





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Behind the scenes, this update is mostly features for two upcoming maps from the original curated map program, but still packs a variety of nice quality-of-life improvements:
[img src="https://clan.cloudflare.steamstatic.com/images/6119952/af32b03d3ba90087671ce075bfb9324a5f311892.png"][/img]
Players with different scope quality settings are now on a more level playing field: [img src="https://clan.cloudflare.steamstatic.com/images/6119952/a35204ec24683dbf1393dd298ff52fbb96621fa2.png"][/img]The Dual-Render Scope Quality setting (previously labeled Scope Quality) renders the world a second time, zoomed-in for your scope. Prior to this update, turning it off replaced the 3D scope with a 2D overlay. Some players used this as a competitive advantage because it wasn't affected by jumping, movement, near-death shake, etc.
After the update, turning the option off is much more visually similar, and keeps the performance benefit of not rendering the world twice. The gameplay tradeoff is now that dual-render off can see more up close in the peripheral (but blurred), whereas dual-render on retains peripheral vision of nearby surroundings. As an extra bonus, the scope now benefits from ambient occlusion, too!
We've introduced several new gameplay options for players and server hosts looking for fast-paced combat:
Viewmodel Aiming Jump/Land Multiplier: Scales how much the first-person scope moves while aiming and jumping/landing. Reducing this to zero keeps the character's aim centered while falling.
Viewmodel Aiming Misalignment Multiplier: Scales how much the first-person scope moves at all times, including while jumping/landing. Reducing this from 1 to a low value like 0.1 enables characters aim to always stay on target.
First-Person Recoil Multiplier and First-Person Aiming Recoil Multiplier: Scales magnitude of recoil and spread while in first-person perspective.
First-Person Aiming Zoom Recoil Reduction: At zero (default) recoil is unaffected. At one, recoil is divided by the scope's zoom level. A value somewhere in between makes shooting with scopes much easier.
Special thanks to everyone who shared feedback on this change during the preview phaseit was some of the highest engagement with the preview branch we've seen to date!
Quickly craft any structural item while building your base! Each button shows the number in your inventory plus the number automatically craftable from supplies in your inventory:
[img src="https://clan.cloudflare.steamstatic.com/images/6119952/35d398a140730f9bd0a14869a643dbd9df9acf79.png"][/img]The Housing Planner (craftable from a GPS and Rangefinder) was first introduced to streamline base-building by quickly switching between items and speeding up salvaging. This update takes it a step further, thanks to the recent improvements to the crafting-related code, enabling it to automatically craft any structural item from the parts in your inventory. This includes automatically unpacking stacked supplies, crafting metal structures directly from scrap metal, and bypassing workstation requirements.
After 8 years online, we'll be closing our official offsite SDG Forum later this year. Our sincere thanks to everyone who's participated in it over the years, from game feedback to helping each other to chaotic meta-discussion!
The forum will be read-only mode by July 30th, before fully closing on November 1st.
Over time, player feedback and support has become spread across many different platforms. We believe shifting resources from the SDG Forum elsewhere will better serve the majority of players. While the SDG Forum will no longer be available, you can still:
Discuss the game and make suggestions in our official communities (Steam and Discord) or the community-run r/Unturned subreddit.
Report bugs through our Issue Tracker on GitHub or the Support Helpdesk.
Seek troubleshooting and other support through our Support Helpdesk.
Gameplay
Housing Planner can automatically craft structure items.
Destroying or salvaging placed item stacks recovers the item stack.
Hotbar shows equipped item's durability / quality.
Graphics
Replaced 2D scope overlay (when dual-render scope quality is OFF) with post-process effect copying main view into scope material.
Added an option to prevent loading small clutter details. Note: requires per-map support by level creators.
Water planar reflections use main camera's LOD settings. This reduces discrepancies between reflections and what's visible, but may decrease performance when planar reflections are enabled.
Added "-Cinematic" command-line flag to turn off all level-of-detail features. (With an intense performance cost. Useful primarily for level promotional screenshots.
Multiplayer Improvements
Added server info screen and pause menu buttons to copy server code. Your friends can use this code in the Join Directly menu.
