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  1. Hello Survivors! We have a small hotfix patch for you all that solves an issue for Microsoft Store users being unable to start the game and some other small adjustments making life easier for our modders. There should not be any impact on your savegame or currently used mods. Changelog for A21.2 b37 Changes: Allow descendants for fetch quest objectives to not require the quest code as meta value on the item Log messages for executed/denied commands from clients Fixes: Inconsistency in XUi stamina reporting Game launcher having issues creating data directories on Windows Store version
  2. Hello Survivors! Just in time for the extended Thanksgiving Weekend, TFP is proud to present A21.2 Stable! With the entire 7 Days to Die team working tirelessly to roll out A22 as soon as possible, we've implemented numerous fixes and changes that we know you'll love! This latest release adds a much anticipated feature: Death penalty options! You can now choose from Nothing, Classic, Injured (respawn with most debuffs still active), and Perma-death (your entire profile is wiped, and you start fresh in the same savegame). We've also added the ability to lock inventory slots. Click the arrow buttons to indicate how many slots to lock, starting from the top left-most slot in the Player Inventory. Those locked slots will be unaffected by the Sort Inventory, Fill Stacks, and Move all buttons. This is a great way to ensure you have your required Ammo, Food and Water, or Medical Supplies on you at all times to fully augment your playstyle. The drone also got some love, with emphasis on several fixes for lost drones and improve pathing in certain situations. This should result in fewer drones getting stuck. For a more comprehensive list of updates included in this release, please refer to the complete changelog below. From all us us at TFP, we wish you a joyous and Happy Thanksgiving! Changelog Added Death Penalty settings Lockable inventory slots are now enabled by default Player will be teleported from the full trader protected area during a blood moon Checks for network data to mitigate some possible attacks Proper exception message when more blocks are defined than allowed Loadingscreen.xml to dumped XMLs when running ‘exportcurrentconfigs’ Allow overriding the maximum wire length when using the wiretool in the item's action definition with the MaxWireLength property, defaulting to 15 Console command "visitmap full" version Doors can have a trigger collider that pushes players out of the doorway as it closes Push away trigger to iron garage door Default gfx preset for AMD 6950 GPU Junk Drone manager recovery of existing broken positional data. Property for CallGameEvent triggeredEffect to allow client call. Junk Drone catch all point that finds an open block around the player. Junk Drone checks to address an issue when a path was being consumed but not followed. AddChatMessage TriggeredEffect for buffs. Graphics default calculation detects Steam OS Added after ChunkBlockLayer Read we clear block ids that ref null blocks. Minor Chunk SetBlockRaw and ChunkBlockLayer get/set tweaks. Changed Junk Drone physics transform interaction for set position to avoid adding of the origin position Junk Drone MaxDistance from owner to 32 blocks from 64 Junk Drone follow group positions to include 3 more points when behind the target is blocked. Junk Drone pathing when in confined spaces, small structures, rooms and mineshafts. Increased max particles of a type per entity to 3 Lock AdminTools queries while reloading so no invalid state can be received Descriptions for teleports now show the distances. Set AllowedRotations property to No45 on Land Claim Blocks to prevent clipping Enabled mesh collider convex on various doors to prevent players from getting stuck in them Updated collider on modularFireWoodStackC to allow projectiles to pass around them easier Bird nest material and max damage to match particles and sound when harvested Updated collider for brick_half_destroyed04 Updated colliders for couchModernCorner to allow projectiles to pass around them easier Removed Damage Mitigation from Grandpa's Moonshine and Pain Killers to prevent 100% or higher buff stack up Reworked values for WaterChangeOT for Pain Killers, Steroids, Recog, and Fort Bites to match the new durations Reduced Damage Mitigation of Fort Bites from 50 to 40 Reduced water loss of Fort Bites from 30 to 20 Updated localization of Physician ranks 2 and 4 to reflect the 20 and 40% crafting time reduction to items in the chem station Updated localization for critical hits journal tip Updated tags on zombieBurntFeral to include "walker" Updated some logging for mod loading for better readability Updated V2, V3, and V4 commercial doors that were missing the EntityCollisionRules script so the frames are not interactable Removed the legacy downgrade path for steel ladders Removed the bonus wood block damage from Shotgun Slugs Updated colliders on all facade shape blocks to prevent camera shake when walked on Telnet interface no longer logs full exceptions when the remote host aborts the connection Resource bundles now sell for the same price as their unbundled stack size in rented vending machines Updated prefab tags on showerHandlePrefab to enable collision Updated colliders on table lamps Updated collider on stationary_bikePrefab Adjusted colliders on stone pallets to allow projectiles to pass around them easier Adjusted colliders on gun and equipment racks to allow projectiles to pass around them easier Optimized Vector3i and Vector2i Optimized Vector3b Optimized Chunk ToWorldPos for x y z Reduced stormy weather lightning and thunder rate Optimized RWG run township dirt roads Optimized Utils Fast function RWG creation memory usage optimizations Minor GameObjectPool optimization Fixed Junk Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck. Junk Drone avoidance of player focus block not being able to reach target. Junk Drone build up of motion when stuck in place. Deprecate log warnings for the Junk Drone teleport. Junk Drone SentryMode errors when out of range. Junk Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck. Double Barrel Shotgun zooms while in hipfire position. Additional change made which increases the range for the AoE knockback of Repulsor mod to be in line with the shock radius (both are now 1.3). Non visible downgrade, destroy and death particles due to origin Particles were tracking for none entity id and for forced creation Reloading toolbelt window group causes exceptions on picking up/dropping items Player names in persistent data now get updated when logging in again Server permissions file no longer reloaded on own changes, only actual external changes Error message on failing to load an AssetBundle now includes the requested filename again Buried Supplies quests keep the Twitch Quest Cooldown active after quest complete. Reading a treasure map or using glass while in the modification menu messes up the UI When loading into the prefab editor for the first time, it lets you build without clicking Create New Prefab, leading to inability to save work Issue that could cause food to not fill up all the way if moving on respawn World creation had the default size set to 8 (now 4096) World Creation window combobox for world size now shows all valid values from 1024 to 10240 Opening a container directly above the treasure cache will complete treasure quests Players stuck in closed commercial doors v1v3 Rain particles do not collide with glass Issues with curing sprained leg and arm at the same time Issue with buffs that caused Goldenrod Tea and Pure Mineral Water to play the "player sick" sounds after consumption Issue with harvesting camping chairs Switching from ADS to hands with num keys will result in stretched arms Roadside_checkpoint_05 rollup door open/close state alternates on chunk load For clients on dedi switches powered by generators may