff effects 
    Network workaround option for rare MP disconnect / desynchronization issues related to routers with MTU issues 
    Autoshare quests in parties 
    Multiplayer Party UI Sounds 
    ItemActionDynamic Range property instead of hardcoded 2 
    Twitch Presets for Actions, Votes, and Events 
    Reflection probe updates when camera turned 
    Reduced reflection probe intensity when reflected shadows are off 
    Prefab list shows localized POI names as tooltip, debugshot shows localized (english) POI names 
    Inline water check with area on stamp creation 
    AllIsWater check as opposed to OverlapsWater check for various logic 
    Ability to turn on/off gateway spawns in a township 
    Line breaks to Robotic Drone description for better formatting 
    FallingBlock, fallingTree and item to entityclasses xml 
    Entityclasses xml UserSpawnType  None, Console, Menu 
    Warnings when prefabs in a world are placed outside the world bounds 
    Mutated zombie projectile radiation pools cause brief radiation damage to player 
    F3>Player now also shows coordinates relative to the currently surrounding POI 
    Support for biomes.xml bloodMoon weather values and added values for the 5 biomes 
    Ragdolls from death have a short time they can still collide with vehicles 
    Vehicle hits can cause dismemberment 
    The vehicle driver is awarded some XP for killing entities 
    Vehicle blood splatter when doing high damage collisions with entities 
    Vehicle sparks on bigger self damage hits 
    Cabin_17 (T2  clear, fetch, infested) (Earl)
    Vehicles are repaired 10% by repair kits and each level of Grease Monkey adds 10% 
    Location UI anchored at top right above quest tracker 
    New commercial door variants (Single/Double) with window and handles on both sides 
    New perks to each tree that govern how fast your attack speed is 
    Prefab Editor: Copying block to toolbelt copies damage state 
    Updated lightLOD script with a toggleable option to match emissive material colors to the light color 
    Gamestage modifier for Biomes and Quests 
    Twitch Hype Train Custom Event Support 
    Quest Hints for the Quest Tracker to help with the starter quests. 
    ParticleEffect supports attaching to body parts 
    AI corpse targeting randomly ignores corpses if an existing target 
    Apply status buffs when disabling AI/Animations 
    Trader “Reading Materials” category for books, magazines, and mod schematics 
    Zombie corpse eating blood particles 
    POI editor Sleeper XRay shows all sleeper blocks (dark) if no volume selected 
    BlockSleeper SpawnMode and if infested then sleeper volumes ignore those when POI not infested 
    Sleeper r <group name> sets override on all volumes 
    EntityCoverManager, Update cover manager to reserve and then use cover positions. 
    AI dodge task and anim controller support 
    Dodge added to bandits 
    Party SFX and Twitch SFX 
    Control zoom sensitivity (mouse) decreases with the amount of camera zoom in 
    Control zoom acceleration and control settings option 
    Traders will automatically add custom waypoints to the map. NPCInfo modified to include a localizationID field that is used to fetch the localized name of the trader to label their waypoint (configured via npc.xml)
    Graph console command and removed graph commands from gfx 
    Zombies will eat animal corpses 
    AI eating corpses does corpse damage 
    The map and compass now support displaying your three previously dropped backpacks 
    Twitch Donation Sound 
    Player swimming exhaustion when stamina is zero 
    Player swimming run increases stamina use 
    Out of stamina message when stamina reaches zero 
    Gyro Pitch Up and Down to the Brake and Hop control localization 
    GameEntityTintMaskSSS double sided shader with tint mask subsurface scattering support 
    Player swim up boost when feet on ground 
    Missing xml file for part_logs_set POI that was causing an NRE in RWG generation 
    Twitch Custom Events for charity donations for streamers 
    Quest Objective for game event 
    Player crouching makes you swim down 
    Falling block starts with random angular velocity 
    Explosions set falling block velocity and spin 
    Creative Menu block/item xml name to tooltip 
    Wait actions for game events based on Requirements. 
    Prefab Editor Thumbnail Guide 
    Street Tile system that uses an overworld grid to allow more concise placement of wilderness, towns, and highways 
    GetHeight function to prefabs to get the height at a given position within the prefab 
    Distance “runup” that will help control the direction that a highway connects to a township’s gateway  
    Specific draw method for biome stamps 
    More threading for more items to help keep the generation speeds down 
    New game button to generation to allow players to immediately play the map they have generated without having to remember the map name 
    Base code to have roadside intersections  
    Occlusion tracks skinned renderers 
    Props changing to a worse damage state will play sound and particle on an optional FX object 
    Plate Counter Square Hole to the shape menu for use with Gas Stove 
    End Twitch Cooldown action and spawning a flock of vultures 
    Player hands can interact (E) with water in the world to drink murky water 
    Added new “agemap” console command: outputs debug texture displaying chunk age/protection/save status 
    World editor improvements for visual ease of use  no fog and no biome specific spectrums 
    Clear button added to text fields 
    Tiered infested loot containers to all POI’s flagged with the infested quest tag 
    SquareSpiral console command that has the player traverse the world chunkbychunk in a square spiral in fly and godmode 
    Simplified entitygroups xml format 
    Added new “expiryinfo” console command; logs chunk coordinates and expiry day/time for the next [x] chunks set to expire 
    Se console command has an optional count parameter, player id of 0 uses the local player and updated help 
    Missing localization for buffEnforcerCriminalPursuit 
    Kickstarter backer names to POI’s 
    Added forced culling of saved chunk data on servers based on a configurable save data storage limit  disabled by default; can be enabled via a new “savedatalimit”/”sdl” console command 
    Block xml “shapes” attribute if not “All” will only make shapes with a matching “tag” attribute 
    Wall Volumes for level design to block areas they don’t want the player to move to 
    Utility Store Crate random loot helper to be used in mechanical themed areas 
    Ragdoll action scaleY param for vertical hit control 
    Server browser now shows warning when results hit the search limit 
    Sleeper Volumes can now be triggered by the BlockTrigger system 
    BlockShapeNew can have transparent sides with opaque sides 
    Preview mesh can show transparent part of combined block mesh 
    Region reset console command. Allows resetting chunk data for individual regions or the entire map, with an option to include or skip chunks which are currently loaded/synced. 
    Max chunk age console command. Allows specifying how long an unsynced chunk is allowed to remain dormant in save data (measured in ingame minutes) before it will be automatically reset/cleared. 
    Trigger Volumes for the Block Trigger System 
    Info Volumes for Entering POI Message System 
    Volume tab to Level Design Tab 
    Destroy_on_close option to not destroy container if not empty 
    Block DowngradeFX property 
    Allow to block incoming text/voice chat from individual players through the player list 
    New button in console window to open the folder with the log files 
    Blocks with MeshDamage can trigger the destroy event when entering and have another repair list for leaving the final damage state 
    Block shape mesh data sharing 
    Zombie dog electrocution animation 
    Block xml command dropextendsoff 
    Block MeshDamage entry of  allows for no damage mesh 
    Block stage 2 health 
    Sleeper draw console command
    Changed 
    Wrench, ratchet and impact driver don’t play harvest hit effect 
    Sleeper volumes skip past spawning when max server sleepers reached 