While playing multiplayer, an "Invite Friends" button is available from the pause menu. This opens a Steam Overlay dialog to invite an online friend to your current server.
Added support for server codes in rich presence join functionality. (E.g., joining LAN servers through Steam friends list.)
Combined barricade and structure instantiation queues to prevent seeing into loading bases.
Crafting Menu
Blueprint details panel shows primary item's stats and extended description.
Crafting tooltip mentions blueprint is ignored in reasons it cannot be crafted.
Anti-Cheat
Reduced available information about distant players. This makes ESP and radar cheats less useful.
Significantly tightened server hit validation threshold, making the line-of-sight tests more effective.
Server Config
Added FirstPerson_RecoilMultiplier and FirstPerson_AimingRecoilMultiplier, similar to their third-person equivalents.
Added FirstPerson_AimingZoomRecoilReduction to restore (quite old now) sniper recoil behavior.
Added Viewmodel_AimingMisalignmentMultiplier and Viewmodel_AimingJumpLandMultiplier for reducing sway while jumping around scoped-in.
Added Disable_Motion_Sickness_Options (more detail under Accessibility section).
Accessibility
Added First-Person Arms Bobbing slider for players experiencing motion sickness to reduce viewmodel sway while walking and turning.
Added Disable Motion Sickness Options config for server hosts running realistic PvP combat to disable the First-Person Arms Bobbing, Explosion Camera Shake, and Damage Flinch options. A warning is shown on the server info screen if this option is active. Since these options affect game balance the intention is to improve support for servers negatively affected by their addition, while keeping most of the game more accessible by default.
Level Creation
Added road assets for sharing road textures between levels, and some new options like per-road physics material overrides.
Added a tab in the roads editor to switch between per-level road textures and assets list.
Added support for blending smoothly between ambiance volumes and per-volume falloff.
Added "/DrawAudioReverbZones" command to visualize non-volume reverb zone falloff.
Support placing decorative trees outside the max level bounds.
Increased spawns editor contrast behind rarity-colored entries.
Removed kill volumes from vanilla bunkers to make them more flexible for level designers.
New Properties (Modding)
Airdrop reward type for NPCs to call in an airdrop.
Sentry properties to prevent targeting players, zombies, animals, and vehicles.
Tactical attachment properties to override bayonet damage.
Sight attachment properties to override aiming alignment space.
Placeable item properties to override amount of items recovered when salvaged.
Item properties for effects and NPC rewards when item reaches zero quality.
Gun properties for significantly changing rechambering behavior.
Gun property to scale zombie ragdoll force.
Consumeable item property to turn off pitch randomization.
Vehicle properties for more bumper damage control.
Support hybrid rangefinder-laser tactical attachments.
New Components (Modding)
Airdrop Spawner component to call in an airdrop.
Barricade Spawner, Item Spawner, and Vehicle Spawner components.
Repeat component to replay an event multiple times.
Music Audio Source component to mark audio sources as music.
Barricade Destroyer component to clear barricades inside a sphere
Plugin Development
Added "-ModulesPath" command-line flag to override Modules directory.
Enabled running "/LogMemoryUsage" locally to copy results to clipboard.
Fixes
Arrows, Missile, Rail, and Rocket not removed at zero amount. (Thanks Dobs!)
Round farm growth percentage down rather than to closest integer. (Thanks PandahutMushy!)
Default DeleteAmount behavior changed by search rewrite. (Thanks Dobs!)
Potential cause of favorite blueprints button disappearing. (Thanks u/Dandelion07!)
Server not registering end of melee swing. (Thanks prank0079!)
Non-physical wheel rotation broken by previous update. (Thanks Kopfstroh!)
Primary/secondary slot visual not cleared when item breaks. (Thanks JienSultan!)
Editing deleted level. (Thanks Jdance!)
Inconsistency between uGUI and IMGUI drawing debug text while HUD is hidden. (Thanks RBMKBlaze!)
Blueprint primary item details not hidden when primary item indeterminate. (Thanks biedaktokox!)
Barricades/structures in a broken state in singleplayer when moved with admin editor. (Thanks Molt!)
