7.TOOLS
Patch notes

Alpha 17 Experimental B221

Released 2018-11-19. The official release notes, with 11 changes linked into the database.

Hey Survivalist,

We’ve just released Alpha 17 Experimental B221 and could really use your help finding the last remaining big issues. Opt in instructions can be found here:

B221 Forum Page

Added

More food and drink types to vending machines

New tier 1 cabin_09 dungeon to the game and RGW

New Cabin_08

Mods to traders inventory and secret stash.

Move speeds to AI debug info

Zombie movement settings Nightmare speed

Improved zombie run/walk settings (replaced ZombiesRun preference with ZombieMove, ZombieMoveNight, ZombieFeralMove, ZombieBMMove. Each can be Walk, Jog, Run or Sprint)

Two new tier 1 cave POIs, and made cave_05 larger

Updated server browser to support the new zombie move settings

New tier 1 quest-able cabins 8, 9 and 10 to Navezgane and random gen

Potential fix for some macOS users getting errors about too large socket buffers

New medicine cabinets, sinks, medical piles and ammo piles

Overhauled cabin 07 as a dungeon tier 1 to support fetch, clear, hidden cache

Cabin_01 has been overhauled in to a small dungeon tier 1 that supports clear quests

Docks 02 is now a new overhauled tier 2 questable dungeon

Docks_03 overhaul

Gas_station4 as a tier 1 questable POI

Cabin_04 as tier 1 clear, fetch, hidden_cache

New diner_03 to navezgane and replaced a couple dupe cabins with new ones

New diner 03 tier 1 dungeon

New cabin_11 tier 1 POI

Changed

Update the ancient torch model

Crafting steel bolts and arrows is not gated by a perk

Overhauled diner 02 into a tier 1 dudgeon

AI destroy area to check more often and last 2 seconds longer

Iron and Steel fireaxes do bonus damage to wood

Iron and Steel pickaxes do bonus damage to stone and iron

Trader Update: Added mods, clothing, all new food and drug items, rebalanced most item prices, added more construction materials, improved Trader Joel graphics

Now logging all chat on the server

Removed AstarPath calling GC Collect, which causes lag spikes when new path grids made

Pine forest sun is more vibrant

Increased vehicle placement height, so easier on uneven ground

Bicycles and wheels no longer need a workbench to craft

Vultures will target a noisy player if none seen

Dart traps moved to Engineering 2

Increased next wandering horde delay range

Increased wandering horde min pitstop distance and range

Vulture targeting of the closest player to check if seen on each one and check light level, so stealth at night works

Ranged weapons and zombie HP scaling rebalanced

Decreased noise of jumping and step sounds

Rescaled zombie tier hit points and gamestagebased spawn probabilities

Reduced wandering horde counts

Trader doesn’t have a really bright light on him now

Removed duplicate dock 04 from smaller lake

Merged the Slow Metabolism and Fully Hydrated perks

Normalized zombie anim blends, so 1.35 move speed is a full run for all

Increased normal zombie MoveSpeedAggro max and decreased spider to 1.35 max

Intellect reduces crafting speed by up to 65%

Perception increases accuracy with ranged weapons

Decreased reflection quality settings of Low/Middle/High/Ultra and added Ultra to UI and added private Ultra

Entity speed properties to MoveSpeed, MoveSpeedNight, MoveSpeedAggro, MoveSpeedPanic

Feral MoveSpeedAggro minimum to 37% of max value in XML

Removed AIDirector checking run for some distances and increased day distances

Power attack damage higher than before but mostly perkbased

Perks Deep Cuts, Stay Down, Heavy metal increase power attack damage on stunned/staggered enemies

Stoneaxe, pickaxe, shovel, hoe are bladed weapons

Removed Wrecking Crew perk

Melee weapons rebalanced

Guns and ammo prices

Intellect 10 goggles maximum craft speed reduction is 95% instead of 100%.

Increased AI obstacleCheckTickDelay to 4

Increased chance for power attack grunt sounds because power attacks cost more stamina

Reduced chance for grunts to play on all power attacks.