    Adjusted video object quality setting to have less variation 
    Removed extra wood damage boost from normal shotgun shells. Use breaching slugs for this purpose. 
    Disabled trader’s controller so it won’t move them 
    Disabled traders being hit 
    Turned on Airdrop markers by default 
    Increased supply crate smoke on ground to 4 minutes 
    Debug menu starting position to not overlap menu buttons and adjusts to screen resolution 
    Debug menu dynamic music lines to start with DM 
    Debug menu World Entities to show local animal, bandit and zombies counts 
    Optimized mesh tangent calculation 
    Updated graphics default preset detection for recent GPUs 
    Optimized terrain voxel mesh array handling 
    Optimized water voxel mesh default array sizes and the adding of mesh data 
    Updated BlockUpdates.csv with conversion of many props and shapes for the POI modding community. This should catch a large portion of use cases, but there may have been issues such as new size or rotation that didn’t allow for a 1:1 replacement. These items will have to be hand swapped by modders.
    Updated damage decal normal map and albedo textures 
    Modified Game/Overlayed_TA shader to multiply decal albedo instead of overlay 
    Improved chunk opaque shader to overlay blend the damage texture and use correct tangents for damage normal map 
    Sleeper volume spawning includes game stage of other players in the POI 
    Improved terrain decal mesh gen to process less data 
    Improved voxel mesh array handling 
    Improved car block ground alignment 
    World global ambient balance to prevent strong upward ambient lighting in Burnt Forest biome 
    Updated toolTerrainModelerAdminDesc with new control tips 
    Switched graphics SSR reflections to a new system and added Ultra setting 
    Switched graphics SSAO effect to Multi Scale Volumetric Obscurance which performs and looks better 
    Marking an item as favorite in the creative window no longer switches back to page 1 
    Improved Terrain Tool sphere to be rim lit, brighten the terrain overlap area and show a yellow ring around overlap 
    Terrain Tool shows green for grow and red when shrinking 
    Terrain Tool works at longer distance 
    Command getlogpath now runs on the client and has a default permission level of 1000 
    Terrain Tool remove mode to shift + secondary action 
    Set PoliceCar.mat Emissive Multiplier to 0 until this is wired up in code 
    Updated player skin shader with SSS translucency and emissive for improved skin shading 
    Improved distant terrain info memory handling 
    Setup all random loot helpers with Loot Class so they are counted properly as loot containers for balancing POI’s 
    Improved jiggle performance 
    Prefab Editor POI Browser list is now left justified for easier reading 
    Updated all bladed tools/weapons with a damage boost to zombie corpses for easier removal. If they are NOT alive and have the tag walker or crawler, they will get the boost. Animal and gore harvest does NOT receive the boost. 
    Tweaked DMS to allow combat music to bypass the “daily time allotted” frequency limit and play immediately in threatening situations.
    Moved spawn menu camera raycast 2 meters higher when player is in vehicle 
    Lowered spawn menu destination y offset to .25 
    Moved MicroSplat shaders, mat and data to TerrainTextures bundle so build is smaller 
    Updated the Console Window to use the UGUI framework for improved memory performance 
    Memory optimisation; rotated prefab instances now share cell data rather than holding unique copies. 
    Standardized player door HP values and crafting recipes 
    Improved Grace material and texture settings 
    Master Chef Level 1  Use 20% less of a recipe’s main ingredients and cook 40% faster 
    Master Chef Level 2  Adds a chance to find meat in dumpsters and cook 60% faster 
    Master Chef Level 3  Use 40% less of a recipe’s main ingredients and cook 80% faster 
    Physician Level 1  Splints and Casts cure sprains instantly 
    Physician Level 1  Treated Critical injuries heal 15% faster 
    Physician Level 2  Treated Critical injuries heal 25% faster 
    Physician Level 3  Treated Critical injuries heal 50% faster 
    GetStreetTile uses random order pick for prefabs that do not have a min/max count 
    StreetTile Wilderness POI spawn now retries a few times when it runs into an issue 
    Cleaned up UsedPrefabsWorld order of operations 
    Order of operations on wilderness poi spawning and path/terrain smoothing 
    Master Chef reduced from 5 levels to 3 and unlocked at Strength levels 1, 4, and 7 
    All food related crafting recipe times increased 400% (i.e. Meat Stew 1:15 is now 6:15 without perks, 0:47 with perk maxed) 
    Removed acid ingredient from Can of Sham recipe 
    Can of Sham recipe is now only 1 craft at a time with a much lower craft time 
    Charismatic Nature increased from 4 levels to 5 and unlocked at Intellect levels 5, 7, 8, 9, and 10 
    Charismatic Nature level 1  Allies/Party members naturally regenerate 50% faster (cannot be starved or dehydrated) 
    Charismatic Nature level 4  Allies/Party members find 10% better loot 
    Charismatic Nature level 5  Allies/Party members find 20% better loot and receive +1 to all attributes 
    Vehicle hit damage from entities to be the inverse mass ratio 
    Adjusted vehicle health (decreased except for 4×4) 
    Increased vehicle collider bounciness 
    Improved vehicle hit forces on ragdolls 
    Repair kits restore a fixed amount of vehicle heath 
    Greatly increased vehicle block damage and self damage 
    Improved vehicle block collision damage calculations 
    Reduced the probability of zombie bears that can spawn during the Game Stage 38 zombie animal wandering horde 
    Increased vehicle block, terrain and entity damage given and received by various amounts 
    Optimized RWG stamp drawing 
    Optimized RWG water map cleanup 
    Optimized RWG SmoothStreetTiles 
    Optimized RWG water map creation time 
    Recipes for regular robotic turret ammo use lead instead of iron. AP uses half iron and half lead. 
    Optimized RWG smooth road terrain, improved smoothing method and does many more passes 
    Revised DynamicMesh system to operate on individual chunks instead of whole prefab clusters. Improves performance, reduces memory and disk space usage, and should improve stability.
    Optimized imposter generation speed 
    Improved prefab bulk console command 
    Improved AI finding screamer spawn position 
    Reduced the price of Grandpas Forgetting Elixir and made them sellable to traders 
    Grandpas Forgetting Elixir has a low chance to be found in T5 loot chests 
    Rabbits, Chickens, and Snakes now give 5 bones with axes, knives, and steel knuckles 
    Localization and display values of Grandpas Moonshine to better align with buffs received 
    Updated the colliders on stairs.fbx to prevent players and zombies from snagging on them when passing through doorways 
    Players now start with 2 jars of water 
    Improved blood moon, screamer and wandering AI finding spawn locations 
    Basic light bulb recipe now requires a headlight in the recipe 
    Improved AI corpse eating positioning 
    AI corpse targeting to have less range and last longer 
    Removed Reading Materials from the Mods category in trader inventory 
    Removed Traps from the Tools category and moved active traps to Science and passive traps to (NonTrader) Building 
    Removed “Building” category in trader inventory and moved items/blocks to Science or Decor 
    Removed “Chemicals” category in trader inventory and moved items/blocks to Science 
    Reworked trader inventories to provide a better mix of items for sale 
    Removed resourceCobblestones from the basics tab of the crafting menu to showcase the dew collector on page one 
    Removed wire tool from science category so it only shows in tools category and to prevent duplicates showing in trader inventories 
    Removed legacy save migration code that moved saves from documents to appdata. 
    Hunter’s Journal vol 7 now refers to humanoids and zombies 
    Improved zombie corpse eating to target belly and move smoother 