Vending Machine hat misaligned mythical effects. (Thanks !)
Keep nearby foliage loaded regardless of frustum checks. (Thanks DiFFoZ!)
Missing mipmaps on scope render texture. (Thanks BoomViz!)
Protect against menu accidentally becoming empty during special events. (oops)
Reworked airdrop replication to exclude contents and landing position.
Increased terrain fallback quality to reduce pop-in.
Russia train tracks gravel was the wrong color.
Support // comments in Commands.dat.
Special thanks to Bananajoemcrandom, biedaktokox, BoomViz, CPL, KarmaWSYD, semtexexplosive, setaou, surv0013, and VTM for their help resolving a variety issues while this update was on the preview branch!
Changes
Added Darken Scope Peripheral graphics option underneath Dual-Render Scope Quality. When Dual-Render Scope Quality is Off, this option fades the area outside the scope to black instead of blurring it.
Temporarily reverted player culling change until a bug related to teleporting is fixed. (Thanks WawaEgo!)
Fixed an exception when placeable's item dropped on destroy isn't an item. (Thanks KtoemYsw!)
Hawaii bug fixes inbound, and some community-made content.
Community creations take the spotlight from underground bunkers to Minecraft and then a peek at anti-cheat.
This update introduces workstations! Workstations are a major change to crafting and progression.
In order to craft most items, you will need to be near a workstation. Many recipes have been updated to require a workstation, although we've also tweaked a few recipes to be slightly more (or less) difficult to craft requiring a certain skill or needing different ingredients than before.
Workstations arrive in our next game update. Until then grab your umbrella, and enjoy some community-made mods, screenshots, and more!
Catch up on the latest curated map, share your feedback with a quick survey, and more!
Dear Nelson,
I wasn't sure what you meant by "take a vacation to someplace south of Canada". But, I did find a helpful brochure left at my door, and immediately booked my trip!
Hello, from Rio de Janeiro! I must admit the place looks quite different than I remember. Everything seems a lot bigger, and there's so many places to visit! Though, the brochure did say there was a "plethora of new and remastered experiences to enjoy".
Given the short notice, I was a bit concerned about finding a hotel! Fortunately, I think I can get a room at the Copacabana Plaza by the end of the day.
For now, I'm writing to you from the famously sunny beach of Ipanema, as I listen to some classic bossa nova and enjoy this feijoada.
Have you seen these iconic cable cars? The brochure said to "ride along the scenic views, and follow a culinary adventure down at the Sugarloaf Gourmet". Maybe I'll wait for you to visit, and we can check that out together!
Of course, we'll also have to visit Corcovado. Did you know that it has one of the "New 7 Wonders" of the world? I've heard that a lot of people T-pose for their photos!
It's a shame that you won't be able to join me in Rio de Janeiro today. Hope to hear from you soon!
Tyler
PS: It's getting late, but I received your letter not too long before getting ready to send this one off. When you fly over next week, would you mind booking the hotel room? Thanks!
A short community blog post! Watch a neat animation, check out a mod that adds some animal variants, and consider participating in our Screenshot Contest!
Celebrating the Lunar New Year, featuring FouNs Yukon Remastered mod, highlighting custom server filters, and more. The Community Blog returns for 2025!
Last chance for ComboCrate 2024 submissions, updates to the Tales of Terror mod, a parody experience from the Five Nights at Nelsons mod, and more!
Reminders about ComboCrate 2024, the Steam Scream Fest sale, and showcasing a variety of community-created content.
We're quickly approaching the next couple of curated map releases! Since there's been much interest in accepting more community-contributed skins outside of new maps, we're looking to release a multi-contributor workshop box somewhere in-between. Tentatively, sometime between December and early-2025.
Hello!
Hey, everyone! There's only one week left to pick up the SDGNelson Plushie from Makeship. We've almost reached the order funding threshold - thank you to everyone who has supported the campaign so far!
The plush is only available for a limited time, so make sure to get yours before the campaign ends:
View SDGNelson Plush on Makeship
With your own genetic* clone of Unturned's developer (Nelson), you'll have unprecedented access to request features, report bugs, and ask your burning questions about the lore**.
