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