    Reworked all tool and weapon tier bonus and random stats to prevent crafting overlap between quality tiers  
    Improved PassiveEffect xml parsing 
    Improved White River and Trader flag albedo and alpha clip 
    Removed attacks per minute penalty from melee tools and weapons 
    Removed random attacks per minute from melee tools and weapons 
    Removed random stamina loss from melee tools and weapons 
    Removed random magazine sizes from ranged weapons 
    Removed random rounds per minute from ranged weapons 
    Sleeper volume counts allow decimal scaling 
    Sleeper console command to have list/listp parameters and help 
    Moved sleeperreset console command to sleeper r 
    T3 chests are now 5000 HP and T4 chests are now 7500 HP 
    Moved Lock Picking skill to Intellect 
    Craftsmanship Perks renamed to General Intellect Perks 
    Updated White River Flag with new design 
    Updated cloth shader with alpha clip for frayed flag edges 
    Control sensitivity UI increments to .01 
    Spear Master Power Attacks have a 20,40,60,80 and 100% chance to slow enemies. 
    Strong Arm: Renamed to Primal Kill: Kills with spears refill your stamina. 
    AI being hurt always switch if current target is dead 
    Adjusted AI target/corpse settings 
    Increased mutated zombie damage 
    Mutated zombie ranged attack is a higher priority and triggers at a longer range if target unreachable 
    Implemented LandClaimExpiryTime check in GameUtils.CheckForAnyPlayerHome (used for triggering SleeperVolumes and checking POI lockouts). This makes land claim expiry behavior more consistent across all systems. 
    Spawner gamestage xml will spawn nothing if current GS less than first GS 
    Renamed spawnwanderinghorde console command to spawnwandering (spawnw) with b for bandits and h for horde 
    Wandering enemies do not spawn near or just after a blood moon 
    Moved backpack position tracking from PlayerDataFile to PersistentPlayerData and allowed tracking of up to three backpacks. Navigation UI still points to the most recently dropped backpack, but can now fall back to the next in line after the most recent one has been collected or destroyed. The tracked position is also now updated when a backpack moves from its original location. Note: Tracking will not be maintained for any existing backpacks in save data created prior to this commit. 
    Rule One Cardio affects swimming run 
    Adjusted Grace’s attack range/damage, health and experience 
    Updated localization for cloth shape description 
    Set ignore_loot_abundance to true for several important loot containers such as loot room chests, store crates, safes, air drops, mailboxes, and more to prevent empty loot when playing with lowered loot settings 
    Improved road asphalt textures 
    Boosted the headshot damage of all rifles in a tiered zombie fashion (i.e. A headshot with a no perk no mod pipe rifle will 1 shot 1 kill an Arlene, but not a Thug, Soldier or Biker) 
    Cleaned up swimming and head in water handling 
    Separated handling of player camera and head in water 
    Rewrote entity and camera in water checks 
    Improved water shader to show surface when under water 
    Adjusted player water height that starts swimming 
    Improved player swim movement (speed based drag) 
    Increased player swim speeds 
    Mutated Zombie xp is now 400, 750, and 1200 for regular, feral, and radiated 
    Recipe for green drawer now crafts Steel Wall Cabinet and requires more ingredients 
    Optimized Chunk SetBlock 
    Improved Block “has child parent” error logs 
    Re-added the missing Shamway safe to factory_lg_01 
    Removed brewery safe and associated loot lists as they were not used. The schematic that was found in this safe is now part of the A21 crafting progression unlocks as well. 
    Explosion falling block spawning rate to every x instead of random 
    Falling block mass, drag and cube collider scale 
    World global ambient balance 
    Creative menu sorts when no filter set 
    Reduced boar and dog large collider lengths, so they get stuck less 
    Cleaned up AI stopping pathing 
    Reworded perkGreatHeistGemsLongDesc to reflect the actual loot items that can be found 
    SpawnTrader block is now using the female mannequin model and icon for easier placement 
    Localization for spawnTraderDesc now shows the keyboard shortcut for selecting the trader 
    Hooked up waterPurifier mod with a buff to prevent losing health when drinking murky water or with hands 
    DescriptionKey of Candelabras since they are no longer setup as lights 
    Tile objects are now selected based on the exits set on individual street tiles 
    Order of operations when creating the world to enable ability to make the most of out of the free space by doing terrain features AFTER townships 
    District layout is now more accurate 
    Wilderness POI spawning is now controlled on a per tile basis allowing us to keep wilderness prefabs a decent distance from each other 
    Cleaned up animal anim controller sleeper handling 
    Item actions with Hitmask_override support all values and combinations 
    Added missing water stat to sham chowder 
    Improved occlusion settings 
    Increased occlusion render precision 
    Improved occlusion depth culling 
    Improved explosion dismemberment to handle multiple body parts and corpses 
    Updated garbage_decor1 harvest from paper to cloth to better match the new artwork visuals 
    Updated garbage_decor2 harvest from paper to polymers to better match the new artwork visuals 
    Corn on the Cob is now Grilled Corn, requires the cooking grill, but no longer requires boiled water 
    Yucca Juice is now unlocked with the food crafting skill magazines and requires a cooking pot to craft 
    Murky water does 5 health 
    Boiled water requires a cooking pot 
    Prices at food/candy vending machines are now the same as base trader prices (markup changed from 1 to 3 to match trader) 
    Traders no longer sell seeds, bones, meat, vegetables and other food crafting ingredients in bundles of 5 
    Removed 5 water stat from Corn Bread 
    Concrete Mix sold by traders is now governed by trader stage (unlocked at TS20 with the workbench and cement mixer) 
    Added MaterialHitpointMultiplier to the broken sidewalk shapes to match other broken/destroyed shape hit points 
    POI safes now downgrade to open versions when empty  
    Removed BlockShape IsTransparent so only the Block’s Collide “sight” matters 
    Prefab inside data to smaller memory format 
    Removed plant class from treeAzalea since they are just deco, don’t have a growth cycle, and to prevent IOOR errors when they are used in POI’s 
    Yucca juice now requires 1 water and 1 yucca 
    Removed drinks from cabinets and cupboards 
    Removed “clean” water from most loot 
    Tea, coffee, and yucca drinks are now very rare in most loot groups 
    Removed drinkJarPureMineralWater from water coolers and jugs 
    Blue “water” barrels are no longer lootable 
    Adjusted vehicle loot to no longer skip T0 tools and weapons 
    Reduced the amount of gas found in loot 
    Removed obsolete blocksA16PrefabConversion.xml from the project 
    Lockpicking is the default action for pickable chests 
    Reduced all drinks found in loot by 50% 
    Reduced all clothing found in store loot 
    Optimized block rotation calculations 
    Converted Speed Tree 8 shader from metallic to specular to prevent backlit sun luminance due to close range shadow clip 
    Updated book bundles with new book names 
    Optimized occlusion shadow caster handling by skipping when initially added 
    Heavy armor UI template to show new armor values 
    Removed <property name=”Stairs”/> from shapes.xml as it is no longer needed
    Se console command spawns .3 higher 
    Kill console command will not kill entities spawned during the kill loop 
    Updated Window Store shape set to prevent Z-fighting 
    The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting. 
    Set Culling Mode to Always Animate on chainlinkFenceDoorPrefab 
    Removed path grid drop down not connecting if solid block 
    The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting. 