*It's yet unconfirmed whether the original Nelson is composed of polypropylene cotton and ultra-soft fleece. This is almost certainly a marketing gimmick.
**Plushie is incapable of responding or acting on these inquiries. But hey, don't let that stop you from asking away!
View Makeship FAQ
Today, we celebrate ten years of Unturned on Steam! If you'd like to read a long-winded rambling blog post from the overly nostalgic developer, you may enjoy: Reflecting on 10 Years of Unturned
Ahoy there me hearty!
What, why is this update vaguely pirate-themed? Because it's fun to say "car" with an extra 'r', that's why!
I left my offroader parked in the Pirate Cove for 5 minutes and some scallywag vandalized it with magenta paint. As a navy man, that is, a man who likes the color navy (not to be confused with a pirate's enemy, the navy), it was a clear choice how to restore ol' reliable:
Oh right, the update! Well, vehicles with 4+ wheels - like cars and trucks - should behave a fair bit more reasonably now! With new suspension and a somewhat more realistic engine system they handle much better, though this is hard to show with a picture so here's me kicking up sand on the beach:
It's hopefully worth giving them a try in-game! Note, however, that two-wheeler vehicles like bikes and snowmobiles are still rather questionable (to say the least) and haven't been addressed by this update yet.
Can you spot a green-skinned player in this screenshot? If you can, you may need to get your eyes checked because I took the screenshot in singleplayer mode.
That said, it can be challenging to spot players online whose skin color perfectly matches the terrain. In an experment to protect against this, we're requiring players' skin color not to be too similar to the terrain before they join a PEI, Washington, or Russia server.
o7 to our O.G. double-R Unturned pirate, yarrrr! (He's not dead or anything, I just felt he deserved acknowledgement considering the piracy here.)
BattlEye needed this client update released as soon as possible, so it's the only change in this tiny patch.
TL;DR: Weve moved the official Unturned Wiki to wiki.gg! Tell us what you think on our Forum, and consider getting the wiki.gg Redirect browser extension!
Hey, players! A few years ago, we moved our official wiki to our own website in order to provide a better experience to both readers and volunteer editors. Its important to us that we are always looking to provide a better, higher-quality, and more comprehensive game wiki for Unturned. Were going on nearly 10 years worth of updates now (wow!), with even more to come.
With this in mind, weve partnered with the people at wiki.gg a platform built by experienced developers and editors to create the best experience for gamers looking for information to host the official Unturned Wiki.
You can now find the official Unturned Wiki at unturned.wiki.gg!
Discuss the migration on our Forum.
My apologies to everyone inadvertently killed by the change in the 3.23.11.0 update! The problem was that some of the volumes in the boulders were spheres and capsules which can't be non-uniformly scaled. Unfortunately this didn't come up in testing because on vanilla maps the boulders were always uniformly scaled, whereas on many custom maps boulders are scaled on a single axis to better fit a surface or for visual variety. (which is perfectly reasonable, my bad for not thinking about this side effect) Fixed
Changed
A large island of small mountain towns, secrets, and spooks. The Turned are tough and certain animals don't like it when you get too close. A mix of Russia, PEI, and Arid, but with its own unique twist on many aspects of gameplay. The island contains multiple forest biomes, no military presence, and rare to find guns and supplies. Buak is heavily aimed towards singleplayer, co-op, and PVE playstyles and contains over 2,000 items to discover and use. Some of these are items that redefine the conventional vanilla systems of building with extra room to decorate, and much more. Theres a blueprint system, learn item recipes permanently to be able to craft them in the future!
Buak takes inspiration from Unturned Classic (2.0), the many scrapped ideas and designs of 3.0, as well as the concepts of Unturned II (4.0).
A lot of conventional things in Vanilla Unturned may have been abandoned on Buak, from freeform buildables to building on vehicles; You'll have to seek out the alternatives provided. All items, animals, resources, and objects are also entirely custom and may not work as intended when mixed with other mods/maps.
Some suggestions for gameplay: The map is best played without any other mods and in Normal mode or above, as Easy mode removes many mechanics.