not always function in non power restore quests when they should always have power Triggers sometime stops working after a POIReset Switch triggers can load in a broken state which is directly tied to a player save, some switches alternate between states with game reloads For clients on dedi switches powered by generators may not always function in non power restore quests when they should always have power Missing tag that would allow robotics to get instant kills while holding a stun baton and Physician Rank 5 Junkyard_01 - door was not linked to switch Tall Cacti now have a bottom cap Exception after closing server browser while a search is in progress Dumping XMLs to files was not creating new files Some EOS networking exceptions Prevented duplicate trader waypoints by moving the logic from EntityTrader to the first time the POI is entered. Automatically placed waypoints can now also be deleted, though they will be readded the next time the POI is entered. (Tom) Player Vending Machine dupe bug for stackable items with a minimum sellable amount such as stones, gunpowder etc. Lab zombie left hand becomes haunted after dismemberment "White River Supplies" stays in your inventory after dying on Permanent Death. Doors connected directly to generators will toggle on login after completing a restore power quest Issue with magazine LootProb causing them to never show up again if maxed out Item Info Panel item display hides behind the quality bar. Nokilling setting prevents radzone/hazard/vending machine damage. POI police_station_03 wall section inside garage has wrong texture. POI : downtown_strip_05 mismatching texture. POI trigger system not working correctly when utilizing multiple triggers to trigger another item Forge allowing Anvil or Bulletproof Glass Block to be Crafted without the full amount of required iron/sand. And can return more iron/sand than it started with when crafting canceled. Forum Report : Zombie dog's snout has no collider POI : fire_station_04 Can't enter room without breaking blocks. POI : downtown_strip_04 SI with garage door. Fixed Grammar issues with the vending machine tooltips Localization : Extra space in the snowball item description Test_POIReset game event not working on dedi Icons for some items overlap quantity in trader UI. Forum Report : Possible to smelt items instantly Fixed Localization : Craft lot amount needed in Cornmeal description. Localization : Craft lot amount needed in Paper description. Localization : Craft lot amount needed in Paint description. Localization : Military Fiber missing "Crafted in lots of 10." Added line breaks to Cornmeal and Military Fiber descriptions Removed extra space from localizations POI : roadside_checkpoint_03 possible to get stuck part way Beer and Moonshine drunk screen effects now carry over on game restart Player footstep breaks audio if done after an origin reposition Brown corn stalk prefab LODGroup missing LOD2 mesh Clients cannot pick up dropped items Twitch Integration Added #destroy_backpack and #destroy armor for Twitch Extras Larger group spawns for Twitch Extras Bit Horde groups for zombies and teleport up extra It was UnBEARable to not have a horde of bears to spawn #cacti and #ember_piles as new bit actions for Twitch. #spoil_boxes bit command for Twitch. #mixup bit Twitch action to mixup the backpack and toolbelt items. Three bit teleports for Twitch as Extras. #blind bit action to blind the target and their party for 10 seconds. #destroy_toolbelt bit action that destroys all the items in a target's toolbelt. Dismantle Vehicle bit action to break down a vehicle into parts. Rename_signs bit action to rename all the signs / containers in your land claim area. Unload Ammo bit action that unloads all weapons in your toolbelt / backpack. Lost Twitch bit action that removes all map data and waypoints and teleports you a short random distance away. Changed Double Spawns is now an extra Made all Twitch/GameEvent spawns more aggressive Fixed Destroy Safe Zone can destroy bedrock blocks Sub / Gift Sub kills should count to receive the bit pot Extended the cooldown of the mystery supplies Murder Chickens are now more murdery Murder Chickens can now find you easier Forced targeting of Twitch Spawns was timing out after 30 seconds Block events should not complete while the player is in the air Teleport_up should not be used while you are on a vehicle #setbitpot does not show correct localization. Random Teleports would not teleport you within a POI bounds. Mixup did not work on vehicles.
  3. Hello Survivors! Today we bring A21.2 b30 to EXP. This patch will help with drone issues, reduces the RAM used during RWG creation, and plenty of other changes, fixes, and additions. Changelog A21.2 b30 Added Lockable inventory slots are now enabled by default Proper exception message when more blocks are defined than allowed Loadingscreen.xml to dumped XMLs when running ‘exportcurrentconfigs’ Allow overriding the maximum wire length when using the wiretool in the item's action definition with the MaxWireLength property, defaulting to 15 Console command "visitmap full" version Doors can have a trigger collider that pushes players out of the doorway as it closes Push away trigger to iron garage door Default gfx preset for AMD 6950 GPU Junk Drone manager recovery of existing broken positional data. Property for CallGameEvent triggeredEffect to allow client call. Junk drone catch all point that finds an open block around the player. Junk Drone checks to address an issue when a path was being consumed but not followed. AddChatMessage TriggeredEffect for buffs. Graphics default calculation detects Steam OS Added after ChunkBlockLayer Read we clear block ids that ref null blocks. Minor Chunk SetBlockRaw and ChunkBlockLayer get/set tweaks. Changed Telnet interface no longer logs full exceptions when the remote host aborts the connection Resource bundles now sell for the same price as their unbundled stack size in rented vending machines Updated prefab tags on showerHandlePrefab to enable collision Updated colliders on table lamps Updated collider on stationary_bikePrefab JunkDrone physics transform interaction for set position to avoid adding of the origin position JunkDrone MaxDistance from owner to 32 blocks from 64 Junk drone follow group positions to include 3 more points when behind the target is blocked. Junk Drone pathing when in confined spaces, small structures, rooms and mineshafts. Adjusted colliders on stone pallets to allow projectiles to pass around them easier Adjusted colliders on gun and equipment racks to allow projectiles to pass around them easier Optimized Vector3i and Vector2i Optimized Vector3b Optimized Chunk ToWorldPos for x y z Reduced stormy weather lightning and thunder rate Optimized RWG run township dirt roads Optimized Utils Fast function RWG creation memory usage optimizations Minor GameObjectPool optimization Fixed Exception after closing server browser while a search is in progress Dumping XMLs to files was not creating new files Some EOS networking exceptions Prevented duplicate trader waypoints by moving the logic from EntityTrader to the first time the POI is entered. Automatically placed waypoints can now also be deleted, though they will be readded the next time the POI is entered. (Tom) Player Vending Machine dupe bug for stackable items with a minimum sellable amount such as stones, gunpowder etc. Lab zombie left hand becomes haunted after dismemberment "White River Supplies" stays in your inventory after dying on Permanent Death. Doors connected directly to generators will toggle on login after completing a restore power quest Issue with magazine LootProb causing them to never show up again if maxed out Item Info Panel item display hides behind the quality bar. Nokilling setting prevents radzone/hazard/vending machine damage. POI police_station_03 wall section inside garage has wrong texture. POI : downtown_strip_05 mismatching texture. POI trigger system not working correctly when utilizing multiple triggers to trigger another item Forge allowing Anvil or Bulletproof Glass Block to be Crafted without the full amount of required iron/sand. And can return more iron/sand than it started with when crafting canceled. Forum Report : Zombie dog's snout has no collider POI : fire_station_04 Can't enter room without breaking blocks. POI : downtown_strip_04 SI with garage door. Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck. Junk Drone avoidance of player focus block not being able to reach target. Junk Drone build up of motion when stuck in place. Deprecate log warnings for the drone teleport. Fixed Grammar issues with the vending machine tooltips JunkDrone SentryMode errors when out of range. Drone : lastKnownPosition becomes none, and spams logs and errors when it gets stuck. Localization : Extra space in the snowball item description Test_POIReset game event not working on dedi Icons for some items overlap quantity in trader UI. Forum Report : Possible to smelt items instantly Fixed Localization : Craft lot amount needed in Cornmeal description. Localization : Craft lot amount needed in Paper description. Localization : Craft lot amount needed in Paint description. Localization : Military Fiber missing "Crafted in lots of 10." Added line breaks to Cornmeal and Military Fiber descriptions Removed extra space from localizations POI : roadside_checkpoint_03 possible to get stuck part way Beer and Moonshine drunk screen effects now carry over on game restart Player footstep breaks audio if done after an origin reposition Brown corn stalk prefab LODGroup missing LOD2 mesh Clients cannot pick up dropped items
  4. Dear Survivors, We are pleased to announce the release of A21.2 b26 Experimental Patch. Our dedicated team is working tirelessly on A22, and in the near future, we will introduce another set of fixes, currently undergoing rigorous testing, to enhance your A21 experience. Without further ado, here is what you can now test in the latest_experimental: Changelog A21.2 b26 Added Checks for network data to mitigate some possible attacks Changed Updated V2, V3, and V4 commercial doors that were missing the EntityCollisionRules script so the frames are not interactable Removed the legacy downgrade path for steel ladders Removed the bonus wood block damage from Shotgun Slugs Updated colliders on all facade shape blocks to prevent camera shake when walked on Fixed "White River Supplies" stays in your inventory after dying on Permanent Death Player Stats not reset on permadeath Missing tag that would allow robotics to get instant kills while holding a stun baton and Physician Rank 5 Junkyard_01 - door was not linked to switch Twitch Integration Added #destroy_backpack and #destroy armor for Twitch Extras Larger group spawns for Twitch Extras Bit Horde groups for zombies and teleport up extra It was UnBEARable to not have a horde of bears to spawn Changed Double Spawns is now an extra Made all Twitch/GameEvent spawns more aggressive Fixed Destroy Safe Zone can destroy bedrock blocks Sub / Gift Sub kills should count to receive the bit pot Extended the cooldown of the mystery supplies Murder Chickens are now more murdery Murder Chickens can now find you easier Forced targeting of Twitch Spawns was timing out after 30 seconds Block events should not complete while the player is in the air Teleport_up should not be used while you are on a vehicle
  5. Hello Survivors! Today we bring to you A21.2 with an all new "Death Penalty" setting, allowing you to choose between different penalties for someone's demise, including a total wipe of your character. For dedicated servers you will need to have this line in the serverconfig to start fresh or continue an old save: <property name="DeathPenalty" value="1" /> <!-- Penalty after dying. 0 = Nothing. 1 = Default: Classic XP Penalty. 2 = Injured: You keep most of your debuffs. Food and Water is set to 50% on respawn. 3 = Permanent Death: Your character is completely reset. You will respawn with a fresh start within the saved game. --> To opt in and give feedback follow these steps: Right click on the game in steam Click on properties Click the “betas” tab The drop down menu will have latest_experimental available <— you want THAT Select that and wait for the game to download We wish everyone a lot of fun with this experimental version! Here is what changed since A21.1: A21.2 b14 Added Death Penalty settings #cacti and #ember_piles as new bit actions for Twitch. #spoil_boxes bit command for Twitch. #mixup bit Twitch action to mixup the backpack and toolbelt items. Three bit teleports for Twitch as Extras. #blind bit action to blind the target and their party for 10 seconds. #destroy_toolbelt bit action that destroys all the items in a target's toolbelt. Dismantle Vehicle bit action to break down a vehicle into parts. Rename_signs bit action to rename all the signs / containers in your land claim area. Unload Ammo bit action that unloads all weapons in your toolbelt / backpack. Lost Twitch bit action that removes all map data and waypoints and teleports you a short random distance away. Player Inventory Preference System. Tall Cacti have a bottom cap Player will be teleported from the full trader protected area during a blood moon Changed Increased max particles of a type per entity to 3 Lock AdminTools queries while reloading so no invalid state can be received Descriptions for teleports now show the distances. Set AllowedRotations property to No45 on Land Claim Blocks to prevent clipping Enabled mesh collider convex on various doors to prevent players from getting stuck in them Updated collider on modularFireWoodStackC to allow projectiles to pass around them easier Bird nest material and max damage to match particles and sound when harvested Updated collider for brick_half_destroyed04 Updated colliders for couchModernCorner to allow projectiles to pass around them easier Removed Damage Mitigation from Grandpa's Moonshine and Pain Killers to prevent 100% or higher buff stack up Reworked values for WaterChangeOT for Pain Killers, Steroids, Recog, and Fort Bites to match the new durations Reduced Damage Mitigation of Fort Bites from 50 to 40 Reduced water loss of Fort Bites from 30 to 20 Updated localization of Physician ranks 2 and 4 to reflect the 20 and 40% crafting time reduction to items in the chem station Updated localization for critical hits journal tip Updated tags on zombieBurntFeral to include "walker" Updated some logging for mod loading for better readability Fixed Double Barrel Shotgun zooms while in hipfire position. Additional change made which increases the range for the AoE knockback of Repulsor mod to be in line with the shock radius (both are now 1.3). Non visible downgrade, destroy and death particles due to origin Particles were tracking for none entity id and for forced creation Reloading toolbelt window group causes exceptions on picking up/dropping items Player names in persistent data now get updated when logging in again Server permissions file no longer reloaded on own changes, only actual external changes Error message on failing to load an AssetBundle now includes the requested filename again Buried Supplies quests keep the Twitch Quest Cooldown active after quest complete. Reading a treasure map or using glass while in the modification menu messes up the UI When loading into the prefab editor for the first time, it lets you build without clicking Create New Prefab, leading to inability to save work #setbitpot does not show correct localization. Issue that could cause food to not fill up all the way if moving on respawn World creation had the default size set to 8 (now 4096) World Creation window combobox for world size now shows all valid values from 1024 to 10240 Random Teleports would not teleport you within a POI bounds. Opening a container directly above the treasure cache will complete treasure quests Mixup did not work on vehicles. Players stuck in closed commercial doors v1v3 Rain particles do not collide with glass Issues with curing sprained leg and arm at the same time Issue with buffs that caused Goldenrod Tea and Pure Mineral Water to play the "player sick" sounds after consumption Issue with harvesting camping chairs Switching from ADS to hands with num keys will result in stretched arms Roadside_checkpoint_05 rollup door open/close state alternates on chunk load For clients on dedi swicthes powered by generators may not always function in non power restore quests when they should always have power Triggers sometime stops working after a POIReset Switch triggers can load in a broken state which is directly tied to a player save, some switches alternate between states with game reloads For clients on dedi swicthes powered by generators may not always function in non power restore quests when they should always have power