    The Great Heist vol 3 Timed Charge to Gold rush: Find 10% more dukes and cash in safes 
    Disabled the extension of the IsTerrainDecoration property on bookshelves to prevent Z-fighting when placed on terrain 
    Block upgrade/downgrade names created from shapes to only add :shapeName if no : in name 
    Volume 3 Steel spears now adds a 25% chance to cause bleeding damage.
    Added Position field to PersistentPlayerData. Existing save data is not compatible after these changes. 
    Adjusted ragdoll min/max angles 
    Art of Mining completion perk now grants 20% more ore instead of 20% more damage. 
    Art of mining vol 7: Mining tools do 10% more damage instead of unlocking mining helmet crafting 
    Book perk Batter Up Gear is now Batter up Stealing Bases: Sprinting with clubs in combat uses 20% less stamina 
    Modified save data format for decorations (trees) to differentiate between those which are generated or dynamically placed. Existing save data is not compatible after these changes. 
    Timestamp data in region files is now stored as total in-game minutes that have passed since world creation. Existing save data is not compatible after these changes. 
    Laundry, store shelves/coolers/freezers/produce/gun rack, coffins, caskets, file cabinets, shoe/pant/shirt/book piles, medical cabinets, medicine cabinets, utility carts, and ammo displays are now using destroy_on_close=”empty” and DowngradeFX 
    MaxRepeatRate set to 0 for refrigerator running sounds 
    CntCoffinWildWestStack and cntCoffinWildWestLeaning are now non-lootable props 
    Removed the audio component from the Street Lamp Classic Prefab (was using the FridgeLP sound) 
    Improved ragdoll to animation blending 
    Reduced delay between a chunk being changed and those changes propagating to the visual mesh 
    Reworked quest reward vehicle bundles to guarantee one of the major vehicle components 
    Adjusted EnemyAnimalsForest night spawn to reduce nightly meat delivery 
    Optimized zombie animation state transitions 
    Removed empty jars, empty cans, fishing weights, trophies, candle sticks, and door knobs from loot 
    Removed the action of getting a jar or can back after eating/drinking 
    Removed the ability to scrap food items 
    Doors now give scrap brass instead of door knobs with Wasteland Treasures Vol 5 
    Most recipes now use water instead of murky water 
    Removed jars and cans from recipes 
    Removed snowball murky water recipe 
    First Aid Bandages use Bandages instead of cloth 
    Removed xml settings for projectile collisions on candelabra 
    Adjusted colliders on all sectional furniture block prefabs to help prevent projectile issues 
    Adjusted colliders on coffee table shape to help prevent projectile issues 
    Cleaned up zombie anim sleeper transitions and cripple/leg triggers 
    “Boiled Water” to “Water” and updated other references to the boiled version 
    Updated xml for all perk books to fire the 7/7 completion event sound only once 
    Updated all mushroom variants with new art and icons 
    Wires now hide when you are not holding the wire too 
    Water purifier mod description is more accurate 
    Updated pipeSmallBlockVariantHelper with new small pipe color variants 
    Improved BlockShapeNew rotation conversions 
    Removed BlockShapeNew unused rotations from mesh arrays and get mesh functions 
    Updated the old tv recipes into one tv block variant helper recipe 
    Workbench recipe now uses duct tape and nails instead of the hammer and wrench 
    Reduced spare tire shine 
    Removed medicalBandage, medicalAloeCream, and medicalSplint from the medical crafting skill as they are unlocked by progression
    Rebalanced mailbox loot to give a better mix of the “day 1” perk books and skill magazines 
    Added stability support to 5×4 door to allow building on top (Raner)
    Updated perkArtOfMiningLanternLongDesc to say mining helmets instead of mining hats 
    Added movement tag to collide property for both weapon bags 
    Updated some localization mistakes that were confusing Japanese players 
    Removed tags that allowed ranged weapon mods to be installed into the Robotic Drone 
    Updated the collider on endTableLamp to allow harvesting while aiming at the lamp itself 
    Updated several blocks to use dropextendsoff to exclude the harvest and destroy drop event parameters of an extended block 
    Removed admin pistol kick and spread 
    Removed camera shake from actions if kick is zero 
    Wood door to use a single AudioPlayer 
    Updated adobe_tan block material 
    Secure wood door to have a  state and stage 2 health of 1, so frame is left 
    Updated adobe_peach block material 
    Animation polish pass for vulture, slightly adjusted skinning on lod0 
    Updated drywall_creme block material 
    Updated granite block material 
    Updated granite_black block material 
    Reworked survivor_site_01 with new layout and artwork 
    Updated block plaster material 
    Updated business glass, bulletproof glass, and glass opaque to support new transparent shader 
    Updated materials and properties to support new transparent shader 
    TextureAtlasBlocks to support GMER texture porting to specular when baking transparent atlas 
    Updated blocktextures.xml to use glass opaque 2, and removed glass opaque due to legacy formats and locked meta’s 
    Added alpha cutoff support to Entity Tint Mask shader 
    Removed Legacy ControlPanel 
    Description of snowballs to reflect they can be thrown to distract zombies 
    Refactored XmlPatcher to allow adding new patch types easily 
    Network prioritization now applies to players in close proximity 
    Canceling the quest accept screen from the trader takes you back to the quest list 
    Add property to exclude players from nearby targeting for game events 
    PerkLivingOffTheLandCrafting recipe and progression boosts now properly setup for 3 levels instead of 5 
    Added a Take All option for output on workstations 
    Sleeper volumes to respawn regardless of current count and only be cleared when nothing to respawn
    Renamed sleeper list console commands to list/listall
    Improved player progression handling of received network data
    Adjust default land claim count to 3
    Zombie eyes with E_BP_Eye tag have SkinnedMeshRenderer rootBone set to the head so bounds follow
    Fixed 
    Exception in thread ChunkCalc with IOOR WorldDecoratorBlocksFromBiome 
    Mods can be used from toolbelt 
    Exploit with turret camera view can be used as an xray machine 
    Vehicle audio transitions play multiple at once, overlap and don’t play audio for terrain collision for passengers 
    Code was using lowercase Bullet_material property making auger, chainsaw and junk sledge use wrong hit effects 
    Colors for party members are now applied to their map marker on clients 
    DecoManager GetDecorationsOnChunk DecoObject NRE 
    Terrain mesh generation could reuse old vertices or invalid indices 
    Vehicle placement preview has headlights on 
    Game crash while riding on a vehicle can pull players towards the vehicle 
    Docks_04 collapses when you or a zombie walks on it 
    Wall hugging on traders causes teleport 
    Burning barrel has lighter smoke particles now 
    ShiftClicking Items Into TileEntity and Disconnecting Causes Item to be Lost 
    Various vehicle item dupes 
    Getting kicked, disconnecting, crashing, force closing, or a P2P game session Exit while a player is in a vehicle inventory with freshly placed items in it, the items will be lost. 
    TileEntityPoweredBlock cast error if missing 
    Closing workstation UI triggered 5 modifies which each sent a network update 
    Each workstation update was sending network data while idle 
    Apply rare ragdoll velocities rigidbody NRE 
    Hostile animals run forward while electrocuted from stun baton 
    Left hand knuckle weapon disappears if camera is locked while in 3rd person 
    Too many Frame Shapes in one chunk breaks it 
    Zombie loot bag drop attempts are triggered on chunk load 
    Bloodmoon zombies spawn too slow with multiple parties 
    Sounds not playing through Game Event Belt Tip action 
    Game Event Variables not handled correctly for Loops and Decision statements 