[previewyoutube=0_v8JMJtITk;full][/previewyoutube]
Watch the Buak Trailer Here
Note: Buak is significantly more dense with detail than prior curated maps. Instead of compromising on this detail level, the Level Batching Update earlier this year was originally developed to help optimize Buak. That being said, lowering the max draw distance and landmarks when playing Buak will raise the performance quite a bit because the game can then cull more details.
To host a server running the map add its workshop file ID (3000549606) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Buak" (without quotes) in Commands.dat.
For the first time rather than playtime drops, you can craft a random new limited item from Menu > Survivors > Inventory > Crafting. The items are permanent, but the ability to craft them will only be available for two weeks during the release event.
This project was created by Toothy Deerryte, staswalle, Paulfest, and Witness Protection. If you enjoy the map and would like to support them, consider checking out the box or bundles on the Stockpile:
Buak Map Mystery Box
Buak Map Bundle
Buak Friendship Bundle
Other links:
Starter Guide
ID List
Cosmetics Showcase Video
Antarctica- the newest map by Renaxon, danaby2, Animatic, clue and Timo987, has released.
... The final frontier in terms of tough, legitimately survival based mechanics is ready to be explored and conquered.
Featuring every single item in the game, every single crafting recipe, and all the hardcore classic methods of survival you've come to love.
A seriously harsh, desolate, and uncharacteristically detailed landmass, Antarctica is an Insane sized map- 4x bigger than the Russia map, and 16x bigger than the Yukon.
Included in Antarctica, is the most detailed depiction of wilderness Unturned has ever seen. You'll want to watch your back for packs of this fierce land's defenders.
Also included, is a revised radiation and immunity system. Due to a severely changed world, the air on Antarctica is toxic. Maybe a smarter survivor out there could help find a cure...
Now, stop reading, and get going.
It can't explore itself.
[previewyoutube=QEzx4ToX0aI;full][/previewyoutube]
Watch the Antarctica Trailer Here
To host a server running the map add its workshop file ID (2954631626) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Antarctica" (without quotes) in Commands.dat.
A medium+ sized map set in northern Eurasia featuring high location density, a wider progression system with less reliance on RNG, plenty of unique experiences via quests, over 600 items, and an awesome looking bridge (two, in fact). With its fast paced design (inspired by Elver & Washington) and informative item descriptions, it's easy for anyone to pick up, learn and enjoy.
[previewyoutube=mtcRMJBXtq8;full][/previewyoutube]
Watch the A6 Polaris Trailer Here
To host a server running the map add its workshop file ID (2898548949) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "A6 Polaris" (without quotes) in Commands.dat.
For the next two weeks a variety of exclusive new free items will be dropping:
This project was created by danaby2, Renaxon and LVOmega. If you enjoy the map and would like to support them, consider checking out the box or bundle on the Stockpile:
A6 Polaris Map Mystery Box
A6 Polaris Map Bundle
Other links:
ID List & Crafting Guide
Troubleshooting & Modding Info
Bug Reports
YouTube Playlist
Credits
Added:
@echo off
rem @ suppresses echo command from being echoed, and then disables echoing in this script.
rem This is a label for use with "goto". The script will return to this label to update and restart the server.
:loop
rem %~dp0 expands to the path to this script's directory, allowing it to be called from a different working directory.
rem The "/wait" option pauses our script until steamcmd is finished.
rem Start steamcmd, download latest version of Unturned Dedicated Server, then close cleanly.
echo Updating...
start "" /wait "%~dp0steamcmd.exe" +login anonymous +app_update 1110390 +quit
echo Finished update! Launching server...
start "" /wait "%~dp0steamapps\common\U3DS\Unturned.exe" -batchmode -nographics +InternetServer/MyServer
echo Server has exited. Restarting after timeout...
echo:
echo Press CTRL+C and then Y during this timeout to cancel restart.
timeout 10
rem Return to the "loop" label to update and restart the server.
goto loop
Kuwait's final update is here! The monuments on Boubyan Island have finally charged up to power the main obelisk. Play today to discover (and promptly escape) the outlands.
[previewyoutube=pGqXvoQ9jXk;full][/previewyoutube]
Watch the Kuwait Escaping Outlands Trailer Here
Read the Full Kuwait Changelog Here
To host a server running the map add its workshop file ID (2483365750) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Kuwait in Commands.dat.