  6. Hello Survivors! Today, we are excited to announce the official launch of A21.1 Stable. During our extensive testing period, we have not identified any reasons that would require anyone to restart their savegame. In order for the newly added POIs to appear, new worlds will need to be created. Kindly refer to the detailed list of bug fixes, changes, and improvements provided below. The Fun Pimps wish everyone an enjoyable experience with A21.1! A21.1 b16 Changelog Added Tier 5 hotel_ostrich Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc Moderator OzHawkeye to credits Nest Audio open/close/destroy Ability to change prices for twitch actions through Twitch Info Screen. Ability to reset prices for all twitch actions through Twitch Options Screen. Loot entries have tags and if set then will ignore if looter has no matching tags ApproachDistraction AITasks added to cop, demo, and mutated zombies Opening loot container adds masterChef2 loot tag if player has Master Chef level 2+ Loot container console command to log the results of opening a container Large_park_02 Extend ClientInfo logging Prefab ins file read error log Trader placement protected area of 3 on each side Attack action skips firing onSelfAttackedOther or adding buffs when damage was ignored GameEvent Requirements for Biome, POI and Progression. FailQuest Action for GameEvents. OnQuest Requirement for GameEvents. BuffInjuryBleedingCooldown that adds BuffResistance after bleeding buffs to help reduce consecutive bleeds Shape blocks support attribute hide_helper_in_creative Exploding vehicles spawn a loot bag of contents Dew collector audio. F8 heat info shows active count and up to 10 events in current area Changed Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors Extended the cooldown times for all supply crates. Extended the cooldown times for all vision effects. Adjusted colliders on various bed prefabs Adjusted colliders on chairCampingPrefab Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture Added DuplicateRepeatDistance property to majority of all wilderness POIs to prevent duplicates from spawning too close to each other (2k buffer). Takeall no longer has metal junk sounds and 3 more variants added. Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab Adjusted point costs for twitch actions to be multiples of 25. Updated several loot lists to prevent 100% Q6 T1 tools in containers after loot stage 55 as it was only intended to be a boost for Working Stiffs crates Sleeper volume improvements in prison_02. Increased bias on downtown remnant POIs to ensure better performance, especially when there are multiple cities with downtown districts on a RWG generated map. House_modern_29 Changes made based on feedback. Wilderness_filler_14 changes made based on feedback. Reduced gas production to 2 gas per shale and sped up crafting time Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons Swapped two wanderingHordeStageGS groups that were outoforder House_modern_29 Changes made based on feedback Updated Master Chef progression to use new hard coded masterChef2 tag instead of LootProb Updated dumpster loot to work with new hard coded masterChef2 tag Removed unneeded tags from items.xml used in old progression setup Remove event spawned zombies when Homerun Derby ends. No longer require overlay if not using Twitch Actions. Show the current crafting level when showing the unlock level required in the crafting info. Updated progression for Effective Range and Max Durability stats for tools and weapons Updated Melee Damage on Steel Club that got missed on the first progression pass Bows now show Effective Range Removed hideui tag from roadside_truckstop_01 to allow the localization name to show on the location HUD Dew Collectors now harvest for components instead of itself with a 50/50 roll for the filter. They still have the land claim block radial menu option to pick up. Trader area calculations are done dynamically Increased trader protected area by 1 on each side Updated valid trees with path solid property Stopped camera shake running at zero strength when no damage Updated stats on all armor for linear progression Adjusted vehicle revert collision motion Broken vehicles take 10% collision damage Reduced the amount of explosives in Twitch crates by half Removed explosives from mystery supplies channel point redeem. Updated colliders on control panel block set to allow projectiles to pass around them easier Updated the collider for officeChair to allow projectiles to pass under them easier Updated the collider for hospitalBedPrefab to allow projectiles to pass under/over them easier Updated the collider for palletsWoodStackPrefab to allow projectiles to pass around them easier Updated the colliders for drink vending machines to prevent floating items placed on top Updated collider for industrial_fence_bottom_02 Updated localization for Salvage Operations to say you can gain UP TO the percentage of each perk level. This is due to how harvest events need to be tagged and the amounts of resources that are randomized for general harvest. Updated food bundles with a couple of mineral waters Updated the description for food bundles Updated all forge recipes with is_trackable="false" parameter Updated collision property settings on rampFrame shapes to allow projectiles to pass through them Removed the chance to receive buffInjuryBleedingTwo inside buffAbrasionCatch Reduced the chances of random rolls hitting other crits inside buffOnAnyCrit Moved corpse removal passive effect to buffStatusCheck02 to prevent item stats from being inflated when near a corpse Removed corpse removal passive effect from all items and added tag "corpseRemoval" instead Updated bulletproofShapes with hide_helper_in_creative attribute to hide bulletproofShapes:VariantHelper as it is blank and not needed Set LODCullScale for the duct block set to cull at approximately the same distance Reworked critical buff pop out icon colors for consistency. White = Treated, Orange = Untreated, and Red = Severe Set LODCullScale for several corner pipes to cull at approximately the same distance Restored the ability to sell pumpkins, yucca, and hops Adjusted loot lists for T2 Buried Supplies Updated dysentery localization for water/food cap being removed over time Updated zombieBusinessManRadiated xp to be in line with other radiated zombies Minor adjustments to sleepers/triggers in weigh_station_01. Updates to prison_02 based on player feedback. Updates to police_station_03 based on player feedback. Removed unused sound noise range, playerOnly, hordemeter and hordeMeterPlayerOnly parsing and storing Removed misc xml noise parsing Removed unneeded entity TintMaterial code and xml (caused excess material creation) Removed unneeded entity ReplaceMaterialx code and xml (caused excess material creation) AI player inventory tracking only stores specific items so less data handling Removed sound noise range Zombies, Zombie Animals, Traders, and Junk Drones now have BuffResistance to buffRadiationPool Improved AI activity (heat) tracking to use a