    BlockHealth Action can now remove custom amounts of health 
    TeleportToTarget action now can teleport others to the target instead 
    Client can not join a Prefab Editor session when the loaded prefab is too small 
    Large custom made prefabs can overlap other POI’s 
    Part spawning always picks the same part 
    Two people lockpicking the same container can cause a bug 
    Player names were still showing above their heads with GUI disabled 
    Potentially unnecessarily high traffic from AutoTurretFireController audio broadcasting 
    Disappearing trees on quest POI reset 
    “Assertion failed” Error when activating Rally Point Marker 
    Reflex sight for the Tactical Assault Rifle doesn’t work 
    Fixed performance spikes when layered music plays in the dynamic music system 
    Parts with different casing in name won’t spawn in RWG 
    Falling trees did not remove occlusion tracking it 
    No Item Passive Effect should include placing blocks 
    Screamers shouldn’t spawn during Boss Hordes 
    Optimized the twitch teleporting 
    Twitch Boss horde icons not showing for clients correctly 
    Large custom prefabs in RWG wilderness throws AOOR 
    Advanced RWG with Pine Forest set to 0% causes no spawn points 
    Spacing on Twitch “Do not allow” entries 
    Passive_effect match_all_tags comparing tags in reverse order 
    Japanese localization mistakes for Robotics Inventor perk descriptions level 25 
    All turrets target supply crates 
    Blocks stacked very high on top of POI’s are partially immune to quest resets 
    Inactive bedrolls are not removing from quest POI’s 
    Pressing Tab+Escape at the same time breaks the GUI 
    Some zombies used old feral eye material/shader 
    Japanese localization uses gigolo points 
    Japanese localization mistakes for Robotics Inventor perk descriptions 
    Black lines and dots on shiney materials 
    WorldBlockTicker dropping scheduled ticks for blocks in loaded chunks where the neighbor chunks are not loaded 
    If a 4×4 or gyrocopter is reduced to 0hp by zombies, they can’t be blown up and grant XP per hit 
    Credits already scrolled up the first time opening them 
    Players could interact with sliding door frames 
    Chainsaw/auger not restarting idle sounds after refueling 
    Motorcycle back wheel sphere colliding and bouncing off curbs excessively 
    Sometimes Blood Moon fog density is too thick 
    Some “unlit” store signs are brighter than others 
    Zombies who die from walking through a fire from a molotov now awards EXP for the kill 
    Second player harvest blood splatter sound and effect is delayed 
    Several firearms have an issue with the left hand pinky 
    RWG biome image saved multiple times while waiting 
    Punching arms are flipped from 1st to 3rd person 
    Pain Tolerance lvl 1 prevents bleed damage
    File path exception after Dynamic Meshes folder is manually deleted on standalone platforms whilst the server is running. 
    Changing ammo types while reloading weapons desyncs animation 
    Visual duplication to chickens and rabbits while a sleeper volume is highlighted 
    Supply crates can be killed by falling trees 
    Player feet poke through the 4X4 
    Block stick chance should be zero in trader protected areas to prevent griefing of falling blocks 
    Blank menu after backing out of password prompt in server browser with ESC 
    Mod Attachment Indicator icon doesn’t update in real time when switching between items 
    Player isn’t always seated properly on gyrocopter 
    UMACharacterBodyAnimator assignLayerWeights calling Animator many times 
    Mod Attachment Indicator icon doesn’t update in real time when switching between items 
    Imposters having stray terrain geometry 
    AI pathing may fail if large height difference to target 
    LightLOD script now updates all emissive materials instead of just one 
    If a client passenger is killed in a vehicle, they fail to respawn (P2P) 
    Item bundle Random_item_count property not giving the proper count 
    Wandering AI would often not spawn due to end position being too far 
    Water can be exploited to avoid blood moon hordes entirely 
    It is possible to receive Tier Complete rewards twice.
    Can no longer accept a new quest without turning in the previous one 
    Block destroy and impact particle prefabs having some bad life times 
    Armor functions at 0 durability 
    Turning in quests at trader closure Null Ref/game break 
    Placing sleeper blocks did not apply volume color 
    Sleeper selection boxes color issues after save/load 
    Pressing escape after using the radial menu to select Trader on a trader with a completed quest breaks the trader GUI 
    Dedi : Issues with having 2 fetch or clear quests at the same time 
    DropallOnQuit doesn’t cancel Crafting Queue on Exit 
    Turning in quests at trader closure Null Ref/game break 
    Double consumables usage 
    Armor functions at 0 durability 
    Chainsaw issues with harvesting rabbit/chickens 
    Buried supply quest does not show circle on GLCore 
    You would not attach to ladders while swimming and feet off ground 
    Issue that wouldn’t allow Treasure Hunter perk from increasing quantities in treasure chests 
    Issue that wouldn’t allow the barbed wire mod to apply the bleeding buff to other players 
    Sexual Tyrannosaurus killing blow stamina bonus not granted 
    (Retroactive)  Weather spectrum visuals now properly syncs to clients in networked games 
    (Retroactive) Various animation blends have been smoothed out for network clients 
    Set decal normal map texture type to normal 
    Player trying to crouch walk up a ladder usually did not attach to ladder 
    Player swimming up with jump was very slow 
    Adjusted collider on tire_stackPrefab to allow projectiles to pass around them better 
    Adjusted collider on monitorKeyboardMousePCPrefab to allow projectiles to pass around them better 
    Reloadentityclasses console command being unrecognized 
    Falling block rotation was not set to match source block 
    Falling block would sometimes appear after a delay 
    Falling block used wrong height check for skipping damage when below entity head 
    Player can camera clip underground 
    POI remains locked when client activates quest then disconnects prior to completion 
    Error when trying to edit a world shipped with the game on the Xbox release 
    Added a collider to the front of the motorcycle to prevent them from getting stuck in/on other objects 
    End table lamps can be used to x-ray exploit
    Wood particle effects cause lag 
    Added destroying the block game event when the event fires 
    Block Game Event did not know who triggered it 
    Adjusted the vault hatch door collider to prevent players from getting stuck 
    Water is only visible from a medium distance while in underwater bases 
    Player can’t loot anything after POI reset while in loot container 
    Several mods were missing materials that wouldn’t allow them to be scrapped 
    Adjusted colliders on old chair to allow projectiles to pass under them 
    Adjusted colliders on several duct prefabs to allow projectiles to pass by them easier 
    AI animals could get stuck moving when trying to jump at something above them and switching to look task 
    Fixed bug that caused dedicated servers to process updates more frequently than desired 
    Level Tools 2 tab in the prefab editor doesn’t show correctly the the first time after loading the editor 
    Gameevents can now target any entity instead of only players 
    Harvest bar stops decreasing after power attack 
    Workstation overflow into inventory halves output quantity 
    Adjusted face assignments to prevent hiding faces and other shape cleanup of the wedge narrow shape set 
    Vending machine does not shock with Robotic Sledge 
    Shocking vending machine and spear problem 
    Typo for ductStraightSideCentered localization 
    Typo in questRewardBonusArmorBundleDesc 
    Falling block models spawned without block tint color 
    Player spectators triggered sleeper volumes 
    Adjusted the colliders on signNoParking and signHandicapParking to prevent odd behaviors 