Two challenging new achievements with free rare items have been added in a final questline:
For the next two weeks a variety of exclusive new free items will be dropping:
This project was created by Animatic and NSTM. If you enjoy the map and would like to support them, consider checking out their Kuwait-themed bundles on the Stockpile:
Private Eye Bundle
Mythical Palm Nights Bundle
Assorted Accessories Bundle
Watch the Escaping Outlands Cosmetics Trailer Here
These bundles from the initial launch of Kuwait are also still available:
Assorted Hats Bundle
Divine Duneman Bundle
Letterman Bundle
Watch the Original Kuwait Trailer Here
Arid, the new map from Renaxon, danaby2, and Dug, features a complete overhaul of the game's style and gameplay.
Featuring multiple tiers of deadzones and over 800 new items, with unique bartering, looting, and crafting systems that will make you rethink the way you play Unturned.
A gasmask isn't the only key to progression on this map, you will require numerous keys hidden around as well as a full biohazard suit and NVGs to unlock the full potential of the deadzones. (Powerful firearms, tough armor, hardened base materials) NPC quests will allow you to unlock blueprints for unique items and open the door to a wide range of new shops and barters. Barters are also a new way to get good items, allowing you to exchange junk in exchange for something more exciting.
Zombies won't be the only threat to your existence, watch out for military grade explosives left over by armed forces (and brick-wielding nakeds).
The map's layout is barren and fierce but worry not, the Bus Driver can take you anywhere out of the kindness of his own heart! Don't forget to thank him though.
Weapons and protective equipment will have important information within their descriptions, so make sure to pay attention to those! Especially to the ammunition and sights which specific types of guns accept.
To host a server running the map add its workshop file ID (2683620106) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Arid in Commands.dat.
This project was created by Renaxon, danaby2, and Dug. If you enjoy the map and would like to support them, consider checking out the Arid Mystery Box or Arid Bundle on the Stockpile:
Arid Map Mystery Box
Arid Map Bundle
Mythical Wicked Aura
[previewyoutube=M4no1_bkan8;full][/previewyoutube]
Watch the Arid Map Trailer Here
[previewyoutube=iNEQPQhST34;full][/previewyoutube]
Watch the Kuwait Map Trailer Here
[previewyoutube=-K0RSUOfMBI;full][/previewyoutube]
Watch the Elver Update Teaser Trailer Here
This marks the final major expansion of the Elver map: a mind-bending endgame questline that greatly surpasses the Russia Mk. II easter egg. Elver has received hundreds of quality additions since its initial release such as fortifiable bunkers scattered throughout the forests, so now is a great time to come back and check out the newest version.
Read the Full Update #10 Notes Here
To host a server running the map add its workshop file ID (2136497468) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Elver in Commands.dat.
For the next two weeks a variety of exclusive new free items will be dropping:
This project was created by danaby2 and Renaxon. If you enjoy the map and would like to support them, consider checking out the Elver Map Mystery Box II or Elver Map Bundle II on the Stockpile:
[previewyoutube=elsouH_bqoE;full][/previewyoutube]
Watch the Elver Item Showcase II Here
Watch the Original Elver Map Trailer Here
Added:
Small update to fix two exploits reported over the past week. Gameplay:
Changed:
Autumn leaves coat the ground, the smell of pumpkin spice lingers in the air, and the turned are roaming the streets... it must be Halloween!
Until November 1st the event is active:
Elver provides a unique experience not just through a fictional setting, but also by changing the way the game is played. Survivors must scavenge the entire map to construct horde beacons and gas masks for a chance at the highest tier equipment, or sell gear at the NPC safezone in exchange for currency to buy it.
The only lootable location on the map, the city of Elver, is surrounded by a dense forest dedicated for base building. Zombies are a threat across the entire city. Keep an eye out for any TVs with static: they mark the presence of hidden ranger crates containing unique weapons and items.
To host a server running the map add its workshop file ID (2136497468) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Elver in Commands.dat.