realtime duration, merge events and remove empty areas Block activity to 12 min duration and sound to 4 Updated DestroyFX settings for dew collectors Removed already disabled jiggle script from neck of Demolisher to prevent the head collider from being disabled at a distance Increased the amount of cloth needed for various recipes Adjusted the weights on various items that scrap to cloth to adjust for the increased crafting costs Updated loot lists for generic vehicle loot to not have T2 or T3 weapons\tools Generic vehicle loot now has a low chance for vehicle skill magazines with another low chance for others GroupCarWeaponsTools now has a chance for meleeToolSalvageT1Wrench AmmoGasCan moved from groupRareAutomotive to groupAutomotive Increased the economic value for ammoGasCan All Traders now have ammoGasCan for sell Updated the loc for timed charges to insure players know what they are effective against Fixed If a player is moved away from a loot container they are in, it breaks that player's ability to open loot containers Repulsor Mod effect applies to teammates, ignoring no friendlyfire setting. AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP Stuns do not reset the stun counter when stacked. Can't place a bedroll to the right of a bedroll you just put down while facing North. Planted seeds can be lost when picked up too quickly. Zombie attack can break after receiving fall damage (Hit tag) Entity vertical movement could cause incorrect results for finding entities in chunks House_modern_27 fixed mispainted texture. Warehouse_06 fixed mispainted texture. Apartments_02 fixed mispainted texture. Floating terrain deco issue in countrytown_business_03. Localization : Japanese water journal tip still mentions empty jars. BlockSpawn check for missing trader would not happen all the time. Missing textures in fire_station_04 AI pathing issues with cube_corner_beveled not having the path solid property Radio_station_01 fixed floating calendar. Nursing_home_01 fixed sleeper spawning on sight issue House_modern_27 fixed mispainted textures. House_modern_24 misplaced block A few missing textures in prison_02. House_old_modular_03 stuck dog. Lot_industrial_15 stray block on top of worktruck. #mindwipe does not work correctly on servers. House_modern_29 fixed mispainted textures. Fixed Localization : Spanish translation for reqAgilityLevel06 NRE with hazard damage controller when the collider is null. Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders Missing texture in house_burnt_03. Key rack connected door was not locked in trailer_01. Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors Typo with woodenGarageDoor5x3_PoweredOak key in localization In a player vending machine clicking remove all while clicking w to remove item can cause rolling XUi Error and AOOR Exceptions. Fixed Localization : Mistake in Japanese translation for trapsT1 Motel_01 sleeper spawn in view of player Survivor_site_11 sleeper spawn in view of player House_old_ranch_06 in need of a quick exit House_old_mansard_03 stability issue. Twitch Prime Subs were not registering their events correctly. Always do authorization cleanup on main thread House_old_ranch_07 fixed mispainted texture. House_old_ranch_06 fixed mispainted texture. Large_park_01 fixed mispositioned block. Fixed Localization : Japanese translation for armorT1 is wrong. Fixed Gas Can crafting needs localization description updating from "Crafting in lots of 5" to "2" to reflect updates Steam game servers list reports incorrect port to connect to game Robo sledging a player on a vehicle is problematic Vehicles could take increased collision damage from blocks due to player block damage setting Player third person pose (ragdoll/vehicle) would stay in last positions when switching to first person leading to inconsistent hits and possibly ugly anim blends Sleeper volumes trying to spawn an entity that just died Vehicles being excessively damaged from separate collision events Particles did not try to play on a dedi so the player noise creation was skipped Starve command not starving player GameEvent Requirement for CVar was not working correctly. Interrupted RWG generation on dedicated servers causes exception when starting the server again with the same settings Createwebuser command throws exception when used on the Terminal Window EntityGroups XML parser skipping last line of a group if not terminated with a newline XML CSV operation now ignoring leading/trailing whitespace when checking for existing values (can be disabled per patch by setting keep_whitespace="true") Pipe bombs and dynamite can no longer be lit underwater, and are extinguished when entering water. Also adjusted the dynamite and pipe bomb prefabs to correctly show or hide the fuse sparks when they are thrown. Fixed NRE that can occur when reentering a game not using persistent profiles while your character was last holding a thrown explosive item. Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation. Armor recipe unlock option level display is missing. Third person light on the claw hammer with burning shaft mod being much brighter than the light when the mod is applied to other tools Consistent behaviour across all explosives when underwater cannot be armed but can be thrown. Held armed items that should be extinguished when entering will (grenades, timed charges will not). Also fixed tag on molotov cocktails preventing them from exploding when hit with an explosion like other thrown explosives. Ranch_01 not using the correct driveway part. Bookcase in loot room of house_old_victorian_12 was upside down Newly acquired Stun Batons don't charge on power attacks. Tech Junkie Volume 6 currently has no effect. Toolbelt slot memory after death. Tier0 weapons/tools can be sold in rented vending machines, but have no price anywhere else. Modded items are not included in the total quantity pop up. Items craftable in the forge can be tracked, but only show the name of the item, nothing else. Bacon and Eggs recipe was not properly being reduced with Master Chef Level 3 "Persistent Profiles" setting when creating new game does not initialize to its default settings None of the shape variant helpers can be found in recipes by their localized names World Editor Create World size arrows and back button stop responding when size is scrolled down to the custom input value Nursing_home_01 removed extra microwave. Downtown_building_04 removed misplaced block. Fixed rounds per minute firing rate for the doubled barrelled shotgun and implemented new "RapidTrigger" property for ItemActionRanged that allows separate trigger pulls to fire the weapon faster than the roundsperminute rate. SI issue in house_old_pyramid_01. Zombies accidentally damaging dogs, zbears and vultures and vice versa Drone icon sometimes disappear from compass and map Electrocutioner perk doesn't fully work on Dedi. AI activity did not restart when going back in time Twitch Cooldown is disabled when shared quest is removed while on an active quest. Restarting game with EAC enabled results in an EAC launcher error Server can no longer be started with an invalid port Multiple trigger/switch bugs, pushing to allow additional tests NRE: Exiting game before camera stops shaking. Downtown_building_02 updates made based on feedback. Downtown_strip_12 small update to path to show the path clearer. House_modern_26 replaced regular window by bulletproof windows. House_modern_27 fixed a couple minor details. House_modern_27 small update to make the path clearer. House_modern_28 minor updates. Lot_industrial_03 small block update in side wall House_modern_24 changes in path to make it more clear in backyard. House_modern_12 Added quick exit. Gas_station_12 small block update. Remnant_downtown_filler_06 minor block update Wrong tag used to scale the steel when crafting higher quality levels of junk turrets Junk drone path smoothing, better door and teleport decision reaction Warehouse_06 small block update.