    Adjusted the y by .07 on pickupTruckPrefab and suvPrefab to prevent the tires from clipping too much into the ground/blocks 
    Animals not using sleeper pose 
    Entities visually turning when spawned 
    Zombie sleepers visually sliding upwards when spawned 
    ProjectileMoveScript collision forcing NotMoveable when overriding 
    Vehicle preview gets stuck at end of placement range 
    Vehicle placement motion was not smooth 
    Vehicle placement could show as red when initially at a good location 
    Several glass blocks are visible in fog 
    Cleaned up Z-fighting on picture_frame and picture_frame_filled 
    Renamed all references to stripper zombie to party girl in gameevents.xml 
    Crippled legs would prevent dismemberment 
    Dev terrain tools’ sphere can get locked into origin repositioning in other game sessions 
    Twitch repair buffs do not work while on a vehicle 
    Adjusted the colliders on the pool table prefabs to allow projectiles to pass over/under 
    No more using Twitch Bloodmoon right before night time 
    ItemActionEat detection of water, renamed Condition_raycast_block to BlocksAllowed and use block names 
    Added <property name=”WaterFlow” value=”permitted”/> to several ladder type blocks and shapes to prevent them from acting as air underwater when falling 
    Players with non latin characters in their Windows user profile are unable to start game through the game launcher 
    Gun impact particles shown on lakebed instead of surface 
    Removed upper case from text electrical trap kills in advanced engineering rank 5 to be consistent with other ranks. 
    God mode doesn’t prevent death in MP (client) 
    Issue with wedge narrow rail shapes hiding faces on some rotations 
    Tier 2 chest in Tier 1 fastfood_01 
    Tier 2 chest in Tier 1 diner_03 
    Sawmill_01 quest loot visibly clipping into vent 
    Spot on the roadside in Navezgane that isn’t finished
    Zpacks root y position was not at bottom 
    Path grid drop down connections now ignore checking of lower block’s sides
    EAC crashing the game on macOS Monterey 
    Using Grandpa’s Fergit’n Elixir will no longer reset character level to 1
    Using mousewheel to cancel hunting rifle reload skips reload timer 
    AI pathing issue in house_old_victorian_01 by replacing the Stairs Filled 1/4 blocks on the right side of the pantry door with Cube 1/2 Corner blocks 
    School Bus (short/regular) models have stretched 2d textures on the inside of the doors 
    Melee hit ragdolls moving in an old direction 
    XUi FilledSprite view not properly updating on position changes 
    PartSpawn in POI Marker doesn’t pull parts from mod folders 
    Block placement overlay frame was drawn under the block’s transparency 
    Decoration placement logic behaved differently between the first load of a map versus subsequent loads. 
    Voice comms fail for player who was voiced in multiplayer party who then leaves game to main menu then rejoins game and party 
    Voice chat fails to initiate for latest joiner to the party 
    EAC error after entering server password 
    Reenabled player reporting 
    Removed Volumes from F6 Spawn Menu 
    Reorganized buttons in Level Design Tab 
    Updated collider on tilt trucks to allow projectiles to pass through the sides 
    Updated collider on Dog House to allow projectiles to pass over the roof 
    Updated collider on concrete_destroyed06 and concrete_half_destroyed06 to allow projectiles to pass over destruction 
    Updated colliders on several fence shapes to allow projectiles to pass through them 
    Crawler and spider zombies standing when getting up from ragdoll 
    FormatException error when party invite is sent to a player with ‘{‘ or ‘}’ in name 
    Missing comma in gameevents.xml for action_sequence “buff_greyscale” 
    Crawler and spider ragdolls shift back when blending out 
    EntityAlive updating which block it is in could use a child block value 
    Zombie attack animation hit timing and improved blend choices 
    Consumables used but not granting benefits when quickly switching tool belt selection and opening/closing inventory 
    SI issue with shipping container in gas_station_11
    SI issue with shipping container in store_hardware_01
    Adjusted colliders and added xml movement to prevent player clipping into candelabra 
    Added missing radiated tag on zombieBusinessManRadiated and zombieUtilityWorkerRadiated 
    Potted plants can now be repaired with clay 
    Sleepers spawning on blocks that exclude their walk type would create then unload it 
    Zombie dance anim state delay and early loop 
    Removed clipping mesh on back side of 45 MPH Speed Limit Sign 
    Laser dot does not show when zoomed with a scope 
    AI long pathing in complex POIs can hang all pathing 
    Floating anomaly high above canyon in navezgane 
    Using mousewheel to cancel magnum reload skips reload timer 
    Missing paint in house_old_tudor_04 
    Z fighting on a door trim in house_old_modular_02 
    House_old_modular_04 is in need of a quick exit 
    Remnant_house_16  mispainted texture behind chimney’s painting / Updated w/ new props 
    Loot windows will take all items (‘R’) even if an input field is focused 
    House_old_gambrel_04  mispainted textures in “kids” bedroom’s shelves. Replaced front door foor red front door, set some sleeper volumes  to active 
    Corrected some Japanese localization typos 
    The treeDeadPineLeaf looks too white when the brightness setting is turned up high 
    Turned off normal flipping in Speedtree 8 shader causing incorrect vertex normal lighting 
    Optimize Oak Trees for Improved Performance 
    Set all trees to LOD shadow casting and remove shadow casters to improve performance 
    Server configs allowing different size maps other than the supported ones 
    Zombie dogs not shocked by electric fences 
    Cleaned up Book perk logic 
    Updated colliders and meshes on several stairs with railings to help AI navigation 
    Adjusted the colliders on road railings to allow crawlers to crawl/path under them 
    Adjusted meshes on siding_burnt03 and siding_burnt04 to prevent Z-fighting 
    Adjusted meshes on siding_burnt05 to prevent Z-fighting 
    Added missing comma to Penetrator perk to allow it to work with spears 
    Adjusted the collider on Pole1m_open to allow projectiles to pass through them 
    Updated the mesh on concreteDestroyed01 to prevent gaps when adjacent faces are hidden 
    Smoothed sharp edges on inside of plate_corner_round_1m 
    The albedo on the material for signRoadDestinationsWest was pointing to the wrong texture (was Albuquerque instead of Phoenix) 
    Adjusted colliders on drawbridge hydraulic arms preventing placement of blocks across the top while in the closed position 
    Traders now generate items based on the supplied list, not the amount of items needed 
    ActionTimeChange now uses a start point to base the offset on 
    Fixed the rotation on newspaper dispenser 
    Updated rubble cement pile to not clip through blocks below 
    Zombie dog is running too slow  adjusted blend tree so the animation plays at full play rate 
    The wrench, ratchet, and impact driver are using the incorrect animation for harvesting.
    Not all bleed debuff have the bleed particle effects 
    AudioPlayer Play adding RootTransformRefEntity when not an entity 
    Second player harvest blood splatter sound and effect is delayed 
    A typo that allowed the open variant of apartment mailboxes to be lootable (param vs param1) 
    Knife harvest can easily hurt other players if they are standing within a block and 1/2 of you 
    Unable to complete achievement Handy Man 
    Replaced ZombieDog with updated skinned mesh, animations, animator controller 
    Updated description of Cooking Pot 
    As a client on P2P or Dedi, if a Trader or vending machine has 2 copies of a magazine for sale, you can buy 3 using the W key.
    Selling less items than the bundle size will no longer give you a negative amount.
    Pipe Rifle laser sight is invisible
    This entry was posted in News on 06/05/202
  3. Love
    RenFengge reacted to phil bottle in Alpha 21 - 7 Days To Die   
    Here's a vid, I'll post patch notes below.
     