This project was created by danaby2 and Renaxon. If you enjoy the map and would like to support them, consider checking out the Elver Mystery Box or Elver Bundle on the Stockpile:
Watch the Elver Map Trailer Here
Watch the Elver Item Showcase Here
The Global Relief Effort (GRE) as seen in Dying Light are airdropping humanitarian aid:
Strategically placed blue garbage bags absorb fall damage:
Players of Dying Light on Steam will receive a skin of the infamous Korek Machete 2.0:
Rumor has it that Volatile mutations are forming in the darkness:
Links:
Watch the YouTube trailer for Dying Light's in-game event featuring Unturned content.
Read the corresponding article in the Dying Light community hub. Participate in the global zombie-slaying challenge for rewards, and claim the free Unturned weapons pack!
Browse the Steam page for the crossover promotion.
Client Workshop Improvements:
Stockpile:
Additions:
Additions:
Additions:
Additions:
TL;DR Workshop items will need some time to update, but the game should be more stable.
This patch is primarily unlisted network improvements, both to fix some recently discovered exploits and to prevent some potential undiscovered ones. BattlEye has also just released some upgrades which are now live, too. Miscellaneous other changes:
Additions:
Unturned is Now Available on Steam!
You're a survivor in the zombie infested ruins of society, and must work with your friends and forge alliances to remain among the living.
Today I was checking my inbox when I came across this postcard from the community modding team who helped work on the Russia map!
We're trying something a bit different this time - everything in Hawaii so far has been made by Rain, Spyjack, Mooki2much and Gamez2Much. I'll be involved for the last stretch making sure everything fits the artstyle, but other than that the project is being led by G2M! The plan is for the map to come out once they feel it's ready for community playtesting, and they'll be able to release updates/refinements based on feedback.
Their team has put together some screenshots and teasers of what they're working on, so if you're okay with a few slight spoilers you can read them here:
View Full Letter
If you're working on a similar community project and would like to find more information about getting it considered for an official update check out the guide here:
Workshop: Official Content
This week I've been working on the backend/functionality for NPCs and I'm quite happy about the amount of progress so far!
Characters are created with a new object type where you specify all the clothes, gear, equipped items, hair, etc you want them to have and then can be placed in the level editor. They have plenty of unique idle animations, look around, inspect their items and will look at you when you're standing next to them or talking to them so they aren't static like most objects!
You then create a Dialogue which will be opened when the character is spoken to. The dialogue contains a list of potential messages for the NPC to say, and a list of clickable responses which chain together more dialogues. The text is animated and can have pauses inserted for emotional moments, although it can be skipped with F or disabled entirely in the options menu:
Now here's where it gets interesting: Every message and response is optionally given a list of Conditions and Rewards. Conditions limit when something can happen for example the player has to have the Police skillset, or their reputation has to be less than -20, or they need a special access pass item they were given from a quest.
To give you a lot of options with this there's a Flags system which is stored per-player and can track information for you like the player's karma with a group, whether they said something to someone or how many times they performed an action. Most NPCs will use this in one way or another, but the biggest I have planned is to allow you to rank up through the Coalition as you do more quests to help out.
Rewards then allow you to give the player items/experience/reputation and/or set these flags which can then be checked by conditions.
The Quests system is built on top of these Conditions/Rewards, and can be given to the player as a reward. There is a new list in the information tab which shows all of your quests and lets you inspect them to check your progress:
NPCs can also run stores which buy/sell specific items for XP points:
Note: This menu especially still needs a bit of work
Another main thing I did this week was bring back the reputation system. It's now determined by who the aggressor was: if you attacked first your rep will decrease and vice versa. You can also boost your rep by healing other players. Reputation is shown in the chat, playerlist and when looking directly at someone, and is titled/color coded as their score gets larger. Unfortunately it's tricky to determine whether a kill was offensive/defensive, so if this doesn't work out very well it can easily be adjusted more similarly to 2.0.
The rest of today and probably a bit on the weekend I'll still be polishing up these features, for example adding item icons to the quest details, fixing bugs, improving the UI and more options for conditions/rewards. My goal/plan for next week is to start on the actual content with an NPC base in the waters of Southern Russia for 3.17.0.0 next Friday!
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