  7. Hello Survivors! While testing we were able to unearth and fix a few more issues. Here is what changed since b15: Changes Trader POIs are now excluded from the chunk reset system. This avoids issues with resetting player-rented vending machines Increased the block range of spears Fixes: Error while saving player file in some disconnect scenarios Argument Exception from hitting object with vehicle NRE with GameManager+<ResetWindowsAndLocks> freezes zombies and other entities on dedicated servers
  8. Hello Survivors! As we approach the stable release of A21.1, we are pleased to present a small hotfix patch for you. This patch primarily addresses a harmless, yet noticeable error popup affecting server browser searches. This was occurring with servers erroneously setup with the port set to 0. Servers setup in that matter will no longer start. Changes since b12: Fixes Twitch Cooldown is disabled when shared quest is removed while on an active quest. Server Browser error on search Server can no longer be started with an invalid port Resolved problem where certain extension actions were not functioning as intended. Restarting game with EAC enabled results in an EAC launcher error
  9. A21.1 b12 EXP Update Hello Survivors! Today we have the A21.1 b12 EXP update for you all! It addresses an issue with airdrops in the current EXP build and has numerous other fixes and changes. To opt in please follow these steps: Right click on the game in steam Click on properties Click the “betas” tab The drop down menu will have latest_experimental available <— you want THAT Select that and wait for the game to download We recommend you start a new game when participating in EXP. We are not aware of anything affecting existing savegames negatively. If you plan on using your regular savegame, we advise of at least making a backup. Here is what changed since A21.1 b6 EXP: Added GameEvent Requirements for Biome, POI and Progression. FailQuest Action for GameEvents. OnQuest Requirement for GameEvents. BuffInjuryBleedingCooldown that adds BuffResistance after bleeding buffs to help reduce consecutive bleeds Shape blocks support attribute hide_helper_in_creative Exploding vehicles spawn a loot bag of contents Dew collector audio. F8 heat info shows active count and up to 10 events in current area Count and Count Type to Item Actions for GameEvents. Changed Updated colliders on control panel block set to allow projectiles to pass around them easier Updated the collider for officeChair to allow projectiles to pass under them easier Updated the collider for hospitalBedPrefab to allow projectiles to pass under/over them easier Updated the collider for palletsWoodStackPrefab to allow projectiles to pass around them easier Updated the colliders for drink vending machines to prevent floating items placed on top Updated collider for industrial_fence_bottom_02 Updated localization for Salvage Operations to say you can gain UP TO the percentage of each perk level. This is due to how harvest events need to be tagged and the amounts of resources that are randomized for general harvest. Updated food bundles with a couple of mineral waters Updated the description for food bundles Updated all forge recipes with is_trackable="false" parameter Updated collision property settings on rampFrame shapes to allow projectiles to pass through them Removed the chance to receive buffInjuryBleedingTwo inside buffAbrasionCatch Reduced the chances of random rolls hitting other crits inside buffOnAnyCrit Moved corpse removal passive effect to buffStatusCheck02 to prevent item stats from being inflated when near a corpse Removed corpse removal passive effect from all items and added tag "corpseRemoval" instead Updated bulletproofShapes with hide_helper_in_creative attribute to hide bulletproofShapes:VariantHelper as it is blank and not needed Set LODCullScale for the duct block set to cull at approximately the same distance Reworked critical buff pop out icon colors for consistency. White = Treated, Orange = Untreated, and Red = Severe Set LODCullScale for several corner pipes to cull at approximately the same distance Restored the ability to sell pumpkins, yucca, and hops Adjusted loot lists for T2 Buried Supplies Updated dysentery localization for water/food cap being removed over time Updated zombieBusinessManRadiated xp to be in line with other radiated zombies Removed unused sound noise range, playerOnly, hordemeter and hordeMeterPlayerOnly parsing and storing Removed misc xml noise parsing Removed unneeded entity TintMaterial code and xml (caused excess material creation) Removed unneeded entity ReplaceMaterialx code and xml (caused excess material creation) AI player inventory tracking only stores specific items so less data handling Removed sound noise range Zombies, Zombie Animals, Traders, and Junk Drones now have BuffResistance to buffRadiationPool Improved AI activity (heat) tracking to use a realtime duration, merge events and remove empty areas Block activity to 12 min duration and sound to 4 Updated DestroyFX settings for dew collectors Fixed No airdrops in A21.1 b6 Switch issue for POIs Starve command not starving player GameEvent Requirement for CVar was not working correctly. Interrupted RWG generation on dedicated servers causes exception when starting the server again with the same settings Createwebuser command throws exception when used on the Terminal Window EntityGroups XML parser skipping last line of a group if not terminated with a newline XML CSV operation now ignoring leading/trailing whitespace when checking for existing values (can be disabled per patch by setting keep_whitespace="true") Pipe bombs and dynamite can no longer be lit underwater, and are extinguished when entering water. Also adjusted the dynamite and pipe bomb prefabs to correctly show or hide the fuse sparks when they are thrown. Fixed NRE that can occur when reentering a game not using persistent profiles while your character was last holding a thrown explosive item. Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation. (Fixed a secondary issue when playing multiplayer). Third person light on the claw hammer with burning shaft mod being much brighter than the light when the mod is applied to other tools Ranch_01 not using the correct driveway part. Bookcase in loot room of house_old_victorian_12 was upside down Newly acquired Stun Batons don't charge on power attacks. Tech Junkie Volume 6 currently has no effect. Toolbelt slot memory after death. Tier0 weapons/tools can be sold in rented vending machines, but have no price anywhere else. Forum Report : Modded items are not included in the total quantity pop up. Items craftable in the forge can be tracked, but only show the name of the item, nothing else. Bacon and Eggs recipe was not properly being reduced with Master Chef Level 3 "Persistent Profiles" setting when creating new game does not initialize to its default settings None of the shape variant helpers can be found in recipes by their localized names World Editor Create World size arrows and back button stop responding when size is scrolled down to the custom input value Nursing_home_01 removed extra microwave. Fixed rounds per minute firing rate for the doubled barrelled shotgun and implemented new "RapidTrigger" property for ItemActionRanged that allows separate trigger pulls to fire the weapon faster than the roundsperminute rate. Zombies accidentally damaging dogs, zbears and vultures and vice versa Electrocutioner perk doesn't fully work on Dedi. AI activity did not restart when going back in time Junk drone path smoothing, better door and teleport decision reaction Armor recipe unlock option level display is missing. Consistent behaviour across all explosives when underwater cannot be armed but can be thrown. Held armed items that should be extinguished when entering will (grenades, timed charges will not). Also fixed tag on molotov cocktails preventing them from exploding when hit with an explosion like other