Today we bring you our first point release for A21 to Experimental.
To opt in please follow these steps:
[olist]
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