     
  4. Haha
    RenFengge reacted to TurboR56Mini in Sons of the Forest   
    Just some dead babies that @RenFengge and I took care of...just wanted to build a beach house and dead babies...
     

  5. Haha
    RenFengge got a reaction from IRaMPaGe in The Mandalorian   
    Saw this.
     
    Had to share. 
    Hungry Baby!
    SHIRT.WOOT.COM Hungry Baby!  
     

  6. Like
    RenFengge reacted to GazzaGarratt in Pax Dei   
    Added and signed up for Alpha so we'll see when it arrives 🙂
  7. Like
    RenFengge got a reaction from TurboR56Mini in Pax Dei   
    I'm signed up.
     
    There's a thing when you fully sign up that asks if you want your friends to join together at the same time.. if you do, they give you a friends token to share.
     
    here's the friends token if anyone signs up: little-incalculable-branch
  8. Like
    RenFengge got a reaction from IRaMPaGe in Pax Dei   
    I'm signed up.
     
    There's a thing when you fully sign up that asks if you want your friends to join together at the same time.. if you do, they give you a friends token to share.
     
    here's the friends token if anyone signs up: little-incalculable-branch
  9. Like
    RenFengge got a reaction from Riff Machine in FG Twitch   
    I'm sort of reviving this thread... because I need to start outlining thoughts on managing our social media presence.
  10. Haha
    RenFengge got a reaction from Riff Machine in Valheim - server rules   
    This... this is so important!
  11. Haha
    RenFengge reacted to Teenwolf25 in The FG Awards 2022   
    @GazzaGarratti forgot about that GM moment with Nick and Kempy 😂😂😂 Your res in an impossible place…. Nick turns around to find you and backs up into the milk and dies instantly then Kempy’s like “I don’t leave a guardian behind” and goes for your res rather than Nicks and dies too 😂😂😂😂
  12. Like
    RenFengge got a reaction from Riff Machine in Valheim - Game News   
    Hearth  & Home is being released one September 16th!
     
    "After a long and harsh adventure, every Viking needs a warm and welcoming home to return to."
     
     
  13. Like
    RenFengge got a reaction from Riff Machine in Valheim - Game News   
    Valheim - Steam News Hub
    STORE.STEAMPOWERED.COM Updates, events, and news from the developers of Valheim.  
    Vikings!

    We can’t believe it’s been over a month since we shared more details on Hearth & Home, and it’s time to share more! We have begun wrapping up our summer break, and wanted to share some new content we’ve been working on.

    We’re still on track to deliver the update this very quarter, and as always, thank you for your kindness and patience. Your response to our roadmap post in June was super supportive, and the questions that came through in the reddit AMA gave us lots of inspiration for future updates.

    Here’s a small haul of loot related Hearth & Home content:

    Coin stack and Coin pile - so you can build a dragon worthy hoard with all your excess wealth (sorry trolls)

    Treasure chest - to keep your additional excess wealth and supplies safe


    Iron grate - to lock up your treasures, or maybe a captured greydwarf or two

    We’re also happy to share that we have three new vikings joining the Iron Gate team next month, a programmer, an animator, and a QA Manager, who we’ll introduce you to soon.

    May Frey bless you with a bountiful summer harvest!

    The Iron Gate Team
     
  14. Like
    RenFengge got a reaction from Riff Machine in Valheim - Game News   
    Lol.. "taught Greydwarfs to throw better"
    Patch 0.155.7 Fun with AI patch.
    Gameplay wise this patch mostly fixes AI issues, as we tried to make monsters slightly more aggressive and attack your buildings etc. When they are not able to attack you. It’s fun for the whole family! Also it's midsummer here in Sweden, so we celebrate by temporarily making the Maypole buildable.


    0.155.7
    * Random save bug-fix (Solves a very unusual case of world corruption caused when shutting down)
    * Monster AI tweaks (More aggressively attacking structures when unable to attack the player among other things)
    * Open container fix (Fixes issue where you had to click a container multiple times to open it in multiplayer)
    * Taught Greydwarfs to throw better
    * Event trigger tweaks (Wolf event only triggers after Bonemass has been killed, Moder army can trigger in mountains etc.)
    * Long forgotten Blob event enabled
    * SFX volume setting fix (Used wrong DB conversion)
    * Maypole enabled (Happy midsummer!)
    * AI flee behaviour tweaks (Bosses don’t run from you anymore)
  15. Like
    RenFengge got a reaction from Riff Machine in Valheim - Game News   
    I guess we should consider ourselves super lucky to have a server!
     
    "Within a day all private server hosts were sold out" - How GPORTAL managed the Valheim boom
    WWW.GAMESINDUSTRY.BIZ The server provider on how it overcame overwhelming demand for Iron Gate Studios' hit game  
  16. Like
    RenFengge got a reaction from Riff Machine in Valheim - Game News   
    Thanks @Tar-Eruntalion  on pinging about this!
     
    Hi Everyone,

    We want to start by thanking you all for the patience and kindness you’ve shown us since we launched in February. We launched into Early Access because we want to build the game with you, but never in our wildest dreams could we have imagined how many of you want to join us on this journey!

    As we’re sure lots of you suspected, we won’t be able to deliver four updates this year. Instead, we’re now planning to launch Hearth & Home in Q3 2021, and we’re temporarily taking down the roadmap whilst we make some changes. We are sorry it’s taken us so long to update you.

    We weren’t prepared for such a large influx of players, and this highlighted a thousand new problems and bugs that needed to be fixed urgently. Our priority has been to make the current experience as stable as possible and this has meant new content has taken a backseat. To put it clearly; we haven’t been able to focus all of our resources on Hearth & Home until May.

    We hope that one of the reasons Valheim has resonated with so many of you is down to attention to detail. We don’t want to launch an update that we’re not confident in, and that isn’t deserving of your time. With that in mind, the new roadmap will be much smaller, but we’ve made the decision to focus on the big Mistlands update directly after we’re done with Hearth & Home, putting aside the smaller updates for now...

    That being said, we would like to share some of the upcoming Hearth & Home content here. This is 
    by no means a complete list  but a taste of what’s cooking.


    New build pieces  – Darkwood roofs and window hatches.


    New cooking station extensions  – spice rack, butcher table, pots & pans... In addition to this we've also implemented a new food system that places more importance between boosting health and stamina, making food choices more interesting based on your playstyle. To this end, we've also made some changes to how stamina/health affects your poise in combat. If you want to play a tanky, defensive viking you should now stock up on health, since this will boost your ability to deflect incoming hits and mitigate damage.


    New foods  to take advantage of the new system and cooking station extensions– more than 10 new recipes including Eyescream, Shocklate smoothie, various wolf meats, and more.


    Plantable onions  with pretty onion flowers.

    We’re pretty flexible when it comes to what we want to add to the game, and we’re often inspired by a meeting or an awesome comment from the community, which means our roadmap is always going to be fluid. Valheim is also a game about exploration, and we don't want to spoil that feeling of discovery for our players. That said, we do want to be more open with what we’re currently working on, even if it is just our artist Robin working on a piece of content that he's enjoying, but that might never make it into the game. Striking a balance between being transparent about what we are working on, while at the same time not spoiling it for those of you who want to discover it yourselves is tough, but we think it's important to be more informal and open as an Early Access game.

    Tomorrow June 11th, at 2PM CEST, we will also be heading to the r/valheim subreddit for an AMA. We’d love for you all to join so we have an opportunity to try and answer as many questions as we can on Hearth & Home and the new roadmap.

    We’ll also of course keep posting our monthly development updates and hotfixes as always. Thank you again for continuing to support us, and for your feedback and creativity.