thrown explosives. Updated abandoned_house_09 based on feedback Large_park_02 updates made based on feedback. Warehouse_06 small block update. Downtown_building_04 removed misplaced block. Minor adjustments to sleepers/triggers in weigh_station_01. Updates to prison_02 based on player feedback. SI issue in house_old_pyramid_01. Updates to parking_lot_02 based on player feedback. Updates to police_station_03 based on player feedback. Armor recipe unlock option level display is missing. House_modern_29 - fixed mispainted textures Wilderness_filler_14 - changes made based on feedback. Spanish translation for reqAgilityLevel06 If a player is moved away from a loot container they are in, it breaks that player's ability to open loot containers Repulsor Mod effect applies to teammates, ignoring no friendly-fire setting. Can't place a bedroll to the right of a bedroll you just put down while facing North Planted seeds can be lost when picked up too quickly Japanese water journal tip still mentions empty jars. Downtown_strip_12 - small update to path to show the path clearer. BlockSpawn check for missing trader would not happen all the time. House_modern_27 - fixed a couple minor details. Radio_station_01 - fixed floating calendar. Nursing_home_01 - fixed sleeper spawning on sight issue House_old_modular_03 stuck dog Key rack connected door was not locked in trailer_01. Mistake in Japanese translation for trapsT1 Motel_01 sleeper spawn in view of player Survivor_site_11 sleeper spawn in view of player House_old_ranch_06 in need of a quick exit House_modern_12 - Added quick exit. Japanese translation for armorT1 is wrong. House_modern_29 - fixed mispainted textures
  10. Hello Survivors! Today we bring you our first point release for A21 to Experimental. To opt in please follow these steps: Right click on the game in steam Click on properties Click the “betas” tab The drop down menu will have latest_experimental available <— you want THAT Select that and wait for the game to download We recommend you start a new game when participating in EXP. We are not aware of anything affecting existing savegames negatively. If you plan on using your regular savegame, we advise of at least making a backup. Here is what changed since A21 b324 stable: Added Tier 5 hotel_ostrich Moderator OzHawkeye to credits Ability to change prices for twitch actions through Twitch Info Screen. Ability to reset prices for all twitch actions through Twitch Options Screen. Loot entries have tags and if set then will ignore if looter has no matching tags Opening loot container adds masterChef2 loot tag if player has Master Chef level 2 Loot container console command to log the results of opening a container Extend ClientInfo logging Prefab ins file read error log Trader placement protected area of 3 meters on each side Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc Nest Audio open/close/destroy ApproachDistraction AITasks added to cop, demo, and mutated zombies Changed Twitch: Extended the cooldown times for all supply crates. Twitch: Extended the cooldown times for all vision effects. Adjusted point costs for twitch actions to be multiples of 25. Updated Master Chef progression to use new hard coded masterChef2 tag instead of LootProb Updated dumpster loot to work with new hard coded masterChef2 tag Removed unneeded tags from items.xml used in old progression setup Remove event spawned zombies when Homerun Derby ends. No longer require overlay if not using Twitch Actions. Show the current crafting level when showing the unlock level required in the crafting info. Trader area calculations are done dynamically Increased trader protected area by 1 meter on each side Stopped camera shake running at zero strength when no damage Updated stats on all armor for linear progression Adjusted vehicle revert collision motion Broken vehicles take 10% collision damage Reduced the amount of explosives in Twitch crates by half Removed explosives from mystery supplies channel point redeem. Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors Adjusted colliders on various bed prefabs Adjusted colliders on chairCampingPrefab Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture House_modern_26 replaced regular window by bulletproof windows. Updated progression for Effective Range and Max Durability stats for tools and weapons Updated Melee Damage on Steel Club that got missed on the first progression pass Bows now show Effective Range Removed hideui tag from roadside_truckstop_01 to allow the localization name to show on the location HUD Dew Collectors now harvest for components instead of itself with a 50/50 roll for the filter. They still have the land claim block radial menu option to pick up. Updated valid trees with path solid property Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab Updated several loot lists to prevent 100% Q6 T1 tools in containers after loot stage 55 as it was only intended to be a boost for Working Stiffs crates Reduced gas production to 2 gas per shale and sped up crafting time Removed already disabled jiggle script from neck of Demolisher to prevent the head collider from being disabled at a distance Increased the amount of cloth needed for various recipes Adjusted the weights on various items that scrap to cloth to adjust for the increased crafting costs Updated loot lists for generic vehicle loot to not have T2 or T3 weapons\tools Generic vehicle loot now has a low chance for vehicle skill magazines with another low chance for others GroupCarWeaponsTools now has a chance for meleeToolSalvageT1Wrench AmmoGasCan moved from groupRareAutomotive to groupAutomotive Increased the economic value for ammoGasCan All Traders now have ammoGasCan for sell Updated the localization for timed charges to insure players know what they are effective against Fixed AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP Stuns do not reset the stun counter when stacked. Zombie attack can break after receiving fall damage (Hit tag) Entity vertical movement could cause incorrect results for finding entities in chunks Floating terrain deco issue in countrytown_business_03. AI pathing issues with cube_corner_beveled not having the path solid property #mindwipe does not work correctly on servers. House_old_mansard_03 stability issue. Twitch Prime Subs were not registering their events correctly. Always do authorization cleanup on main thread Steam game servers list reports incorrect port to connect to game Robo sledging a player on a vehicle breaks camera Vehicles could take increased collision damage from blocks due to player block damage setting Player third person pose (ragdoll/vehicle) would stay in last positions when switching to first person leading to inconsistent hits and possibly ugly anim blends Sleeper volumes trying to spawn an entity that just died Vehicles being excessively damaged from separate collision events Particles did not try to play on a dedi so the player noise creation was skipped, this resulted in different stealth and zombie behavior on servers compared to single player Wrong tag used to scale the steel when crafting higher quality levels of junk turrets NRE: Exiting game before camera stops shaking. Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors Typo with woodenGarageDoor5x3_PoweredOak key in localization Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons Swapped two wanderingHordeStageGS groups that were out of order Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders
  11. Hello survivors! We are currently investigating several server issues that necessitate extensive logging of incoming and outgoing server traffic. It will only be running for a week or two, so do not expect to play a long term game. TFP Public Test NorthAmericaEast 185.209.179.61:25012 Password: tfptest Direct Connect steam://connect/185.209.179.61:25012/tfptest Highlight the url, right-click, and select open in a new tab/window. It should launch the client and direct connect you to the server.