Made tier 6 pois tier 5 adjusted the tiers on a few more pois that should have been 1 or 2s

Reduced zombie kill XP

Fetch compass icon changes to up at 3 meters now instead of 2 above.

Fixed

Recipe unlock issues with gunPumpShotgun, thrownAmmoPipeBomb, thrownDynamite, tnt, rScrapIronPlateMine, ceilingLight01_player, toolForgeCrucible, resourceArrowHeadSteelAP, resourceForgedSteel

Particle effects of destroyed terrain blocks were always black

Parent spam on survivor camps

Client not showing if you tried to connect to a server with an invalid password

EAC keeps connecting and disconnecting

Creating a Blank game then hitting continue brings unused game settings

EAC keeps connecting and disconnecting

Blood draw kit does not take away any health

AI could be distracted when it had a target

Burnt zombie sound persists when in Pause

Collision on jail bars

Placed TNT is not explody enough

Armor perks can easily make you invulnerable

Rabbit very difficult to butcher from middle of its body (chicken too, made HasRagdoll false and set CC layer to cLayerLargeEntityBlocker on death when no ragdoll)

Zombies are no longer attacking doors or monster closets

Repair speed of stone axe, hammer, wrench and nail gun and syncronized animations with delay

FastTags GetTagNames not returning correct extended names

DrugRecog and drugFortBites have wrong craft tool assigned

The POI burning barrels have no collider to them

Perk Stay Down level 1 and 2 are not working

Active challenge prevents trader quests.

All mining ores have unique textures again

Light fixtures showing up dark.

Pathing issue with 1/2 blocks (added AI obstacle sidestepping)

AI CheckEntityBlocked not using origin and changed to SphereCast with longer range

Host can have still standing chopped down (POI?) trees remaining in their game

Power attacks with iron fire axe play grunt sounds

Land claims compass icons were showing for other people.

Nail gun nails don’t do damage and/or have collision (reworked launched obj handling, fixed offset from gun)

Nail projectiles not being deleted on collision

Infection adds a severe cap on stamina

Steel fire axe didn’t play grunt sounds on power attack.

perkHeavyMetal applies the correct effect

Torches are not at the 3D location where they were placed

Courier satchels appear for clients instead of normal containers

Important for dedicated servers:

<property name=”ZombiesRun” value=”0″ /> <!– OLD! 0 = default day/night walk/run, 1 = never run, 2 = always run; this setting ONLY affects regular zombies, some zombies like ferals always run –>

<property name=”ZombieMove” value=”0″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>

<property name=”ZombieMoveNight” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>

<property name=”ZombieFeralMove” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>

<property name=”ZombieBMMove” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>

Known issues:

Some scenarios where trees remain in the world, repro cases are welcome

Auger and chainsaw soundloop in MP games reloading and switching slots fixes this temporarily

Trader Jen has a deep voice

Players visually disappear for another when looking up

No lights on vehicles

Turrets target zombies through walls

Guns with a magazine size of 1 still autoreload

Some mods are in a testing phase only and do not work yet

Stealth has some issues that may not get fixed until the next patch

Server connection issues

Floating POIs

Repair material not refunded when repair was cancelled

In some scenarios double swing may still occur

Ammo count of nailgun goes broke, when equipped with full auto receiver

Trader Rekt is nicer than usual

Some achievements can not be obtained at the moment

Charismatic Nature is not working right now

Scrapping items in crafting queue while relogging may go lost

Relogging when crafting usable items are in the crafting queue may have negative sideeffects

Debugshot/dbs closes instantly on Linux and Mac

Nightvision does not properly work

Crafting speed bonus does not properly apply to workstations

Clipping into blocks to see through terrain

Vultures play their fly animation when dead for clients

Vehicle key mapping does not save

Shotgun driver loses sound on 4×4 after a while

Self medicated can be purchased but should not

Server browser does not display the proper values for zombie movement speed

Workstation tools do not refresh the recipe list when the tools are installed

Can use torch and flaming arrows as light underwater

Hand held weapons and items show light on them while inside sealed rooms or underground at night

Clothing items should be removed and swapped out manually or risk deleting them