    The Iron Gate team
  17. Like
    RenFengge got a reaction from Riff Machine in Valheim - Game News   
    To be honest, while I will be sad to see my wolf sanctuary go if we have to start over, I sort of expect it in anything that is a "pre-release".
     
    Like, you can't honestly release updates to a game that will eventually change game mechanics and not reset the worlds. It will cause too many problems for those on "old worlds".
     
    But, I think a "reset" after major game-changing updates will bring back players that might have burned out on it already.
  18. Like
    RenFengge got a reaction from Riff Machine in Valheim - Game News   
    Steam :: Valheim :: Development news 28/05/21
    STEAMCOMMUNITY.COM Time flies and summer is just around the corner. Here at Iron Gate, we’re still working from home, and we’re still looking for the perfect office. While those two things remain unchanged, exciting things are still...  
    Development news 28/05/21 Time flies and summer is just around the corner. Here at Iron Gate, we’re still working from home, and we’re still looking for the perfect office. While those two things remain unchanged, exciting things are still happening within the company. The last couple of weeks we’ve been having interviews with several potential future coworkers, and we’re really excited to grow with more talent! While it may take a couple of weeks before the time comes, we’re really looking forward to introducing our new colleagues to you!

    We have in a way already received a new team member, say hello to Valheim the horse! We collaborated with our friends at Skövde ryttarförening (Sköve riding club) to get them a new horse (technically pony) for their riding school. Isn’t she a beauty? You will definitely see more of her in the future. (This does not mean that we’ll introduce horses to the game, but it does mean that Iron Gate will take field trips to the stables to meet our four legged colleague)


    Since last time we have as usual made some updates and fixes for the game. We, for example, overhauled the harpoon mechanics, added a pre saving message and updated the looks of the troll and two bosses!

    Our work on Hearth and Home is still going well. The update is starting to take shape and the past month has been very productive, with many new items and mechanics being finalized. There are of course many more things we want to make before the update is released, as we don’t want to rush it. In our last devblog we explained how we work, wanting to let things take the time they need, and not setting a release date before we know for certain that the game is in a state that we can proudly present, and the response we got was fantastic! We are eternally grateful for having such a kind and understanding community! We are very proud to get to be on this journey with all of you.

    In our last two updates we gave you some sneak peeks, and this time is no different! We all have a great time reading your theories on what the items could be, some are more correct than others, but they are all equally creative. This month we present to you these pictures, what do you think they could be?



    We are looking into hosting some sort of Q&A, hopefully in June, where we can answer your questions about the game, development and the team! 
  19. Like
    RenFengge got a reaction from Riff Machine in Valheim - Game News   
    Next major update looks pretty awesome!
     
    Valheim: New Updates Will Bring Bosses, Ship Customisation and More - IGN
    WWW.IGN.COM Valheim is getting new boss battles, ship customisation, biomes, and more in various updates throughout 2021, Iron Gate Studios has confirmed.  
  20. Like
    RenFengge got a reaction from Riff Machine in Mass Effect: Legendary Edition   
    So, I've finally took a small amount of time to start this. Just completed the first mission.
     
    Man, this was such stellar writing (for the most part). You don't know what's going on. You don't know who to trust. You don't know what anything is.
     
    I haven't played Mass Effect in 6 years. I burned through 3 playthroughs in the summer of 2015. I will admit, playing Mass Effect 1 isn't something I look forward to. 2 and 3 is where it's at for me.
     
    However, this is a remaster. And, it's been so long that I don't remember all the fine details.
     
    Crazy to think how old this game is and how far BioWare has fallen. It's interesting to see where the politics are given today's current climate. Also, incredibly fun to listen to the story just start to unfold when you already know where this is all going. But, it also makes me remember some of the storylines that were never finished.
     
    This is by no means a perfect game. It's not a remake (although, if they really went the way of FFVII Remake, it would have been awesome to see). Even through the first mission, you can see where some of the dialogue trees don't make sense, but you sort of expect that when it comes to dialogue rich games.
     
    I do still wish they could have really taken what modders have done over the years and put it into the game. Like, FFS... I want my character to have more hairstyles and longer hair that resembles mine. I want better facial options instead of just a really tan white lady. Like, couldn't have they at least picked up some of their stuff from Andromeda and sort of put it here? Eh. I guess not.
     
    The controls feel clunky. But, that's how I always feel when starting a different solo game. It will take me a bit to really just be quick with everything. For now, with the initial set of weapons, I'm quick enough to get even sniper shots off and insta-kill enemies.
     
    So far for Mass Effect 1, not much of the gameplay has changed much. The menus are what I remember, and that's going to piss off a lot of players who aren't used to traditional RPGs. So much customization. But, I think it adds a certain depth to the gameplay.
     
    If I had like 2 weeks off, I would definitely burn through a full gameplay of ME1 - ME3. Just absorb the whole story again. Unfortunately, I am not of that age with that luxury. So, let's see if I can balance this along with other games once I really get into the meat of the story. I purposely shut off the game after the first mission because I know that once I really get going, next thing I know it's going to be 3am...
  21. Like
    RenFengge got a reaction from Riff Machine in Mass Effect: Legendary Edition   
    This was always a cash grab/swan song for BioWare.
     
    But, i"m still gonna play it for the memories.
     
    Also, when I originally played it, there were some bugs that drove me a bit... ehh.. So, it would be nice to see a clean playthrough.
  22. Like
    RenFengge got a reaction from Riff Machine in Mass Effect: Legendary Edition   
    Andromeda is so shallow compared to the trilogy.
     
    You can tell there was so much potential and that so much was stripped away to make deadlines.
     
    You can see that there were thoughts on how to really expand bases on planets.. and have more planets.
     
    The Quarians were left open for another installment.
     
    I wanted to love it. But, it just wasn't there.
     
    When you read about the development of Andromeda and Anthem, you can tell that it probably came from the same idea, then split into two games. So sad.
     
    Finish Andromeda just to put the story to bed, but know that it is nowhere as complex or deep as the original series.
     
    The amount of emotional awe I got in ME2, especially when I came upon Garrus... I don't think BioWare has ever topped that. Even when I played ME3, I found myself racing to find him again. "There's no Shepard without Vakarian."
     
    Even if you didn't play that route.. and went Shepard with Tali or Liara... it was all still "I need to find my companion." And, Garrus was still always there to be your best bud lol.
     
    So, yeah. I definitely am looking forward to doing a fifth playthrough on the trilogy.
     
     
  23. Like
    RenFengge got a reaction from Riff Machine in Mass Effect: Legendary Edition   
    Lol. I didn't even watch the video..
     
    But, have you played the trilogy? I played it after I finished all the Dragon Age stuff. When I played the first Mass Effect, I immediately thought, "Ohhhhh.. Sooo this is where you sent your A-team for graphics." Because seriously. Mass Effect 1 compared to Dragon Age Origins in terms of graphics... night and day. Like, I seriously had to get past the ugliness of Dragon Age to start enjoying it. Thank goodness the story was enthralling.
  24. Like
    RenFengge got a reaction from Riff Machine in Mass Effect: Legendary Edition   
    I'm actually really excited to replay this on my PC. 
  25. Love
    RenFengge got a reaction from Riff Machine in Ghost of Tsushima   
    yeah.. I'd watch this! I mean, he does sort of go John Wick on everyone in his way lol.
     
    Sony developing Ghost of Tsushima movie with John Wick director
    WWW.POLYGON.COM Chad Stahelski is reportedly attached to direct the project  
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