  12. We're looking into it. Are there any VODs with timestamps that would help us find it faster?
  13. Hello Survivors today we are releasing A21 b324 to stable. We wanted to make it available in time for Summer Sale and 4th of July weekend to everybody out there! A21 b317 savegames are compatible with A21 b324. Official Release Notes Please find the full Release Notes here. If you missed the last Experimental build, you can see the changes here. If you want to report a bug, please follow this link to do so. TFP wants to extend a big thank you to all our fans for supporting the game and wish you a happy 4th of July!
  14. Hey Survivors! We have Experimental Build b323 for you. B323 has some new POIs, other additions, changes, and fixes! Here is how you can access the A21 b323 Experimental build: Right click on the game in Steam Click on Properties Click the “Betas” tab The drop down menu will have latest_experimental available <— you want THAT Select that and wait for the game to download Please look here to report bugs. We recommend starting a new savegame with b323 for the best experience. We don't expect to break existing Experimental savegames with this build. The mod slot change will not change existing items, it only applies to newly found items. As always, thanks for participating in Experimental! Here is what changed since b317: A21 b323 Changelog Added Dew collector creates activity heat when filling Workbench and cement mixer makes activity heat when crafting Workstations reset activity heat delay when moving back in time House_modern_27 TIER3 Wilderness_filler_08 Wilderness_filler_11 Wilderness_filler_07 Wilderness_filler_09 Wilderness_filler_10 Diner_07 for roadside Cave_07 wilderness cave House_modern_28 TIER3 Wilderness_filler_04 House_construction_05 Added block triggers being destroyed activates it Trader gate custom locked door audio FPS cap so we don't hit extreme rates Changed Ask user for confirmation before opening URLs in the browser Armor crafting Tier 3 now uses the military fiber icon since Tiers 1 and 2 use cloth and leather Increased vehicle transition time between max speeds Increased bicycle, minibike, motorcycle and 4x4 coasting Adjusted bicycle, minibike, motorcycle and 4x4 max speeds and torque and turbo now increases torque Lowered bicycle, minibike, motorcycle and 4x4 reverse speed and torque Disabled bicycle and minibike reverse turbo Batteries now scale the crafting resources per tier to prevent exploits Updated localization for Machine Gunner perks to correctly call out 7.62mm ammo Adjusted mod slot counts on all tools and weapons to allow a standard linear progression between tech tiers Updated Journal Tips for Traders and Vending Machines due to recent changes Updated localization for Repair Kits Updated loadingTipKnownSchematics to reflect recent changes to recipe unlocks Updated party game stage documentation in gamestages.xml due to recent changes Updated Journal Tips for On Fire due to recent changes Localization.txt updated for missed Twitch commands Adjusted all tool and weapon entity and block damage values to allow a standard linear progression between quality levels and tech tiers Reworked various issues with quest reward probabilities that resulted in poor reward offerings Removed "AllowSpawnNearBackpack" from serverconfig.xml as the option not used Fixed Excessive SS reflections on blue selection zblock Black block destroy particle effects Block trigger issue in downtown_filler_13 POI : utility_substation_02 final loot room sleeper can be seen spawning in and POI :doors in final loot room triggers twice Downtown_filler_13 Beverage Cooler can be accessed from the bathroom behind it Downtown_filler_13 floating sleeper Vulture Heavy lag for the host when a P2P client starts downloading the world Pressing ESC in console closes the currently opened window in addition to the console Hotkeys typed in console commands bleed to game Downtown_filler_13 sleeper can be seen spawning in Excessive Player spawn distance from trader UI freeze when generating highways Default Difficulty settings are different for SP/P2P and Dedicated servers For clients on dedi switches powered by generators may not always function in non power restore quests when they should always have power Workstations can be picked up while smelting or crafting items losing all materials involved when doing so All left knuckle turns white when modded Zombie attack can break after receiving fall damage POIs overlapping in Navezgane Dumping water buckets no longer allowed inside trader POIs or in a non-allied players land claim area. Changing prefab properties in Prefab Editor does not add save indication asterisk Arrows stick in water when atttempting to shoot submerged sleepers Advanced rotation on garage doors while placing causes errors Unable to dump bucket of water if any item is removed from toolbelt Triggered sleeper volumes would not respawn zombies on player return Prison_02 sleeper pop-in inside lobby bathroom within player's view Tier 7 difficulty custom POIs will throw IOOR exceptions when a sleeper volume is triggered Zombies would not eat dead snakes B324 Hotfix Fixed NullReferenceException thrown on server when logging into integration without extension installed and active
  15. Hey Survivors! We have b317 for you with plenty of adjustments and fixes. Here is how you can access the A21 b317 Experimental build: Right click on the game in steam Click on properties Click the “betas” tab The drop down menu will have latest_experimental available <— you want THAT Select that and wait for the game to download We recommend starting a new savegame with b317 for the best experience. The Fun Pimps wish everyone maximum fun with this build. Here is what changed since b313: Added Item and block EconomicSellScale to adjust individual sell price Cooking pots and grills to trader inventories Crawler zombie move speeds for walk, run and feral Changed Improvements to sleeper encounters in prison_02. Increased economic value of cooking pots and grills to 200, but set the EconomicSellScale to .1 Lowered the stack size of cooking pots and grills to 3 Increased the price of water filters Crafting magazine bundle is no longer fixed as a guaranteed quest reward Reduced the quantity of crafting magazines in quest reward bundle from 3/3 to 3/2 Reduced the quantity of crafting magazines found in mailboxes, file cabinets, book piles, and crackabook shelves Removed hazmat clothing from blue zombie bags Updated Tier 6 Complete rewards Localization of Cheat Mode to Creative Mode Updated descriptions and journal entries for land claim blocks to reflect being able to place 3 now Workbenches in roadside_truckstop_01 Twitch Extension required to use Twitch Integration. Fixed Reduced AI attack position estimation Reduced attack range and damage of short zombies Reduced attack range of crawler and spider zombies Low resolution flame particles Navezgane changes based on feedback Floating street light in Navezgane. Ranger_station_03 t2 loot in t1 POI. Ability to copy / paste lights within the prefab editor and retain their light properties Wrong values for xp and duke rewards for infestation quests Removed frame damage state for jail doors as they do not have a frame Active drones can duplicate "Respawn Near X" has added checks to avoid spawning in a POI and only on terrain blocks Respawn menu now appears every time the player dies with different options based on if a backpack and/or bedroll is available to spawn at. If neither is available a single "Respawn Now" button will display to respawn at a nearby default spawn point. SI issue when destroying oven in ranger_station_02. Twitch vehicle silly sounds not decaying with distance Ranger_station_06 has accessible valve, but no fire hazard Custom Bit Events were not parsing correctly. First time a drone heals it heals for 0HP
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